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Dreamnomad

Dreamnomad

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Dreamnomad
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  • I kind of get where the OP is coming from. I personally only take offense to my opponent saying GG at the end of a match first if I played really horribly or if the opponent showed poor sportsmanship during the match. I think that is like rubbing salt into the wound. But if I felt the match was competitive and both players were feeling it then I don't think it matters who says it first.

  • @Xernoton said:

    No. I don't use slowdown but I wouldn't take that trade. 120 seconds on a gen would be the most mind numbing experience imaginable for survivors. A game should be fun and spending 120 seconds holding M1 and occasionally pressing space is not.

    Also, it would take away quite a few fun perks like Huntress Lullaby.

    That's a good attitude to have. Too many players on these forums buy into the "us vs them" mentality when in reality we are all on board the same ship. This game would be in a much better spot if everyone thought it it as "us and them". With all that said, I am curious about your stance on Huntress Lullaby being a "fun perk". From my experience, it doesn't usually do too much before being cleansed.

  • I think you need to prestige first. I don't usually use perks on other survivors until I get them to prestige 3 anyway.

  • It seems like the general consensus is that most killers would take the deal but that it wouldn't be healthy for the game. It could make for an interesting experiment as a temporary game mode. Maybe even add in a side objective like adding 10 gen parts around the map that if survivors find and install on a gen, it would remove 10 seconds from the repair time (with a maximum of 3 parts installed per gen).

  • I think a lot of people here are experiencing a confirmation bias. You make a theory. Any theory. And then anything that supports that theory, you take special note of and anything that is contrary to your theory is disregarded. Certain perks are going to stand out more than others naturally. For example, scene partner is a perk that makes you scream and reveals the killers aura and the condition to activate it is minimal. If you happen to have scene partner then there is almost no way that you won't remember having it. Alternatively, there are many passive perks that are completely forgettable and you could go the whole match without even knowing you had it.

    Unless you have been literally taking screenshots of the post match perks and created an excel file and put all the data into it and played hundreds of games then you won't be able to see if there are in fact any actual trends. It absolutely is possible that BHVR messed up how random the perks are assigned and some are given a higher value than others. But anecdotal evidence is simply irrelevant. For instance, one player mentioned only seeing pain res twice. That seems reasonable to me given the number of perks available. But that player no doubt was actively looking for and paying particular attention to when they got that perk. But then the same player might notice they did get some perk they don't like 4 times. That is how a random distribution works. Each and every game gives and equal opportunity for each perk to be assigned. Even if you got the same perk two games in a row it would still have an equal chance of being assigned to you the following game. There will naturally be some weird clusters when looked at on an individual level. It's not until you have millions of data sets where you can start to see how equally the perks are being distributed. And no one player is playing millions of games and recording their data.

  • I really don't think this will be the problem that you are predicting. If you have one player sitting around doing literally nothing but trying to call out the killers position the whole match you are essentially playing a 3v1 against the killer. Also, it doesn't take too long before crows start building up. If the survivor moves periodically to keep crows from building up then they won't be as effective as a scout. Killers also have eyeballs and aura/killer instinct abilities/perks so the scout will likely be found. Survivors generally have a good sense about where the killer is anyway and players abilities to communicate the killers position constantly verbally will only be so effective.

    Also, sitting around doing nothing is a great way to earn 0 bloodpoints. How many survivors are going to volunteer to be the scout? There are just a lot of practical reasons that his strategy will not be effective for the masses. Now, I imagine that some YouTuber will put together a video doing this and they might even make it look reasonably effective. But that isn't a good metric to go by. YouTubers pull off crap all the time that won't work for the majority of people. You see these kinds of threads whenever new perks come out all the time thinking that the meta will be destroyed but they typically amount to nothing. Blood Rush anyone?

  • lol, I wouldn't mind an Ariana Grande survivor or legendary skin for a current survivor. Would it really be all that different from some of the current survivors or skins of survivors? At the end of the day it would just be another girl to throw on a hook.

  • Okay, I guess I'll just go ahead and get on your nerves by stating that DBD isn't a horror game. It is a glorified version of tag. Maybe a new player might think of it as a horror game but once you've played the game a bit, you can see it for what it really is. It's just tag with knives.

  • @Sonyaire said:

    It's pretty uncommon now, especially if you're trying to farm from the start of the match. Typically I'll only farm as killer if there's one gen left, and the survivors had a rough game, like teammates DC'ing or killing themselves on hook. Farming matches are just kinda boring and take too long, when I could just go next and be in another match to get more BP.

    Yeah, sometimes I feel bad for a team when one player gives up right at the start. This game is not designed to be played as a 3v1. I've found a lot of times in situations like this even if you try to be nice, the survivors will just give up and move onto the next game anyway.

  • I don't remember the last time I played a bp farm match. They have been pretty generous with giving bloodpoints away so I haven't really felt the need. With that said, if I happen to be in a match with 5 cakes then I'd be down to farm a match or two. In general I'd just prefer to play the game though.

  • Is this an issue? If the gates are open then what difference does it make? I think there are tome quests that involve escaping through the hatch. Why should players working on those quests be screwed over for no apparent reason?

  • Well, if they did their job properly and made it so all perks have an equal chance of being chosen then the perk distribution over a large number of games should be pretty close to equal. So the answer to your first two questions "how many unique builds were run, which perks appeared most often" should be fairly useless information. I would be interested in how this effects escape rates though. I would imagine that it would be beneficial to survivors overall.

  • As someone who doesn't like to play blight and doesn't particularly enjoy playing survivor at all much less against a blight, I'm good with whatever nerfs go his way. The way that some people feel about skull merchant, I feel about blight. I'd be perfectly content if he was deleted.

  • I don't really like the term "gen rush". I get it. Sometimes it feels like those gens just pop off like crazy. As the killer, you are feeling the pressure with each one. But the term gen rush itself feels like it has a negative connotation. It's like "How dare you complete the objective the game has clearly set forth in an efficient manner?".

    The only time I really feel gen rushed is when my chases are relatively short. I'm hooking players consistently and the gens still are getting annihilated. It's like "how?". How can those gens be getting finished that quickly when from my perspective I'm winning every chase? But I never hold it against the survivors.

  • I think this is a PC thing. At least, I've never figured out how to spin with a controller.

  • I've never understood this myself. Best case scenario, you crawl to the hatch. But once the hatch is closed, wouldn't you want to save yourself time and just crawl to somewhere the killer can find you so you can save time and get to the next match? It's not like you earn bonus bloodpoints for bleeding out. Imho, it is just a salty move. I can't win so I'm going to waste my own time to waste your time. They should just make is so if there is only one survivor in the dying state and the hatch is closed, the bleedout timer goes 4x faster or the killer can see the survivors aura.

  • I didn't realize this was a topic players were confused about.

  • The thing about Inner Strength is that it is self regulating as far as balance goes. If only one survivor brings the perk then it is pretty good. But the more survivors that bring it, the worse it gets. Therefore the more popular it is the worse it gets and the less people who use it making it better for the players who consistently use it.

  • @Blueberry said:

    Such great news! Really glad they’re listening to the community on how much we love it. Seems like a lot of us want it to be permanent, myself included. It’s such a refreshing game mode and feels like a casual mode that isn’t so try hard. I’d like if they also made items, addons, and offerings random as well.

    I'm fine with a true chaos mode as long as it's temporary. But if they add a permanent chaos mode then it should not include random add ons. First of all, add ons are consumed on use. Players should never be forced to consume things they don't want to consume. Even if they were willing to make it so that add ons wouldn't be consumed if they were randomly assigned it is still super problematic since a lot of killer addons can negatively effect the player. For instance, I'd be pretty mad if I was playing Hillbilly and I got the add on that makes it so my chainsaw doesn't down survivors but gave me more bloodpoints.

    I think what most people want isn't random items, addons or offerings. What they want is the most broken things to be restricted to make the experience more casual friendly. There is a much easier way to do this than making things random. Just make is so players can't bring anything over green rarity to the match. That would be much fairer, simpler and easier to implement.

  • Anyone using this perk will also run Franklins which negates the issue of charges. But I think the aura reveal should happen regardless of whether the items have any charges or not.

  • With only two small adjustments I would love to see this be a permanent game mode.

    1. Limit addons, items, and offerings to green rarity and below.
    2. Remove certain broken perks to be randomly given from the pool of perks available such as No Mither. If a perk is just kind of bad or "does nothing" then that is fine. But if there is a perk that will completely screw the player over then it should be removed. Honestly, No Mither is the only perk that comes to mind but I would leave this open to additional perks should they be added to the game or whatever.
  • He got buffed. I swear some people wouldn't know a buff if it slapped them in the face.

  • @UndeddJester said:

    New modifier confirmed: True Chaos

    Random items and add ons for all 😏

    True Chaos would be random characters, random outfits, random items/add ons, random perks, and random offerings.

  • I didn't really know enough about the next chapter to be hyped or not. DnD is a massively diverse IP to bring into DBD. There are literally infinite options they could have gone with. I don't really know anything about Vecna's lore other than Joe Manganiello had something to do with becoming cannon to the lore. Also, I think Vecna's hand and eye are cards in Magic the Gathering. So I know of the characters existence but really nothing beyond that.

    Having said all that, I've now seen video of the PTB of Vecna in play. I'm not really excited about Vecna as a character in the game but I am excited about a wizard with 4 powers in the game! From what I can see, he is surprisingly balanced too. I also think the new map is very on theme with DnD and looks awesome. I like the use of dice rolls. I think bard was a good choice for a survivor. I think some of the perks could use a little tweaking but there are some stand out options. All in all, I think it looks pretty great.

  • @Eelanos said:

    Personally, I've stopped caring about chapters a long ago, with the exception of the Alien chapter.

    What usually happens is, survivors get one new survivor that either gets immediately forgotten by the devs or becomes incredibly successful because it's either shirtless or has a swimsuit cosmetic, and they come with perks that essentially boil down to "Self destruct to add a 1% progress to all completed generators".

    And when it comes to killer, it's going to be all the rage for a week, then survivors will figure out a strategy against them, this killer will start to slug and tunnel and soon after it'll never show up again. A month later we'll see a thread asking what happened to the killer's popularity and several others asking for ridiculous buffs that would propel the killer to SS tier if they were implemented as-is. A year later, the devs will release a buff to the killer's kicking speed - something like 1%, and remove that 1% extra kicking speed from their add-ons.

    And this repeats. Every. Single. Chapter.

    I like D&D but I can't get hyped for content for this game anymore. I still need to buy a few of the newest chapters but I just can't be bothered.

    Lol, jaded much? The funny part is there is the tiniest shred of truth to what you are saying but it's 99% hyperbole.

  • Just comes down to hit boxes and latency. Pallets effective range is a little big bigger than is visually represented.

  • @BlueMoonBRUHMOMENT said:

    As a Killer I am still going to run Pop, Pain Res, and Dead lock because I there literally is no better perks.
    I would LOVE TO RUN FUN BUILDS, but I can't get any fun out of them because the game is already halfway over before I get 3 hooks.

    I don't understand how its a meta shake-up, when instead of buffing bad perks. They nerf perks that Killers are still going to use.

    If you want to run fun perks, then run fun perks. Don't make excuses. A large part of players problems stems from constantly using meta perks. These perks carry them into a higher MMR than they have the actual skill for. Then once they are in a higher MMR than they have the skill for, they are pushed into a situation where they feel they "have to" use certain perks or they will get run over. Don't you see that you are the architect of your own miserable situation? Just play whatever perks and playstyle you think is fun and you will naturally find yourself in the correct MMR and have more enjoyable matches. You also won't be so effected by whatever balance changes come and go.

  • I missed the memo. Next chapter will be licensed and related to D&D?

  • @squbax said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715650#Comment_3715650

    It is a downside against SOME killers, like broken for the entire match against m1 killers is meh since you can just loop them till dbd 2 is released. For example broken against plague or legion is literally a non issue, against instadown killers is amazing if you are a dh user, but it is a huge detriment against good killer, the likes of oni, blight and nurse will punish you very hard for it.

    However I think people are seeing it wrong, as if you do it at the start of the match, if I were to use it I would use it when few gens remain, that way the killers slowdown becomes more useless in the later match rather than stronger which is what happens when the match is advancing.

    People on these forums seem to assume all too often that the average player is amazingly skilled at the game. The vast majority of players aren't capable of looping an M1 killer indefinitely, especially with one health state. Being broken is indisputably a huge handicap for the majority of the player base regardless of who the killer is. Make no mistake about it. The invocation perk is still terrible.

  • This post feels like killer bait to get survivors to use bad perks. Broken for the whole match is a massive downside.

  • I think it is a huge buff.

  • @The_Yosh said:

    As I'm playing killer more, I am wary but also optimistic. I 4k a majority of my games with the regression perks, which is not an even game. If the game is balanced, and matchmaking is working as intended, I should be getting a 2k most games. The gen regression is scary, but I am a fan of the toolbox and survivor perk changes.

    I'm absolutely stoked about the Bubba changes. Disappointed they killed Chucky. Keen on Deathslinger buffs. Also, the Wesker and Blight changes seem healthy.

    Overall, I'm excited for this new update. It seems they are taking a bit of a risk and shaking up the meta.

    You are confused. Chucky got buffed.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713971#Comment_3713971

    Then why would anyone run those perks? It's quite easy to max out in most categories and if you don't then the extra BP don't matter either. If you had 8k points in a category and boosted that by by 50% without crossing the cap it would only be 2k extra BP.

    That's 1 brown addon / offering. At the cost of a weaker build, that decreases your chances of winning the match, which comes with a lot more than 2k BP. There is a reason why nobody uses most of these perks. They are bad.

    Adding a marginal BP boost would not help with perk variety.

    You seem to be assuming that all players are created equally. Plenty of players struggle to earn bloodpoints. Those players are going to struggle to stay alive regardless of the quality of perks they run. At the very least they won't die after earning 5,000 BP. I think this would be a nice little boost for players still trying to grind out bloodpoints to get their characters prestige 3 at least.

  • @VirtuaTyKing said:

    Seems like a lazy fix I would prefer they make some perks base kit (pain res and windows) and others actually useful.

    I wouldn't describe this as a "fix" to anything. The idea is simply to make using underused perks a little less punishing. There will never be a world in which all perks have equal value. I don't think that should even be a goal. But adding an incentive that doesn't effect balance is at least something.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713971#Comment_3713971

    Fair, but they also removed those type of bonuses from for example prove thyself... I didn't know they did not remove the ones from the other stuff... But I have to say with that in mind it becomes even less of a bonus to run those perks if it only makes it so the category fills easier...

    Which is why it shouldn't be a big deal to add this bonus to other underused perks. It's a minor thing but still might nudge the needle a little to more perk diversity.

    Edit: also, prove thyself isn't an underused perk. It doesn't need any extra incentive to use it.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413353/add-bloodpoint-bonuses-to-underused-perks

    They basically removed those bonuses on certain perks, because they didn't want people to run perks for BP, I don't think they would bring it back...

    You are confused. They took away bonuses from BBQ and WGLF because they raised the maximum amount of bloodpoints players can earn in a trial. I'm referring to bonuses that increase the amount earned per event type but will not increase past the maximum. There are already several examples of this currently in game. No One Left Behind, Beast of Prey, Distressing, and Hex: Thrill of the Hunt are all examples of what I'm talking about. They just make it a little easier to reach the cap of a certain category. Putting these kind of bonuses on less popular perks will increase perk diversity a little while not upsetting the balance of the game.

  • No thanks. I don't want to see more Doctors running around.

  • It takes the killer like a second to snuff out a boon and the survivor like 20 seconds to light it. Pretty sure the killer is coming out ahead on that trade. I'll happily keep snuffing out the same totem if they are just going to keep lighting it. Survivors working on boons aren't working on gens. Besides, if this really really bothers you then you can always run the perk that breaks totems when you snuff them out.

  • I'd love that so much. Especially if he would occasionally break out into dance while in the lobby like in that music video.

  • Because you don't need to "tryhard" when there is only one survivor left? Sometimes it is a flex. Like you know and I know that you'd be dead if I wanted you dead but out of my magnanimous nature, I'll let you crawl away this time. Sometimes it's just being nice. Sometimes it's an effort to keep your MMR a little lower so future matches will be easier. Sometimes it is just a whim. Sometimes it is an effort to "pay it forward" for the last time a killer let them go. There really are any number of reasons. Just pick one.

  • Unless I was trying to work toward a specific goal like "escape via hatch", I would just try to get in one last chase and move on to the next match. You are wasting your own time.

  • Killers on these forums are more entitled than survivors.

  • Quitting over the adrenaline nerf is one of the weakest excuses I've ever heard of. That is like a paper thin excuse. Seriously. If you want to quit then quit. But don't blame the adrenaline nerf.

  • I don't know how this is even a debate. Using any 3rd party software to give an in game advantage is clearly cheating. It is pretty much the definition of cheating. It is one of the arguments I made against cross platform gaming when that was pushed on us.

  • I don't want to sound condescending when I say this, but maybe just play a couple more games first. There is a learning curve to the game. A lot of it will just start making sense naturally after a few games. Also this is a game where you need to have some thick skin. If you have a difficult time with things like smack talk, trolling, etc. then I'd recommend playing in anonymous mode and if you are on PC then minimize the post game chat. Welcome to the game. It really can be a blast. The main thing that you need to know about this game is you make your own fun. Once you get the basics down, figure out what is fun to you and do that. Don't worry so much about kills or escaping. That stuff will naturally come with time.

  • I hate to say it but I kind of agree with the troll on this one. That perk is a huge detriment to all survivors. It would be for the best if no one ever used it. With that said, I would never personally do this to another player. Like the old saying goes "two wrongs doesn't make a right".

  • Doctor, Plague, and Legion are my least favorite killers to play against. I wouldn't DC against any of them because that just screws the other survivors over but I pretty much hate every second of those matches. Win or lose. It's just miserable. So I can at least understand why someone would do it but I hate players that quit at one hook stage.

  • I've never really put any thought into it before, but you are right. Actually, Legion might even be stronger since getting the 5 hit down would be much more reliable. I wouldn't recommend running them together because they'd fill the same role.

  • I've always thought this would make sense. I think he should have 2 sets of powers. His dream snares and environmental traps. In addition to fake pallets, I think he should be able to put up barriers where broken walls exist that allow him to pass through freely but survivors in the dream state can not pass through. Maybe make it so he can trap generators too. This would incentivize survivors waking out of the dream world more and also be more true to his lore. Something like 6 dream snares, 2 fake pallets, 2 fake walls, and 1 gen trap seems fair to me.

  • 80 seconds might be too long but 45 sounds too short. I think 60 seconds would be the sweet spot.

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