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Emeal

Emeal

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Emeal
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  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414504#Comment_3414504

    My point is to completely remove Gen rush, tunneling, camping. And certain they would only soften it, not removing.

    Im not asking for any of these to happens, only to tell my ideas.

    I know, Im telling you why I think they are bad ideas cause they limit the freedom of ways the Killer can play by actively preventing or putting in little mechanics to actively make those strategies harder to do. I don't want to only play one way or have made the "official good way" the only viable strategy.

    The way I would fix tunneling/ Camping is with new mechanics, turning those things into gameplay with counter play options.

    @Emeal said:

    In this thread its all about the concept of adding new gameplay to stale undesired gameplay outcomes.

    So its a tale as old as this game, that Camping and Tunneling is less desirable to interact with. But I think we can all agree that if we look at the game as it is, its sorta the most logically standoff we can end up having with the game as it is now. If a Killer sets it in his mind they want a specific Survivors dead, they can Camp/ Tunnel /Repeat, Survivors are on the bad side of that, there isn't much gameplay around it. I think this is bad.

    So with this thread I want to hear your creativity to think of ways we can level to playing field between Survivors and Killers in a Camping situation with adding Gameplay elements around Camping and Tunneling.

    Now a Gameplay Element is a thing that a player does something with, Example: flashlights it takes skill to use and you can blind the Killer and save your friend. Ofc not without risk. A thing that isn't a gameplay Element is like PyramidHead's cages, which can relocate should PH get too close to them, This isn't a Gameplay element (its an automatic system) because nothing is played in doing it, he just walks in and it happens, no counter play from Survivors.

    For the sake of this thread, We will assume bHVR can create a system of detection that can check if a Killer is Face Camping and check if a Killer is tunneling a recently unhooked Survivor. Now we can design new Gameplay Elements that can give proper, not passive counter play to Face Camping and Tunneling.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Here are MY Ideas on how bHVR could implement gameplay to counter Camping/Tunneling, but someone more keen could probably do better.

    THE KILLER TACKLE

    So the system is in effect, the Bubba is detected as FaceCamping this should unlock a Survivor mode called "desperate action" while in this mode I think the other Survivors should be able to tackle the Killer to stun them and cause a Power cooldown of X seconds. Ofc. the Killer might hit you, which would be bad, but an attack can be baited out and then tackle the Killer. This should allow for plenty of counter play.

    These desperate actions are for the other Survivors, not the Target.

    Now desperate actions with one other Survivor alone trying to save their teammate would not be very effective, likely you would leave wounded. That would be a regular trade, like normal. But two other Survivors could do it, allowing for two stuns. Two stuns would allow the unhooked to run the farthest, three max for a face camping situation if all three survivors join in. So the more Survivors who join, the more painful it will be for the Killer to FaceCamp.

    KILLER BLOCKING

    So the system is in effect, the Wraith is detected as being a Tunneler. What this means is that we can put another "desperate action" so why not something that makes it easier to body block the Killer, spread your arms and block the Killers path so the targeted survivor can escape easier. This would work by pressing a button when looping near a Killer that is chasing a tunneled and the survivors will face the killer and extend their arms making their hit box to the Killer bigger.

    If this can only be done near the Killer, It wont look like you are asserting your dominance in front of the Killer.

    https://us.v-cdn.net/6030815/uploads/8L32XZM9JFS6/image.png

    Cool Cosmetic Jeff.

    I also think Survivors should have the ability to throw items at the Killer as a "desperate action" if they are tunneling. But this post is getting long already, if you think its worth hearing let me know.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Common Critiques of this approach I have gotten:

    Why add such an elaborate System to fix FaceCamping, lol just do an automatic solution that forces it. Dont waste bHVR's time with development, Just force the Killer away/ our or ban from FaceCamping.

    1. This game is a game and that means we are supposed to play the scenario. This also means we should be allowed counter play, My Philosophy here is that this should be the way of dealing with the issue.
    2. I respect the Killer's part of this game, if they chose to try FaceCamping I think we as players should respect their choice. They have agency and they have made their mind up that is commendable, It is fine if they want to dig the heels in and hold the game, but that does not mean Survivors should have no counterplay or that all the cards should be in the Killer's Hand. This is why I think bHVR should do this.
    3. I believe in the setting, the Slasher Horror setting this game is trying to emulate. The classic movie situation of a victim trying to escape the Killer, blood, sweat and tears. I believe Survivors can get killed by not outsmarting the Killer and the Killer can kill them based on agreed upon rules of the game, but things should happen naturally in this Slasher Theme, not by fake hand holding systems.

    An Automatic Solution to FaceCamping and Tunneling is not a play, it does not respect the Killer's choice/agency or the Survivor's mistakes with the rules and its very fake and hand-holding, I don't feel like it feels like it is in theme with what I believe the Game is trying to emulate. This is why my Suggestion is the way it is.

    This is so OP for Survivors, you are making them so Strong.

    This may be true, but if so bHVR can buff Killers again. I believe this game would be better served by more gameplay, more options for its players in the long run than not giving Survivors adequate counter gameplay.

    Thanks for reading this.

    At least that sounds way better to me, than limiting choice and agency.

  • There is no way we can get all of these within years. and I hate these suggestions on tunneling/ Camping.

    It just makes Tunneling too hard as a strategy.

    We should push bHVR hard on one of your ideas tho, I think the most important rn is

    • Gain simple command chat stamps: Im going for unhooking ; Im going for killer's objective....

    Survivors need this 100% even if SoloQ don't need more help. Its QoL which is still needed for Survivor.

  • @ThePolice said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413925#Comment_3413925

    It would raise the skill ceiling and floor for the knight, while he isnt overpreforming hes very boring to play against when he can just plop down a guard

    Its okay if you want a Killer that is high in skill ceiling & floor, but there are other people in this community too and we would like some easy Killers you can kill with and chill. I think Killers you can have a great time with and not required you to literally sweat to do well with is fine to have. This game needs Killers that have a low skill floor too.

    its also okay for Survivors to find a Killer boring, there are loads of Killers like that. A Killer is usually not made to entertain the Survivors, rather its to make a fun and engaging Killer to play. I find things Survivors do unfun, is that reason to nerf them? No ofc not.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413897#Comment_3413897

    Why aren't you playing For Honor then? You seem dead-set on making DBD a Fighting Strategy game.

    Idd prefer a Slashergame with some fighting over the ghost stories you just tried to sell me.

  • Knight isnt only a ranged Killer, sometimes you need to plop a guard down fast too.

    I doubt the knight is really overperforming to demand such a nerf to make him basically useless for new players.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413690#Comment_3413690

    So you know the groans and screams you hear while in The Basement?

    Think of that as the connection to The Entity, the collective suffering, fear, and pain of all those that inhabit The Entity's realm which fuels The Entity.

    The Shrine of Sacrifice itself being a conduit to siphon power from this Auric Fear Fusion process as orchestrated by the Mad Designer, the one responsible for the subset of the Realm of The Entity we experience as The Trials.

    All the Hooks above-ground feed into the Shrine of Sacrifice.

    At least that's how I'd lore-ify it.

    But you're not wrong, it's less Slasher and more Eldritch.

    I'd just prefer to go more of an Eldritch Horror route than Fighter game route.

    No.

  • Im not sure if people will like having their perks randomized and I dont know what the rewards should be, but I want the ability to set one of my perk slots or ALL of my perk slots to random perks (excluding no mither ofc) in the regular game.

    I think if Ultra-rares were more ultra rare, it would be cool to have a scramble all perks for all players offering. (excluding no mither ofc.)

  • Why is it a problem on console?

  • @Gandor said:

    I am all for reducing camping and tunneling, but there needs to be some bounds to it.

    Specifically considering camping:

    Say I leave the hook, but I see everyone is hiding/doing gens until the very last second. So I return to the hook for last 5-10s before next stage. I think this gave survivors ample opportunity to save the survivor safely and it's actually survivor team that should be punished for their play. Hook should not stop just because survivors ignored their teammate.

    But for a killer that facecamps survivor (especially on the hill/in the basement) - yes. This is boring and should be discouraged (not deleted tho - it should just not be a good play most of the time).

    Well, I think camping and tunneling are natural logical ideas that happens in Killer players, and lets make sure to acknowledge that those playstyles are unfun for survivors. However that gameplay as it is currently is in line with the theme of the game and it should be mostly understood as a thing the Killer could do. So I dont think bHVR can shake that logical thinking out of their players.

    However there is very little counter-gameplay for survivors, there are "do the gens" which is boring, cause they killer isn't coming and the hooked survivor is supposed to take it on the chin? well they wont, they will self sacrifice on hook. So this is why I suggest countergameplay to keep the natural thinking, but make it harder and give survivors tools (not just perks, bhvr jeez )to deal with such a situation such as a face camper and tunneler.

    Would that not be better than a fake reduction in killer playstyles and a smack over the fingers for killers who dare to think more?

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3413298#Comment_3413298

    I like hunting Survivors (I don't use Aura Read Perks). I don't like that proxy-camping (by tunneling off of Hook notification immediately, especially if I'm holding a 3-Gen) is the optimal method of reaching the average K/D. Because it makes chases stale for me, as it's the same thing for the entire duration of the Trial after I get the first Hook in with very little of "The Hunt".

    An Unhooked Survivors is always Injured, and the Unhook notifies me of where they were Unhooked, so if I haven't found another Survivor to chase yet, I can go back to Hook and follow the Blood Pools/Scratch Marks.

    The counterplay to this would be "Well maybe get the Killers aggro and pull them away from the Hook", which I don't like because then a Survivor isn't trying to hide, with me seeking, it's them trying to pull me into a chase with them. Doesn't give me the "Scary Big Bad" vibes.

    Even if I do find another Survivor, or they throw themselves at me, if I haven't hit them yet it still could be optimal for me to return back to Hook to tunnel the Survivor as I know they're around and are likely leaving information/being Healed and then I can disrupt the action of two Survivors and expedite the "Pressure point of no return on Gens", or the point where the Altruism Loop doesn't leave much excess work to be performed on Generators by Tunneling out a Survivor quickly.

    So I'm trying to figure out how to introduce more "Hunting time" throughout the Trial, apart from the start of it. Primarily this means reducing how optimal a proxy-camp 3-Gen is, but also by giving Survivors more Tools to obfuscate information and play more mindgames. As I'm thinking about it more things pop up, though I am not overlooking that if the proxy-camp-tunnel/3-Gen is reduced in strength, it still doesn't address that Survivors still have a decent amount of problematic tools in their Kit, EG: Med-kit self-heal efficiency and charge scaling (which thankfully has already been targeted), BNP, Toolboxes in general, and all Pallets spawning at the start disproportionally impacting M1 Killers ability to jumpstart the Altruism Loop vs. anti-loop Killers.

    So far my ideas for reducing the effectiveness of the proxy-camp/tunnel has been this and https://forums.bhvr.com/dead-by-daylight/discussion/373198/rough-anti-camp-basement-new-mechanic-s-idea

    I see no chance of this happening, it would increase the Killers stress by making them need to search much more.

    I rather keep the game as it is, dbd needs to have chase to function, if you add more hunting time killers will struggle for time.

  • Dislike this idea completely, Unhooking ghosts? it would eliminate any ties this game has to an actual realistic slasher horror movie.

    No thanks mate, Keeping things simple and in ties with slasher movie narrative is better, its what people expect.

    I would rather suggest bHVR add more gameplay to a Camping/ Tunneling situation. Let survivors have a chance to knock the Killer over just to buy enough time to escape and prolong the struggle. this would be much more in line with slasher movie narratives.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412774#Comment_3412774

    ... What did you think I was talking about otherwise?

    More dynamic chase interactions that also can be leveraged in use with anti-tunneling.

    It's a one-two punch.

    didnt ask if you did or not, I asked why.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412638#Comment_3412638

    Yeah... The only way to find an Injured hiding Survivor. You do realize that there's a Healthy state as well, right, that they start in? In which they don't leave Blood Pools or moan?

    And how do they get Injured? The Killer needs to have been nearby, or the Killer made good use of an external damaging Tool.

    Being Injured should be a detriment to incentivize Healing, yes, otherwise you can be found more easily or (in this suggestion) need to take it slow and steady, which takes time. However outside of trying to get massive healing speeds to heal off of hook immediately (or to bring a med-kit, thank goodness that got nerfed on the Self-healing front), there's not really any unique trade-off counterplay. (A Locker? Maybe? But you leave Blood Pools to it and still moan a bit anyway)

    I'd be ok with the sentiment of "You're Injured, now gameplay is different", but it isn't. You just play safer with the same tools you have because you don't actually have the ability to hide anymore even though you're in your most vulnerable state.... I wonder if there's a way to flip that on its head so that Healthy Survivors are easier to find than Injured ones... Probably would need to introduce Entity-magic on that one.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3412559#Comment_3412559

    So because you can't tunnel as easily following Blood Pools after you Proxied Hook, you're going to camp, like a lot of other Killers are supposedly doing now anyway, creating more fuel for the fire to address camping?

    Why do you think bleeding after taking a health state loss needs counter play

    Sounds like you want bHVR to treat bleeding like Scratchmarks.

  • I dont see this being a thing bHVR will add.

  • Its the new Killer, The Suspense.

  • I would like to know what the avg bloodpoint gain per hour gameplay for each sides. Because Im not sold on this idea, if we are just look at numbers in post game chat. bHVR should address this issue if there is discrepancy, but I have my doubts about it.

    However more score events for dodging a hatchet/ trickster knife is good, it would buff farming, but I don't see farming as a huge issue.

  • All it would require from bHVR is go look at the win rates on the maps and see if anyone of them is an outlier.

    I doubt any map is above 65% winrate for a side, which is the winrate for the best killrate. If it is its probably ALREADY on the list for getting changed, And bHVR's map team is 100% already working on that.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411450#Comment_3411450

    A signal involves intent, that is part of communication.

    Survivors do not intentionally bleed on the ground, it is something that happens when they become Injured, as defined by the system.

    With this change, Blood Pools, or the lack thereof where there otherwise should be, it would fall under your definition of signal sending between the Killer and Survivor as now the Survivor is actively controlling the signal they are sending.

    Yeah there should not be signals that you control so much, simple as.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411403#Comment_3411403

    If they literally force the killer to camp because that’s the only smart decision, no, they don’t deserve an anti-camp tool.

    I don't feel like I have been forced to Camp in a long time, Tunneling? Yeah, when the Survivors unhook right next to me as I'm walking away. I'm like "what are they thinking???" I really dislike asking this, but are you really feeling like Camping is the only things you can do?

  • I'm unsure about the changes to the Knights general Power, except the Map of the Realm related one.

    GUARD PATROL

    Increases the base Vision range of Guards on Patrol by +2 metres.


    (Nerfed) Map of the Realm

    Decreases the base Vision range of Guards on Patrol by +1 metres. (Was formerly +4 metres.)

    Current Map of the Realm are really good as training wheel add-ons but they also become REALLY good as turn your brain off addon when you get some skill with Knight. I dont think we should have addons that work like that. Giving half to base kit but keeping it is a bad idea, as I see it only as an easy mode addon when you have gained skill using that addon.

    (Buffed) Gritty Lump

    Increases the Movement speed of Guards on Patrol by +9 %.

    [New Effect] Survivors who vaults a pallet during Guard Hunt causes the Guard to break the pallet before ending the hunt.

    I like the new effect. It would make that addon ALOT better.

    (Reworked) Grim Iron Mask

    Guards who performs a breaking action on a Pallet, Breakable Wall or a Generator will patrol back to the Guard Pathing's point of origin.


    (Reworked) Town Watch's Torch

    Guards during Patrol emits your terror radius

    Gain the Undetectable Status Effect for the duration of the Guard Patrol

    This is a very nice effect, I do want both of these, very much in Knights addon.

    (Reworked) Healing Poultice

    The Knight teleports himself when Patrol Pathing ends by any means.

    Guard is summoned in the location Knight was at

    Orb is visible to Survivors

    Survivor grabs are disabled for the duration between Patrol Pathing is active & when it ending.

    This addon should be iridescent quality, I like it.

  • While I would like to play a game with a Community which isnt so toxic and give 500 of my own bp to a player who played good in a match, I can only forsee the following discussion to happen wayy too much.

    "You camped, thats not friendly behaviour, no top for you"

    "Camping is part of this game, I did what the role is supposed to do"

    "I dont tip campers"

    "Well I dont tip people who loop the same loop for too long"

    in Tip Jar? Comment by Emeal
  • There are serval perks that block blood, I could easily see bHVR adding one to do with walking.

    But there is no way I'd accept it being made so in the basekit for Survivors.

    Why? Because one of the strengths of Dead by Daylight is signal sending between the Killer and Survivor dynamic, there is a reason there are many signals so that being completely hidden would be impossible or very hard. I see no reason to change this, not even but camping/tunneling would persuade me in that. This had to be a perk effect instead.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411393#Comment_3411393

    For camping, that doesn’t solve the survivors having a tool that they aren’t intended to have. They don’t deserve to attempt that stun at all.

    If the unhooked person’s ability to take a hit for teammates is completely removed, I would be fine with the bodyblocking change. Re-read it and I see what you meant now.

     They don’t deserve to attempt that stun at all.

    We may disagree on this

    Well they will take a look at the idea and will write down the best ideas and sit on them and maybe use the best ones, if you like the bodyblocking on chances are bHVR will too.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411384#Comment_3411384

    Camping: Have two survivors nearby the hook. Leaving is dumb. Chasing is dumb. The only smart play is to camp. This gives a free stun and power cooldown for forcing the killer to camp.

    Tunneling: Person is unhooked, uses the protection to force the killer to tunnel them by bodyblocking so the killer literally can’t go for someone else. They get rewarded for free for an uncounterable situation for most killers. Add in OtR and that makes waiting out the Endurance unviable.

    Camping: Have two survivors nearby the hook. Leaving is dumb. Chasing is dumb. The only smart play is to camp. This gives a free stun and power cooldown for forcing the killer to camp.

    If the Survivor manages to hit the Killer, yes IF they manage to do that.

    Tunneling: Person is unhooked, uses the protection to force the killer to tunnel them by bodyblocking so the killer literally can’t go for someone else. They get rewarded for free for an uncounterable situation for most killers. Add in OtR and that makes waiting out the Endurance unviable.

    The unhooked person would not get desperate actions for tunneling, cause they would be the person getting tunneled.

    its a thing for OTHER survivors, THE NON TARGET to get. Was this not clear in my original post?

    maybe not, ill give it a look to make sure those points are more clear.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411353#Comment_3411353

    Survivors play in a way that makes camping or tunneling the smartest strategy, now have this additional tool to misuse.

    How would they misuse it?

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411273#Comment_3411273

    If this game was For Honor, I'd agree, baiting out an attack to counterattack, or swarming an enemy to hit them from multiple directions.

    But this game is not For Honor.

    It's an asymmetrical Horror Slasher where the Survivors are looking to escape the Trial from the Killer, and the Killer is looking to Sacrifice the Survivors to The Entity/Kill them*.

    Camping is a problem, but the solution is not to turn it into a fighting game with baits, blocks, and parries at the Hook.

    (*Though I still think after sating The Entity's Hunger enough, and maintaining certain anti-tunnel criteria, Killers should be able to Kill Survivors by their own hands without the use of a Mori).

    Camping is a problem, but the solution is not to turn it into a fighting game with baits, blocks, and parries at the Hook.

    Why not? Elaborate.

    Seems this is the best place in the game to make that gameplay better.

  • @SeaFlower said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411273#Comment_3411273

    Both of your suggestions are impossible to balance and exploitable.

    I heard you the first time, if you want to elaborate then please do. But if you just wanna state something you can do that too.

    @killersRlul said:

    Solve camping by making hook timer not progress if killer is within x radius without corresponding survivor within x radius. It's really not freaking hard.

    Im not a fan of this idea. Because depending on the reason the Killer is camping, then they will stay like that forever.

    I want gameplay around camping so we don't end up in a boring stalemate.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411262#Comment_3411262

    That's fine when everyone is rooting for the Survivor, and we're all the audience, and when the Jock then gets Killed relatively immediately.

    That doesn't work when you're trying to incorporate that into a game where a Player is on the Killers end and the Jock can't be killed immediately for the shock value.

    The Killer can still retaliate, I specifically mention how in the post.

    ...  Ofc. the Killer might hit you, which would be bad, but an attack can be baited out and then tackle the Killer. This should allow for plenty of counter play. ...

    All this does it make it much more difficult to Camp.

  • @AssortedSorting said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410637#Comment_3410637

    I think the counterplay should be hiding/diversion. Not "Establishing Dominance" or literally tackling the Killer, that's unthematic.

    I reject that, many slasher movies have instances of figthing back somewhat, this is why I want bHVR to gives Survivors lil more to fight back with in the special camping/ tunneling situations which we agree are the most unfun. This can be dbd's little time to fight back let survivors fight back in those special situations.

  • @leviivel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3410967#Comment_3410967

    while this would definitely help, I’d like some way to tell the direction. Since that’s an extra important part to her counter play.

    yeah, that part would require some more work, however I think if the heart changed color you could act appropriately in 9/10 cases.

    It would be an easy solution bHVR could do until there was time to implement a more solid solution.

  • @GannTM said:

    From what I’ve heard, the visual heartbeat they implemented should tell you how close she is in phase. It doesn’t tell you exactly where she’s coming from though, but it can be a useful tool if you’re hard if hearing.

    I don't think she gives Survivors a warning except the phasing sound, it isnt TR related.-

    What if bHVR gave the heart a chilling Icy Color when Spirit is Phasing nearby, this took me less than min in Photoshop.

    image.png

    I think this would also help the counter play @leviivel was looking for?

  • @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/373619/bhvr-should-solve-camping-and-tunneling-by-adding-counterplay-gameplay-elements-to-the-game

    I like those ideas. Just one little think to keep in mind. There's no camping or tunneling at end game. So do not enable such tactics after 5th gen pops. Otherwise it sounds very good :)

    Yeah, desperate actions could be turned off after 5gens are done.

    But Im open to the existence of Perks that allow Desperate Actions during the endgame. It would be a commendable feature.

  • @AssortedSorting said:

    Body-blocking is already a thing.

    I can hit you and you lose collision.

    If you try to block again I can down you.

    Now there's a slug and someone I'm still tunneling.

    NGL I've won games simply because people were so butthurt about me tunneling their teammate that they stopped doing gens and just.... let me hit them.

    The largest issue I see with tunneling right now is that because of facecamping, it's really easy to prevent Survivors from ever hiding from you or diverting your attention with scratch marks.

    Start with addressing face-camping.

    Here's my take on facecamping:

    https://forums.bhvr.com/dead-by-daylight/discussion/373198/rough-anti-camp-basement-new-mechanic-s-idea

    Unfortunately with the above I've realize that I haven't thought about how to handle hooks near the "Tunnels".

    Yes, but body blocking I think needs to be easier to do. If Tunneling is part of this game then counterplay to tunneling need to be established aswell.

  • Why have Super Perks when you can have two perks instead.

  • You have perks for that.

    But no, TR is a great for this game. It makes the game much much more approachable than its competitors

  • You mean Legion has the Hunk skin, but yes.. I mean come on bHVR the Resident Evil franchise has SO MANY Tyrant variants, just slap a The Tyrant title on the skin and then go ask Capcom for these...

    Original Nemesis

    image.png

    T-002

    image.png

    013s from Resident Evil Damnation

    image.png

    That would be GREEEAAAT

  • That is a good idea, but the problem is if someone sees you with adept achievements perks they are 95% gonna bounce the lobby.

    • Unless bHVR changes the achievements so that people can get adept achievements using a 4th perk too.

    Or Perk shaming, I remember once I was shamed post match, nobody wants that pre match either.

    Do we then toggle the option and then if I don't show my perks will a Survivor then bounce the lobby?

    If we ever hope to convince bHVR of implementing that we need to convince them that all these issues wont be a big problem.

    Stuff that messes with the pretrial attitude is difficult has been a bit of a black box for bHVR, but I think this would help build up Survivors better in the game aswell as making plans for the Survivors.

  • Seems that the Healing nerfs has just made the problems with tunneling and camping more apparent.

    Either way, I hope bHVR gives survivors some more counterplay to Survivors against Camping/Tunneling.

    No bHVR not more PERKS, Actual mechanics in the game that allows a rescue, dangerous, but something more than doing gens.

  • I wonder where bHVR stores the load outs, if they are on their server I can see them being chicken about that.

    However if stored locally much more could be stored.

    Also a thing bHVR should make is a Build Loadout Code System, so I can copy/paste a code with a build for me to try out and that would also be great for streamers that do build variety.

    • Thanks.
    • Good Job!
    • We are on Fire!
    • I cant go on like this.
    • I had no Idea.
    • I will distract the Killer.
  • Cool idea, but what if getting hit by the Killer could cause the backpack to fall off?

  • You want Survivors to have a Perk that blocks off entire areas of the map? How big radius?

    So of that activates in RPD I cant check the outside Gen unless I go the whole way around? I dont like how this is going lol

  • Nah, you will still get banned for those.

  • @Archael said:

    So YOu are saying that bad words are worse than litteral psychopatic violance?

    I'm saying bad words are worse than fake videogame violence. Its a game, bro.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407700#Comment_3407700

    Like no sacrificing? There was suggestion of ghosting, teleporting survs that are on hooks, or just not progress hook stages untill endgame? Lot of things can be done to achive that goal, some of them needs more some needs less balancing but it isnt impossible to achive and it is not unimaginable.

    Nah, I dont want any of those. It will turn Killer into a game of no agency or choice. Killers should be able to dig their heels in sometimes, I much rather bHVR allow that my respecting the Killers choice but giving that counter play by survivors.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407670#Comment_3407670

    I can be rude even with profanity filter like typing "easy".

    But why i cant spell words like blood, kill etc? I just dropped pools of blood and being killed, and i cannot spell those words in chat? Where is consistency?

    Why do you find it consistent that blood, murder and maiming is in the same boat as swearing & death threats?

    What kind of standard says bHVR must put those together? like why do you assume that?

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407706#Comment_3407706

    This would require too much work.

    If totems would be lit only when active then survs would either clense them paranoically or look for them when their effect is active.

    Stronger hexes are burning consistently since their effect is in play, and some (like ruin) has other disadvantages.

    This change would be simple and fair

    ofc it would require work, but its a game that bHVR's map team needs to stay on top off

    applying a shield to totems, would just slowly erode the map teams attention to these things cause there would be no need to bother to hide them.

  • No. what needs to happen is bHVR to make a look at totem spawn.

    • See if there needs to be more totems in play.
    • See if totems can be hid better.
  • How about options in settings, to value mmr rating more than time, meaning you ask the matchmaker to ignore time more when matching. If they want to wait their life away for a match where a professional dbd player makes a mistake anyway, then do that.

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