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Emeal

Emeal

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  • @CrimsonMothKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826426#Comment_3826426

    I fully agree with you that Slugging needs to be addressed, it is boring and removes survivor engagement. However, my above statement was that you yourself, cannot say that you are the average killer. Balancing around the average is a good way to go about it, but balancing around what you believe to be the average isn't.

    Being able to down a survivor and then apply adequate pressure within 40~ seconds may be average/easy for you, but to the average killer it could be outside of their skill bracket. Yes 90 seconds can feel like a lot, and it is, but that is enough time for Survivors to do a gen, or have a chase or do whatever they need to, while also giving the killer plenty of time to make use of the slug by applying pressure and then returning to hook them or baiting survivors to go in for the heal. What this does do, is it makes it so that the killer still has a viable strategy for getting pressure (however unfun it is for survivors) while also removing the ability to just drop and forget them.

    By having the duration be too short, you inadvertently punish killers that play well and win early for whatever reason. If you have it be too long, you ruin the survivor experience. 90 seconds is a rough estimate at this time, it could always be tweaked to be shorter.

    You dont need to point out to me what the effects of the changes I want, Im well aware of them and still want to give it a try.

    I never said it should be balanced around my personal skill, I distinctly defined the average, you are just focusing on one part of my response, while ignoring the definition. It clogs up your response to with things I already know instead of making a better argument for your system than saying "its estimated" instead of coming clear how its estimated.

  • I want to know if Genrush happen because the Killer isn't contesting gens because they are chasing one survivor at shack 10 sec in.
    Cause 100% if that is the case, then its a Killer Strategy flaw, not a Gens need to be harder to do flaw.

    Not that I know you do this OP, Im just saying I see a lot of Killers do this, get pallet stunned and then proclaim Genrush-

  • You need to report those at https://support.deadbydaylight.com/hc/en-us/requests/new
    with details relevant to the case to they can track down their accounts. As well as details what they did to your account.
    There is nothing that reporting this one the forum can do better than Customer Support.

  • yeah, make it work like Flashbang in requirements, maybe a lil smaller.

  • Follow my logic here for a min… If the Killers who need setup time are at such a disadvantage, then Why are their kill rate basically where every other Killer is now? If we introduced a new 30 second pregame, would that not just buff those Killers, when instead you could buff them without the setup time if they really needed it, right? Just food for thought.

  • @CrimsonMothKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826352#Comment_3826352

    Just because you can make a play within such a short amount of time and then go hook the survivor you downed, doesn't mean you slugged in the same manner as the type of slugging my suggested mechanic is supposed to counteract.

    I agree with you, yes killers could adjust to the idea of they have 40 seconds to hook a survivor, but that then puts more unneeded pressure on the killer side. Sometimes they will need longer than 40 seconds. To hold the average survivor and killer player to you own level of experience and say "what's best for me is best for everyone else" is a bad approach to fixing the issue. As such, yes YOU can down a survivor and then go apply pressure elsewhere and hook them all within 40 seconds is a fine and subjective experience, but saying that this should be and is the experience of the average killer and should be balanced around is unfair.

    I know it can feel unfair to hear that sometimes the experience has to be based around the averages, but the truth is, it serves the majority of players. Balancing for the average ensures that most players get an experience that feels accessible and enjoyable, even if it doesn’t perfectly match everyone’s skill level. Slugging is LITTERALY on the top most unpleasant experience for Survivors so we do well in taking their complaints seriously and if you are slugging longer in early game, just wheel it in, its just not fun anymore.

  • @CrimsonMothKing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826314#Comment_3826314

    That's 90 seconds where you have no intervention from perks or other survivors. Yes it will feel like ass to be out of play for 90 seconds, but that is better than the current alternative of sitting and waiting.

    What you have suggested is a mechanic that effectively could render early game slugging next to unimpactful. Yes the mechanic would get weaker with hooks, but if as the killer you need to slug to get some pressure back, you wouldn't have the time to make it useful.

    From my understanding from your description, if the average time for a survivor to be picked up by another survivor was 26 seconds, +10 for the mechanic, that means that early game the killer would have only 36 seconds to do something with that down before the survivor gets up. With this mechanic in play, survivors wouldn't have to worry about actually picking up the downed survivor, only making the killer believe that they are trying to and then <40 seconds later, their pressure is gone.

    What you have suggested is a mechanic that effectively could render early game slugging next to unimpactful.

    I do believe you have figured out what the intention is. I am also against ending the game easily at 5gen, I think that sucks.

    From my understanding from your description, if the average time for a survivor to be picked up by another survivor was 26 seconds, +10 for the mechanic, that means that early game the killer would have only 36 seconds to do something with that down before the survivor gets up. With this mechanic in play, survivors wouldn't have to worry about actually picking up the downed survivor, only making the killer believe that they are trying to and then <40 seconds later, their pressure is gone.

    I am a Killer who can make a play in 30 to 40 seconds, if you take longer then you need to not do those long slugging attempts in the early game, get some hooks and then do it. I think Killers can adjust to this easily. Take on avarage Killers who perform a slugging action, how many of them slug for longer than 30 to 40 seconds? its gonna be a tiny amount.

  • @HermanTheDoctor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826061#Comment_3826061

    Let's be honest, Maple Knight doesn't even do it good what it does.
    Scrapped can stay honestly. Every killer needs a meme Add-on :D

    But I HATE meme addons, when they just make the Killer weak. I prefer the ones that make the Power funnier.

  • @buggybug said:

    I rather they remove hook notifcations so that the happy to return to hook andies has to pay more attention to their hud.

    With distortion being garbage now there is certainly 0 excuse that can be used saying we tunnel or proxy cause I cant see no one aura, ever since this patch to this day not one distortion user on my team or when i play killer.

    If only Survivors had feet to run away from the hook they know the Killer gets a notification from, Oh well.

  • I think spending 90 seconds on the ground is too much, and in large terms unhelpful and insufferable to the player.

    I'm sure bHVR can detect the average time spent slugged, its all instances where the downed survivor isnt picked up within 3 seconds, in all those games figure out how long they actually there on average before picked up by a team-mate. This number + 10 should be the range at which an anti-slugging mechanic should kick in, at least in the early game, meaning this system could get worse with each hooking. That is rather the system I want for Survivors than this one.

    90 seconds is absurd.

  • I agree with;

    1. Traps should at most injure survivors.

    2. If an injured survivor is trapped. It should just lock them up and not down them.

    3. TRAPS SHOULD NEVER BE ABLE TO BE HIDDEN UNDERNEATH TERRAIN. I can't believe this is still an issue.

    and @SoGo excellent list too:

    @SoGo said:

    1. He needs to start with at least 4 traps.
    2. There should still be 8 traps in the enviroment (so there are 12 in total)
    3. Getting caught in a trap while injured should cause a Deep Wound.
    4. His traps need to either spawn towards the middle of the map, or he could be able to get them from lockers, or both.
    5. Traps hitbox should be bigger.
    6. Disarming a trap should have some kind of minigame attached to it which takes away a health state from a survivor if failed.
    7. His "Jaws" add-ons and Oily Coil should all be buffed in some way.
    8. The Tar Bottle add-on should be reworked to make the traps change their colours and texture based on the enviroment they're in.

    And one final personal point, emphasis on Traps need to be a little larger.

  • SCP 096 is the Shyguy right? I think hes rather a passive reactionary Killer, than an actual Killer.
    If we wanna do the Lore of Shyguy justice, he would work better as a SCP Map Hazard, wandering the halls and blocking doorways, then being able to be triggered on survivors by line of sight during the endgame collapse. Thats just my take.

    Idd love a SCP Map and some D-class jumpsuits for Survivors like that, SCP certainly BELONGS in the DBD Museum of SlasherHorror.

  • 110% luck should effect chests, you sold me on it. bHVR implement it next patch pls.

  • Super Suggestions. Please bHVR this would be so good.

    1. Maple Knight should keep its effect but gain something new and more.
    2. Scrapped Tape needs to be deleted.
    3. The idea of giving AI to Doctor Illusions are such a great addition as well.
  • This would be very fun, I want Cardboard Boxes.

  • I dont want WoO nerfed, but it CAN become a crutch perk for you. But whether this matters at all is something they need to debate.

    I have always seen WoO as a great equalizer between newbies and veterans or casuals and elites, I would make the argument that WoO is a glue that holds the game together, because the preferred playstyle of Survivor is to not run with an escape plan from every generator. Scouting is a somewhat dead in dbd strategy in dead by daylight and until that changes I see not need to even touch it.

  • We all know we want shirtless Wesker from the RE5 Bossfight, and Evil Jill from the same game.

  • I hope for Ormond, bHVR would do smaller cabins and a big frozen lake that is slippery to walk on, I wanna slide around and have fun. Call the map, "Lake Cabins" and the place a gen on the middle of the lake and make it sink into the lake onces its powered.

  • Nah this idea is not good, but that does not mean bHVR could not cut down on wasted time.

    Example would be when the last person is downed and there are only two survivors left, the other is on a hook or is slugged.
    I find it incredibly bad that, the Killer is allowed the keep them slugged for possibly 2 min, when instead that should INSTANTLY start the mori animation on the recently downed survivor and auto sacrifice the slugged to save on everyone's time.

  • A crucial part of the Finisher Mori original update was basekit unbreakable in some form, its unfortunate how it happens but I'm glad a lot more people are talking about slugging now and I hope bHVR will take actions to ensure the stability of the gameplay experience.

  • The void realm IS cool, but I too miss the old Blighted Halloween. The Old Event felt a lot like the Entity was having gestating period.

    I really like the feeling of the Entity as a creature that we are lost in and in the recent event nothing of it speaks to me as the Entity experiencing anything. Sure yes I get it that the void is the Entity's Boneyard. But it feels so much less organic and biological from the Entity's side.

    I don't want bHVR to go back, but I want them to just do just do a touch of the biological aspect which was in the older event.

    Maybe the reason the Void Event happens is that Entity is regressing memory, its looking back to see if a dead memory maybe isn't so dead its worth feasting on for a couple more centuries. In real life Halloween was about old spirits returning, which could be related to the idea too. Old Spirits are being allowed in to see which of them still have enough juice to feed the entity.

  • I don't know where I stand on this, but I agree that exhaustion could be made better, an example is these scene from the trailer for the Legion Chapter. You notice how the characters seem to need to take a second to catch their breath, mainly david before hes jumped.

    image.png

    The idea that exhaustion causes you to be extra loud as you gasp for air is not bad by any means.

  • I have not had a problem with this event, but also I dont crave blood points as I'm a veteran and im at a comfortable mmr.

  • I would enjoy if Smoke Bombs was perk the same way flashbangs are. Smoke bombs are interesting and special, tho not as useful as flashbangs imo.

    But I think bHVR would do a huge mistake to sleep on this type of Killer/Survivor interaction and just keep it as event item.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822862#Comment_3822862

    i didnt mention harm or confusion…

    But some arguments for my proposal are getting rid of unnecessary clutter in bloodwebs and inventory as well as easier balancing in the long run.

    It would probably also be better understandable for newcomers what the Items are for and no need to ‚justify‘ the price differences when there is almost no directly noticable difference.

    Also, if they add new items it would again be better for balancing and reducing clutter


    edit: also additional customization options as mentioned already.

    I dont think newcomers have a problem with different items.
    As soon as they understand the rarity system, which is shared by games, they will understand what each does.

    Are you sure its not just you, who are unhappy with having oceans of items? I know that, it sucks to be a veteran, but it does not really matter. I can get over such a problem easily, just close the item tab. Problem gone.

  • Items have many problems in this game, but I dont think this is the solution.

    Why is it a problem that some items are just a lil better than others? What exactly is the harm or confusion we are solving?
    Please elaborate.

  • @turksmall236 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822774#Comment_3822774

    True, anything at this point. But like I said nothing will happen because for some weird reason BHVR likes survivors griefing other.

    I don't think that is why, problems priorities, time and that there already seemingly is a solution which is gamebans via support.

    Which really only removed the perpetrator, not prevented the action in the first place. Clearly not a good solution.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822771#Comment_3822771

    or simply don't crawl towards next slugged teammate and make it easier for killer to generate way more pressure by slugging, which would lead into 4-men slug

    Still not good enough as crawling and recovering takes so much much time to recover and the fact that its incredibly boring gameplay for Survivors. Its a game for 5 people, we are all supposed to have fun and slugged on the ground is about as mentally stimulating as watching paint dry.

  • @turksmall236 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3822764#Comment_3822764

    Collision should be removed when a player has 1 idle crow. Survivors currently lose collision when they are slugged or get hit by the killer. But as we know, BHVR likes survivors griefing each other and ruining their teammates game experience, it's why nothing has been done about griefing ever since the game came out 8 years ago.

    No, do you know LONG it takes for an idle crow to spawn??? I consider that TOO LONG and we have a Game to move along.

    5 seconds is better, change my mind.

  • Survivors DO need some basekit unbreakable to prevent early game slugging to 4K.
    So, some base kit unbreakable where if you get hooked, your base kit unbreakable gets worse when hooked, until gone at 2 hooking?

    It would be a good start.

  • This was all done to prevent body blocking in that house right?
    Its because bHVR has neglected to implement a Proper anti-body blocking system, its simple. if two players are smashed up against each other for 5 seconds make them lose hitbox with each other for 5 seconds. This would help so much.

  • Tunneling is an exploit of bad survivors strategy, here is how I see it mostly happen.

    1. The Survivors pull of their team-mate of hook when I am near and refuse to take a hit from them.
    2. The Survivors unhook, and heal under the hook making it easy for me to find them.

    I don't see how tunneling could happen if survivors stopped doing those two. However I would like to see more tools for the survivors making it easier to path block if you are full health, you know doing the Christ the Redeemer pose to prevent the killer from passing.

  • I kind of disagree with this, because its unclear what problem you are trying to solve? Why should recommend this change?

  • Many things can be wrong, There might be many things we can try, have you tried adding "-dx11" to the Steam launch commands?

  • This is not a bad idea, but I will miss looking at random names while I wait for game.

  • Agreed, its just too good. Check the numbers its absolute mayhem.

  • I dont agree, cause that means you can disable those perks by slugging two and hooking them.
    The first will have their perk disabled. I think the conspicuous actions limitation is enough.
    And Im a Killer Main.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3814310#Comment_3814310

    It's relatively the same just behind on graphical updates and chapter releases.

    They have a lot more Mori's to choose from tho

    Yeah, I do want more moris. bHVR should know we want it and its just about that accursed priority list.

  • Not at all, we all know how Reddit is a popularity contest, but it does not mean bHVR will do exactly as commanded by us.
    They will scour the post ideas and perspectives, hear us out on a problem with have with the Killer and then make their decisions in order to make us as happy as possible. This is really no different from every day here on the forum, its just in a much much much more.

    Like take recent Trickster changes, the big elite trickster players mostly only show up here when they are unhappy, so this limits the Trickster related feedback quality. They were not here for the 10 thousand times we discussed Trickster before that PTB and that is bad really because everyone's perspective is valuable and its these perspectives and feedbacks which the Devs need.

    Chances are bHVR unlocked gas cooking over firewood and this could be very good.
    In short: bHVR usually don't do a thing because its popular, usually its about because its a good idea to do it and that's why.

  • I think the last three days is related to the Rank Reset and all the people start sweating again.

  • I would be a good idea to put stop to this.

    Removing self-unhook unless Perks and special hopeless circumstances, you know like Last Man Standing from the Original Finisher Mori update.

  • Nowhere to Hide is better than this perk in any and all cases that I can think of.

    1. Its silent.
    2. It does not warn the Survivor.
    3. It does not require anything.
    4. It helps you regress your objective.

    Thwack is incredibly hopeful for a perk which quickly fades in comparison to alternatives.

    1. If I get DeadDog and want to clear the Saloon asap or in my first chase imma burn all 3 stacks.
    2. On maps without walls, Im supposed to leave pallets up and hope I can get a number on a Survivor later?
    3. There is no way I leave pallets up, Survivors always loop them again and again.
    4. I now have to manage tokens.
    5. So what do I get for having to do all this?
    6. It gives ANY Survivor a Warning that I'm coming and that I have location on them.
    7. It does not give aura reading anymore which is less precise.
    8. It breaks a pallet, nice.
    9. I have no clue, what is the light here I dont see it.
    10. I really hate to be negative, I am clueless.

    I could think MAYBE see this perk is supposed to be used with Spirit Fury, but like, Knight got better perks for this situation too with Hubris.

    If this perk is about "All those who stood in her path feared her mighty THWACK!" then make it give hindered to all who screams so I can at least catch up or something so people can fear me. How am I supposed to fear people so far away?

    Actually Nerf Nowhere to Hide, THAT perk needs a token system.

  • @fussy said:

    When they collected feedback about maps, the most 2 common complains were map size and this god window. Have no idea why they decided to leave it here.

    They changed the size, they are probably waiting to see if it changed the map's killrate.

  • A breakable wall to make it less good would be good. Although its a great Trap location for other Killers.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819413#Comment_3819413

    They won't answer you because they know you are right. You're making too much sense right. ;)

    That's what I like to do, putting more rationality into out ideas, making them run the gauntlet of criticism. ;)

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819408#Comment_3819408

    More like Devs giving too much power to the Power Role which leads to one sided fun. Devs treating Survivor like a joke role to Killer fantasy when they all say Dead by Daylight should be horror.

    What you say can be objectively be disproven by looking at the Killrates.
    Is your claim that the recent mori change has made Killers more Powerful than before? How so?

    OR Do you mean that the recent update to Moris have backfired into undesirable behaviour from Killers? Many have done so.

  • I also agree a change like this is well overdue and its baffling that after all these years its not fixed yet.

    Come on bHVR you need to up the priority on this.

  • Sounds more like you are tired of being mori'ed and wants revenge, Revenge fantasies is not a good way to do Game Design.

  • I think the framing is completely wrong, tunneling is a consequence of some plays in this game of the Killer doing what a Killer should, the Killer is doing his job, so to take away points and pips for him doing his job, is just unfair really.

    Like I agree tunneling feels bad and harsh and even worse if your team-mates do nothing to help but then we have to fix the game and give survivors better options, not screw with and limit the other player who is just doing his job.

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