Emeal
Emeal
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I agree with your perspective. What I had hoped murky reagent offerings would do is align more with the game's theme of 'see you in the fog.' However, many maps are surprisingly bright, and the long-distance visibility isn't effectively hindered by the current murky reagent. It appears suboptimal, especially since dark fog might not be suitable on bright maps. I propose that bHVR could instead theme the 'fog' to match the weather or theme of the map. For instance, Ormond could have a snowstorm, Coldwind a heat distortion, Redwood water vapor fog, and Eyrie of Crows a sandstorm, each blocking long-distance viewing.
This suggestion, of course, assumes that bHVR is interested in playing with the mechanic of long-distance viewing. If they decide to explore this, such thematic variations could be introduced with additional murky reagents.
It's interesting to note that bHVR retired the 'Moon Bouquet' offerings due to the cost of maintaining them in an acceptable way. Now, with praise for making a dark map, there might be an opportunity to revisit or rework 'Moon Bouquet' to theme maps to be visually darker without affecting gameplay.
I beseech you bHVR, if you asked in your next survey about the murky reagent and how to rework it would be BALLING. In fact, Survey the community opinion on all the offerings. You might aswell.
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@Laeyon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3646594#Comment_3646594
They can just make the MMR pool even bigger for public matches to even out the que times. As you said, people who want to play competitively dont mind waiting longer for a match.
Yes some people will always play comp in casual matches, but if a ranked mode gets added it will be WAY less.
I liked the old ranking system in DBD so much more, cause it was actually a challenge to become rank 1 (i was always stuck at 3), and you knew everytime you would face a good opponent.
Nowadays i mostly face babies and on occasion some good players...
but if a ranked mode gets added it will be WAY less.
How do you know this?
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647231#Comment_3647231
In all fairness, killers threatened to quit the game when the HUD was introduced. I'll never forget the hysterics, followed by the realisation that it didn't really matter that much. I don't know what the devs should do to fix tunneling but whatever they do would need to be powerful, as otherwise it won't ever stop.
I don't believe it's about threatening to quit over a perk change; rather, it's adding a perk that presents a final obstacle at the end of all the challenges a Killer already faces. It's essentially the last moment before a Survivor scores a point. To put it in perspective, it would be akin to Pain Resonance activating to blow up the generator when it reaches 99% completion. The logic is the same, yet one is much more insufferable to experience.
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I agree that Breakdown might not be very useful except in specific situations, such as when the same hook is repeatedly used, resulting in multiple people being swapped with the hooked person.
However, your suggestion seems quite powerful, and I can imagine that it might not be well-received by Killers. This perk could potentially be the final straw in a series of hurdles they already face in trying to hook someone and I perceive this as a tool that players might actively use to get in the Killer's face, specifically to destroy a hook right in front of them.
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That Nr.2 tho.
I believe Lady Dimitrescu would be an excellent choice for an additional Resident Evil Chapter in the future. Playing as her could offer a unique and immersive experience, envisioning scenarios where she sics her daughters on survivors to torment them or lifts pallets to throw after the Survivors too. She has a home in Dead by Daylight and you all know it.
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I envision a rework for the Daily Rituals where they take the form of an entity-flavored tarot card deck. Each day, you draw some cards, and flipping each card reveals a challenge on the other side for playing the other role. Additionally, incorporating all the Tome challenges into the Daily Ritual pool would be a great addition.
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I don't envision this rework happening; it fundamentally changes everything cool about the Knight. I'm left wondering what those who have grown to love playing this Killer are supposed to do if such a drastic shift takes place. Each Killer has a specific gameplay to them to completely change a Killer at this stage is unprecedented. Lets go into the specific, what exactly is wrong with Knight in your opinion?
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The challenge with implementing a casual/ranked mode split lies in the potential division of the player base, leading to longer queue times and potential player disengagement. (meaning they stop playing for the day) While some players might be willing to wait longer for a match, the majority likely does not share this sentiment.
Another hurdle is the definition of casual and ranked play. What may be considered casual for one player could be the most competitive match for another. What is casual to me, might be the sweatiest match you had all week" Establishing clear rules and proper enforcement becomes critical, as players might exploit the system by playing competitively in the casual mode or vice versa.
Addressing these two issues is essential for the viability of a casual/ranked mode, and it's not a straightforward fix. Indeed, changing the majority of gamers' opinions on queue times seems unlikely for bHVR. Additionally, expecting them to delve into detailed rule enforcement regarding strategies appears uncharacteristic for them too.
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I believe the most significant issue with this idea is that it becomes even more challenging to go after another survivor or make a fresh kill when visibility and power is severely restricted. I acknowledge your point about the tunneling strategy being too easy for the Killer, and I agree that Survivors need better tools to deal with it. However, I am skeptical about the idea of destroying the Killer's visibility / power, as it may not be well-received by the community.
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Yeah, 100% agree here
- Survivors should share offerings, Items and addons
- Killers should share offerings.
- All event offerings and bloody party streamers should be shared across both roles.
One of the significant drawbacks of event offerings and leveling up is that you end up leveling a character during the event, but it might not be the one you have all your offerings on. This can force you to play a Killer, for instance, that you might not be as proficient with. Which is bad when you should have the freedom to play what you want and play the offering you have just unlocked.
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>Me when the weakest Survivor in a match or a Troll get sacrificed 9 times. 😒
I'm sorry, but I have no positive sentiments about this idea, not even a constructive spin. It appears to be a change that could make the game more exploitable by inexperienced players or trolls. I am opposed to this idea in its current form as I believe it has the potential to be very harmful.
Could you please provide more details on how this system would not worsen situations and gameplay for other players when it is involving players who quit, sacrifice themselves on the hook, give up, or engage in trolling behavior? Thanks.
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A potential solution to the issue of certain bushes and random clutter obstructing the way could be to make them destructible objects. This approach allows us to maintain the aesthetic appeal of the map while enhancing gameplay. Imagine the thrilling visual of Hillbilly speeding through, sawing through bushes, small crates, and other clutter, adding an immersive and dynamic element to the chase. It could also be fun for any other Killers if they miss an attack but an object they hit flies everywhere.
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That sounds like a pleasant change.
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Ah, yes, the Survivor perk Windows of Opportunity can certainly be challenging for Killers as it alters the dynamic of planning movements before a chase. While it eliminates that aspect, assessing its balance requires considering factors such as win rates for players using the perk and other potential concerns. To address the first question, bHVR has access to statistics that would reveal whether the escape rate for Survivors with this perk is significantly better. Given its widespread use, the perk's strength might be downplayed in overall game balance statistics, which is based on a 2 dead/2 alive Survivor model. Aka. the current game model.
The second question revolves around the perk's convenience for players who may not invest as much time as others. Equipping this one perk allows for a more relaxed gaming experience. This inclusivity and accessibility aspect is a significant positive for the game and I think its worth considering if we would be gatekeeping the fun many people have with too harsh changes. In summary, I believe the perk should not be changed at the moment. If necessary adjustments were needed, bHVR would have the data to make informed decisions. While it might be a slight annoyance for me, the overall benefits it brings to the game are noteworthy.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641858#Comment_3641858
Sure thing. You cannot kick a regressing gen. Since survivors now have complete control over if a gen regresses or not when repairing, they repair the gen to 4% then stop for a split second then begin repairs again. This resets their progress towards the 5% rule where a gen stops regressing after letting go. This means that survivors can force a gen to ALWAYS regress once they leave the generator. This effectively prevents the killer from ever being able to kick the gen for the entire match meaning any kick perks are impossible to use.
So, if you know a killer has pop goes the weasel, you can simply repair to 4%, stop, repair to 4%, stop, and repeat. If the killer ever chases you off, the gen immediately begins to regress, so the killer can never kick it to utilize the pop. If you know the killer isnt using kick gens, then just repair normally. Entirely in the survivors' hands.
We all told BHVR that this was an issue in the PTB, but it was disregarded, so BHVR knowingly put this in as a survivor tactic meaning any survivor teams using it have entirely eliminated any kick perks in the match. Using this tactic comes at a cost of gens regressing if not repairing them, but depending on the kick perks, it is extremely worth it - being able to eliminate pop alone is worth it. It also eliminates trail of torment, Dragon's Grip, eruption, machine learning, and other kick related perks. What's crazy is that this is basekit for survivors, so no need to bring a perk to counter all those killer perks (like distortion does, for example). Any game, survivors on demand can eliminate a host of killer perks from ever being used for the entirety of the match.
I understand your point now, and personally, I haven't experienced this yet. I'd like to get your perspective on how efficient you believe this strategy would be for Survivors. While it might annoy the Killer, constantly engaging in such actions could potentially waste a significant amount of your team's time as that annoying Survivor. I believe it could potentially become a lot easier for me to win such a game. I could strategically use perks like Pop or my other gen-perks on the generators they're actively trying to complete, and not the one the annoying survivor is trying to fake regress to get on my nerves with. What is your assessment of that perspective?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641832#Comment_3641832
I wouldn't say the removal of all kick gen perks from the game is a win. Survivors just 4% then release then repair again constantly to keep gens regressing at all times if they ever leave so gens can never get popped and such.
When you mention 'the removal of ALL kick gen perks' could you provide more details or elaborate on how those perks are being removed or made obsolete? I'd appreciate a bit more clarity on this. Thanks.
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I wanted to share that, personally, I haven't encountered any issues with the new 8-regression event system; it appears to be functioning well. However, I've noticed that the Eruption perk seems less appealing now as it triggers two events, affecting its synergy with other perks that rely on generator kicks.
I believe this new system is a win for both sides in general.
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I share the concern that the new 8-regression events system disproportionately affects the Eruption perk. While Nowhere to Hide and Trail of Torment seem to be functioning well, the main issue arises from the fact that all these perks can be triggered 8 times on generators, while Eruption is limited to 4 uses. Realistically, it's rare to utilize these perks to their maximum potential in regular games. However, the problem with Eruption is that it now hinders any synergy with generator-kicking perks.
Considering this, a potential solution could be a rework for Eruption. Given its theme of exploding generators and Nemesis using weapons, a suggestion could be a mechanic similar to Overcharge. Eruption could trigger an explosion once Survivors repair the generator by 5%, causing blindness and revealing auras to the Killer. This rework might enhance the synergy and effectiveness of the perk while maintaining its thematic elements. Also its cool to blind Survivors now, an unescapable fact.
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Your post made me realize that I've advocated for a 90% Lightborn perk effect in the past. It's time for me to reconsider that stance. I believe there are two key questions at play here: 'Does gameplay function properly when perks like Lightborn and Distortion are in use (Yes/No)?' and 'Do these perks have other considerations?'
To the first question, I'd answer yes; while aura perks may be interrupted by Distortion, finding Survivors at generators remains feasible. Lightborn doesn't significantly alter gameplay either as there are many options other than flashlights for stopping the Killer taking your survivor team-mate. As for the second question, I think it's worth considering Lightborn as an accessibility feature for players less adept at dodging flashlight saves. I don't see Distortion user often, and I gather that being revealed might not be ideal.
The main point, however, is the help the game offers to beginners or those seeking assistance. I'm curious about the angles we're presenting to individuals who may need help mastering these aspects of the game with these suggested changes. That's what I'd like to understand better. I'm of the opinion that assuring beginners or anyone with hardships with this, that they'll improve over time without any game adjustments is a promise we can't necessarily guarantee. Instead, I'd prefer to offer a more immediate solution, encouraging them with, 'Don't worry about it; there's a perk for that. Use it and enjoy yourself now.'
Anyway I hope you find my thoughts on this topic valuable.
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Perhaps an audio indication would be a more effective solution to convey changes, perhaps both?
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I share the sentiment that additional blue deep rift cosmetics for the second year lack the excitement of the initial year. An alternative approach could involve community engagement by seeking votes for the next year's deep recolor during each anniversary. This way, the player community actively contributes to the decision-making process, with the stipulation that colors cannot repeat from previous years.
Next year, Yellow, Pink, White. The possibilities are endless!
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Agreed! I believe it's overdue to equalize the power dynamics of Survivor screaming sounds. Perhaps it's time to consider giving both Survivors and Killers the option to control the volume. For instance, providing Killers with a muffle option would be beneficial, as there have been numerous instances where hooking a Survivor resulted in an unexpectedly loud audio experience. My poor ears.
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I understand your perspective, but I believe it's preferable not to restrict players who may lack the skill to execute a proficient flashlight save without perks from experiencing that gameplay. Even though it's traditionally seen as an expression of great skill and finesse, allowing accessibility can cater to a wider player base. Moreover, a highly skilled player still has the option to forgo that specific perk, freeing up a valuable perk slot for alternative strategies.
I completely disagree with the idea that wider accessibility diminishes the experience's value, I think the perceived value is subjective, and it's not necessary to overly concern ourselves with what others are doing are doing or if they are getting ahead. When I was a kid and showed up on my bike with training wheels, I don't think anyone else who didn't use them would feel their skill on bike were diminished because of that, so neither should yours in this videogame.
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I believe using Solo Queue as a justification for modifying perks that are particularly frustrating to encounter in SWF Groups is problematic, especially when it involves increasing the stun duration. If a perk indeed requires improvement, the solution should not entail making the game more challenging for Killers facing SWF groups. Any necessary buffs should be approached in a way that doesn't negatively impact the gaming experience a lot more at higher MMR, therefore I say keep Perk stuns to 3 seconds.
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640013#Comment_3640013
I am simply using the same words you used to somebody else. You are invalidating my experience just like you complained another person did to you
I apologize if my previous message gave the wrong impression; that wasn't my intention. I respect your perspective, but I strongly disagree with the idea that people providing feedback are inherently lying. Even if the feedback is inaccurate, the resulting data would likely reveal any shifts in player adaptation within a week.
I'm open to discussing this further without making you feel invalidated. I'm also curious about the reasoning behind being defensive about feedback, as I believe bHVR can effectively address false claims in feedback by cross referencing it with data.
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@OutlawRacer666 said:
This is the worst update in the history of the game. This character is beyond OP now.
Hey, whataboutism, post count shaming and skill issues are not good responses to your query, nor is it what should really matter about what is happening to Billy. The Developers are watching and gathering data on how people are performing against the changed Killer and if he is overturned it will show up, as well as certain addon combos will have way higher win-rates for the Killer.
So we can all sit back, play the game, do out best, give our feedback and bHVR will consider changes until the experience is at least manageable for everyone.
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@tubalcane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639766#Comment_3639766
What did I not address about your post? Where did an admin edit my post?
Camping and tunneling are totally acceptable. Just like looping and body blocking are totally acceptable. Instead of messing with more benefits for survivors, survivors just need to utilize existing mechanics.
Your post has been addressed, twice now.
Hey there, I saw I fumbled the sentence, Sorry about that. My question was why you think "camping and tunneling is totally acceptable" You have certainly made me aware that you think that IS the case, but that isn't a view everybody has so we certainly need to get into roots of why the game should be that way. Like me, I don't think camping and tunneling needs to be the status quo and be all and end all of this game. Why should I think that Camping and Tunneling should be protected as it is now? Do you see the question now?
And about the posts, you need to scroll back, the moderators edits the posts if you are too uncivil.
This forum is a work environment, people who are trying to work have to read these so they have to be cool.
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Its under review atm.
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Dear bHVR, Do NOT forget to look at other people are saying are saying about the hardships about the Billy update.
Don't just look at what Hillbilly mains say and what they want, this game is for all of us, its us who are forced to play this game against Hillbillys so it needs to be at least manageable. I saw on twitter, a lot of people are coming in here to drown out others personal experience by telling them theirs. Please remember that does not make the first person's experience invalid.
Just saying, "Oh you just have a skill issue" is just toxic and it does not make meaningful counterplay magically appear for that person. Come on guys PLEASE, We ought to be better than this.
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@NaveR said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640726#Comment_3640726
LOL
Can't you see the potential of being abused by experienced swf's? To be fair, I'm sure you don't, based on your posts above
Oh you are trying to "run with the argument" by applying it to generators. Yet you seem to completely miss the objective of the idea, to address the premises of the logic. By taking a different set of premises and asking me if I would support it because its a similar reasoning.
Indeed, getting slugged all game and having a generator regress are not comparable at all.
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@NaveR said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640678#Comment_3640678
So, are you proposing an auto-regression mechanic if there's no continual progress on gens for more than a few seconds?
If not, then bully squads or just coordinated teams are gonna have a field day with 3 gens at 99% progress being able to stand up lol
Should I mention getting downed at pallets so there's only 2 options left? You either slug or get stunned with no chance of hooking
Also, nice try, you boil over + flip flop + unbreakable + tenacity/power struggle survivor main on eyrie :)
So, are you proposing an auto-regression mechanic if there's no continual progress on gens for more than a few seconds?
No, thats not the idea, scroll up if you wish to read what the actual idea was.
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When I play trapper I usually force the survivor into a bad side of a loop and then place the trap, If I could just throw the trap idd be like Freddy but 10x times as powerful. I just don't think it would be balanced. The time it takes to place a trap is the time the Survivor has to counter-play, if you removed that Trapper has no counter play.
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Isnt this skin supposed to be Evil Nea anyway? To give her evil laces seems fine even if the color scheme is coded between nazis.
But I dont think we can let nazis claim the color red.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640399#Comment_3640399
you don't want any timer ever on slugging, even in early game
Oh no, what a Sherlock we have here. Maybe because I don't think it's good idea from start? It is going to remove an option from killer, which makes this game more boring in my opinion and alternative left is not going to be good for survivors.
You wanna explain to me why you shift from its a possibility to "oh no why even bother" just because I mention a timer.
How is that difficult to understand? It gives pressure when there is another survivor forced to pick them up. If they can pick themselves, it doesn't work. That's why Unbreakable is pretty good perk...
I have not even given a timer yet
Ok, let's make it 241 seconds and I am fine with it...
even in early game
It's not really an early game, when it is connected to hooks. Not time, not gens. Hook stages. Survivors can quite easily get to 1-2 gens left with survivors never being hooked. One bad chase is enough for that.
Oh no, what a Sherlock we have here.
I big Brain.
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640399#Comment_3640399
Here alternative when you want it for early game, so you don't say I am unreasonable.
Survivors can pick themselves up after 30 seconds on ground when there is 5 gens left, 45 seconds when there is 4 gens left, 60 seconds when there are 3 gens left. They can't do it when there are 2 or less gens left.
Then killer can clearly tell for how long it is possible to slug them and can try to play around it, but it is not possible to slug all 4 survivors.
This is how you make it actually an early game feature.
See that is fine
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Slugging was always a good strategy on Billy, people just didnt play him cause it was hard to play, not that its a little easier, its back.
When I played during the 2017 to 2019 this was all the rage, a thick layer of Hillbillys at Rank 5 to 1 and they all did this.
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agreed.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640156#Comment_3640156
Ahrh, the internet. "But you have a need to question me, to ask me to prove my experience? Why."
I wasn't questioning you. I was just putting in my 2 cents. Anyway lets drop it. I'll reply to your DM.
I wasn't questioning you.
Dood, you asked me to supply data for my personal experience like at least 3 times during over conversation tonight.
What do you EVEN mean, "I wasn't questioning you." That is exactly what questioning IS.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640358#Comment_3640358
So it will be easier and easier to get that pressure late game while, but those rules will keep that pressure generating lower in the beginning
That just means it is worse than tunneling at every stage. Why would anyone bother?
Why would the Killer need to see who they can or cant let be on the ground?
If you want to make mechanic as a variable (time changes, or disables), then if you are not able to tell correct what is the status, it's stupid to go for the gamble. Risk and Reward are nowhere near same at this point. Only right option would be to hook them, which makes it kinda boring to me at least.
Also it doesn't work only when the survivor is dead on hook. Why would I ever slug them? This mechanic means slugging is never an option. It's not gamble at all. It's just not a valid option.
Chase someone, down them, hook them. If that's all you are going to do and try it for different survivors, you are going to lose quite often. Only way how to win doing this, is to tunnel someone out of the game.
Slugging let's me to just down unhooked person and chase someone else. This way I still get pressure, but I am not really forced to tunnel. Your feature would give him unbreakable for free, so I can't leave him on ground, because noone is required to pick him up from ground, which lowers the pressure. So best and only option is to hook them again...
That just means it is worse than tunneling at every stage. Why would anyone bother?
To down maybe one more or add more pressure, you told me a second ago. You wanna explain to me why you shift from its a possibility to "oh no why even bother" just because I mention a timer. That's pretty unreasonable of you, I have not even given a timer yet and you are locking down on it. The flip is pretty blatant.
I think you are just rejecting the idea cause you don't want any timer ever on slugging, even in early game, that is fine Im not here to make you like that idea. I'm only here to hear out arguments against it.
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Yeah, hes overtuned, because bHVR listened too much to the Billys and there were a bunch of emotions around it aswell.
Bottomline is check the Winrates of players throughout the MMR ranges, if that dont stabilize you take Billy out behind the shed.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640168#Comment_3640168
Its only slugging early game that is gonna be hard, what would be so terrible about that?
It's not just an early game, when killer doesn't know if they can, or can't slug them. That just means they never can.
Also why the hell would you slug, when you can kill the survivor? That's another reason why it doesn't make sense.
Slugging is to increase pressure. This feature would make it unreliable and simply ineffective.
So why bother trying to slug (except few killers without a choice) and just tunnel someone out?
All those nerfs to everything else make tunneling better, then you see survivors crying more and more about tunneling. Who would have thought?
It's not just an early game, when killer doesn't know if they can, or can't slug them. That just means they never can. Also why the hell would you slug, when you can kill the survivor? That's another reason why it doesn't make sense.
Hey so I asked in the first comment to you, "Why would the Killer need to see who they can or cant let be on the ground?" idd like an specific answer to that, cause I don't think the Killer needs to, much like how the Killer don't need to know who dies on next hook or not. Don't really see why the Killer needs absolute certainty of their options. That just seem strange to me, so I'm eager to hear why you think that is a must.
Instead you can rely on that the Survivor will be able to get up in X time or longer if they been hooked. You take the gamble.
Slugging is to increase pressure. This feature would make it unreliable and simply ineffective. So why bother trying to slug (except few killers without a choice) and just tunnel someone out?
Sure and with those rules you should be able to do it aswell, until the X timer is met. So it will be easier and easier to get that pressure late game while, but those rules will keep that pressure generating lower in the beginning. I think that is acceptable terms. Do you disagree?
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639777#Comment_3639777
Sounds like basekit unbreakable with extra steps...
This also doesn't make sense, when killers don't even see number of hooks for each survivor.
This is another change how to simply create more tunneling, when you nerf everything else.
Camping? Nope
3-gen? Nope
Hit&run? Sloppy butcher nerf coming
Let's nerf slugging too, what could go wrong about that.
Sounds like basekit unbreakable with extra steps...
This also doesn't make sense, when killers don't even see number of hooks for each survivor.
Correct, but you explain why it doesn't make sense. Why would the Killer need to see who they can or cant let be on the ground?
Let's nerf slugging too, what could go wrong about that.
Its only slugging early game that is gonna be hard, what would be so terrible about that?
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640041#Comment_3640041
Bully squads are more prominent at the higher mmrs, as they fall apart if they don't know what they're doing. All 4 down because the match is practically over at that point unless they get a second chance. Anything before 4, the match is still in play - plenty of natural ways to recover from it. Frankly, though, if the survivors all get downed, they failed miserably. They shouldn't get a freebie mistake eraser. I'd rather the match just end unless someone on their team has some sort of recovery perk.
Sure high mmr players need to be kept under control, but I don't see why we cant address that issue when we made sure the lower ranks can keep up and a fair and tolerable experience is ensured? Im not asking to ignore the top 5% but I dont feel like they should get special privilege in balancing and gameplay tolerance when discussing new changes. Right=?
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640079#Comment_3640079
No you are totally missing the mark. I'm also happy to take this to a DM to appease the Mods but I really want to break this down.
""Right now they are DC'ing against him, Great job guys.""
This comment from you suggests you are claiming a lot of people are now DC'ing against Billy (If I misunderstood. I apologize. End of discussion). I don't have an issue if that is how you feel or that has been your experience. All I wanted to say in my reply to that was that it's been different for me. Nothing deeper nor was I invalidating your experience.
I know it's a forum and maybe I'm not a great writer but let me try to spell out what I took issue with. This comment from you.
"if I had a dollar for every user I've seen not giving a hoot about other people's experience playing this game"
I found that rude, insulting and dismissive. I'll be honest it got my back up. If you hadn't added that part I most likely wouldn't have enen replied. It comes off as you were dismissing my personal experience but at the same time it was fine to share yours. I'm happy to be contradicted. I'm happy to be wrong it doesn't bother me. Hell, if you had data to back it up I would even admit I'm wrong. But, no I'm not going to sit back and let someone tell me my experience doesn't count and I should accept theirs. At the end of the day unless we have data on this we don't know.
You are claiming a lot of people are now DC'ing against Billy (If I misunderstood. I apologize. End of discussion).
Its not a claim, I saw them do it, its an observation. I don't DC myself. Unless you are like other Hillbillys, I've met today who wont believe people DC against Billy, I have met three so far today. I didn't record it, but you are really skeptical of the wrong things, if what you say about not caring about being contradicted is true.
Like Im not going to ask for proof of your experience, Im sure you had some nice games. That is completely possible to me and not something I have any need to question. But you have a need to question me, to ask me to prove my experience? Why.
All I wanted to say in my reply to that was that it's been different for me. Nothing deeper nor was I invalidating your experience.
See here is where I think your narrative breaks down because what would I do with your experience? Its completely inconsequential to me. What in your mind did you think I could use your personal experience for? Furthermore when you respond to me again you say your point was that I said 'YOU' meaning my subjective experience, meaning that your responded to my subjective experience.
Like there is no way I believe that was not what that was about, but if you wanna say now that it was not, then I ask you to not be cryptic with your writing and tell me what you wanna say- You say you are bad with writing, but you don't seem like it, other than you don't always explain fully what you mean so you leave others guessing. We probably come from each other side of the planet, least we can do is be clear? don't you agree?
I found that rude, insulting and dismissive. I'll be honest it got my back up. It comes off as you were dismissing my personal experience but at the same time it was fine to share yours.
Okay, now look at that from my point of view. I wanted to make sure bHVR takes notice that in my neck of the MMR system things were disconnecting fast last night, then I get a reply to my post from someone saying basically, "No I didnt see anyone disconnect last night." Then when I respond to him, he tells me back its just my subjective opinion, when I saw it with my own eyes.
How do you think I feel? that I have to prove now what my own eyes see? Yeah, rude, insulting and dismissive that's exactly it.
Hell, if you had data to back it up I would even admit I'm wrong. But, no I'm not going to sit back and let someone tell me my experience doesn't count and I should accept theirs. At the end of the day unless we have data on this we don't know.
This is where we split, cause I was giving my feedback to bHVR, but you replied and quoted your feedback to me. bHVR keeps an eye on the DC and they will know if there is a major problem. But I wanted to give my feedback to bHVR not you, that is why I didn't quote you when I made my first post. But you did, you wanted to discuss all of this with me. For what purpose I still dont see, but lets take it of forum if you wish.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640025#Comment_3640025
Come one now. You are just arguing for the sake of it. I'm not here for that.
Just be mindful when telling people you don't give a hoot about their personal experience. Especially after you just shared your own.
No, I'm trying to understand. But I think I got the problem, You don't want to be contradicted, that is why you replied to my personal experience. I didn't reply to your personal experience my guy so why should I be mindful of telling people don't care about other's personal experiences? It does not make sense, I think you just wanted me to shut up and didn't much care how.
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Moving left or right while running does nothing.
I doubt this. idd like you to go into a custom game vs bots as trickster, then post it to youtube and then there.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639777#Comment_3639777
Only if it kicks in if all 4 are down. I've seen way too many bully squads who are allergic to not going down at pallets with everyone running power struggle. Literally cannot pick them up without getting stunned. I could at least immediately pick up the last person without risking another survivor running up to pallet stun.
Why only when all 4 are down? Lets say its 1 minute, it is so bad if Killers slug for a min a lose out on their bounty? I dont think so.
I don't think power struggle is uses as much as that globally. idk if its really a problem.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639958#Comment_3639958
Okay, I got your number.
Funny that I've seen other people agree with you and share the same experience as you. I don't see you saying the same to them. Guess you only "give a hoot" if it agrees with you.
That sentence does not mate a lot of sense mate. Why would I be crossed by people who agree with me? You don't seem to understand you replied to me with your personal experience. So you are saying there are people who reply to me, saying they agree with me, and you want me to say to them that they shouldn't simply contradict others personal experience on here? I guess you are right you don't see that happening cause why would that ever happen? Why would my experience be crossed by someone who agrees with me? Strange suggestion you give me.
But if you mean to say that I should not say I'm against people trying to disregard or contradict others, even if I don't agree with them. Then yeah, you would be right so if you catch me letting that slide in a response in a thread I'm writing, You can certainly call me out if you wish or call them out myself. I'm fine with that.
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639968#Comment_3639968
"Yeah, you felt the need to contradict my personal experience with your own subjective experience. But its not like its new here, if I had a dollar for every user Ive seen not giving a hoot about other people's experience playing this game, idd be a rich man.
Carry on."
Where am I posting to contradict yours? I am allowed to post on this forum yes?
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I don't believe making a new game mode is the way to deal with tunneling and camping.
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@Rumble said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639861#Comment_3639861
Survivors just to play against m1 killers they can easily loop. They DC vs most decent killers
Prove it. Pro-tip: You cant, so stop making claims you cant back up.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639872#Comment_3639872
I'm glad you emphasized "YOU" because that was exactly my point.
Yeah, you felt the need to contradict my personal experience with your own subjective experience. But its not like its new here, if I had a dollar for every user Ive seen not giving a hoot about other people's experience playing this game, idd be a rich man.
Carry on.

