Emeal
Emeal
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- Emeal
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only users who has prestige before it was made easy have that feature.
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DS is performing fine at the moment, Don't forget you cant stack it with many effects.
Which was why bHVR removed the 5 sec stun to begin with.
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there is no learning how to get a safe unhook as all unhooks are safe thanks to basekit bt
The Killer would have to be leatheface with speed addons to attack and then catch up and attack again.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398688#Comment_3398688
Maybe, if she crawls. 😄
I want someone actually creepy.
bHVR would make a big mistake to not make her crawling.
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@Mystic_Mizu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398558#Comment_3398558
Nah we don't. 😂
There are more than enough evil Japanese spirits in this game.
Just one more please.
I need her, okay? Please. Shes so cool.
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@randonly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398596#Comment_3398596
A bunch of perks were nerfed in 6.1 not because they were strong or issue, but because their pick-rate was too high. And the secondary effect/"look bonus" part already occurs currently, I just repeated how the perk works.
The perk in my proposal has nothing to do with the killer looking in the direction, it's more like the killers whispers perk, only instead of working by TR (like the heart system, nothing to do with looking in direction), it will work by proximity, the Whisper will become more audible or less audible depending on how close the killer is.
yes, precisely because bhvr said that it's time to rework the perk to not be redundant, and still offer some utility without changing the concept of the perk
A bunch of perks were nerfed in 6.1 not because they were strong or issue, but because their pick-rate was too high.
False, there were many many posts about Spine Chill. I even made some myself. The Pickrate is just an expression of its strength not the cause of it being nerfed. Is this a new thing now, that people deny a perk being strong and therefore accuse bHVR of only nerfing because of pickrate? This Community is EPIC man.
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That power was why Spine Chill was nerfed in the first place.
bHVR offered to leave the TR indication on the Perk until visual TR could be developed
Spine Chill is already really strong, being able to know when someone looks at you is strong, but also it helps finish gens infront of Killer.
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@Mystic_Mizu said:
Enough Japanese spirits. 😩
NO! We gotta catch em all!
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I disagree on the basis it takes the last horror elements out of the game. Take this scene from TCM, Pam was captured by Bubba, but because Leatherface remained in the room for 30 seconds. Pam was magically teleported out of the basement and unto a hook in the courtyard. Its just strange, laughable and not every scary at all. Tho this might be an admirable perk for Survivors.
I thought you as Survivor had signed up to this possibility, that you are basically vulnerable to the marginations of the Killer.
If bHVR put in such a basekit ability for Survivors, I think they should have spent the time making Killerbots, because completely removing any chance for the Killer to threaten the Survivors other than chase upon chase upon pallet upon pallet is an extremely bad idea.
What bHVR should do instead is making interactions between Killer and Survivors, actions that can be taken WITHOUT PERKS for the remaining Survivors to save the Camped and Tunneled Survivor. That would be much more interactive than any dull automatic system, but it would require a lot of work to re.imagine the game around it and it would also require a rebalance of all Killers too. Here are some ideas:
Reckless Tackle - If the Killer is within radius of the hooked Survivor tackle the Killer to stun them and put their power on cooldown. Survivors must be sneaky to avoid being heard as they approach as m1 is still a danger.
Item Stun - Desperate situations require desperate actions. Throw item at the Killer, destroying item and stunning/darkening their screen based on the remaining charges, too few charges does nothing. toolboxes stun, med kits explode in gauges making vision hard.
Turning tunneling and camping into things that players can play into and out of is a much better to solution to the unimaginative stalemates that Camping and Tunneling certainly is at the moment.
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in some way it has to be by rules we all agree by
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@Mandy said:
Unbreakable perk (shown in the image above)
Boon Exponential
No Mither
Team mates
All these are the ways in which you can recover from the dying state in DbD.
Also dont forget, You guys tested some system of basekit unbreakable back in the mori update PTB.
Do you need more feedback on that? Hope we get it in this year.
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So you are against Killers having any way of bypassing endurance? What is wrong with just wanting to play a game without those types of Perks? There are many things Survivors can do that make other addons or Perks useless either, is that your problem?
If you are worried that addon is overperforming, Im sure bHVR knows the killrate using that addon, if it was too high they would act.
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SWF indication should be on the tally screen.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396547#Comment_3396547
Agreed.
At this point I would at least show hook states of survivors also to killer. It's not like killer doesn't have the info (because someone else hooked that survivor for him - see, it's not possible). It's pure QOL change to offload killer's memory. Also it does basically nothing tunneling-wise, because if I tunnel, all I need to remember is 1-2 ppl that have most hooks (and as I see progress once hooking, it's much easier to do this for tunnel purposes and harder for spreading hooks for say no way out).
That would be pleasant to attack high priority targets, but this was argued down last time. Because it "promotes tunneling"
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I agree but its weird this game is hiding less for Survivors and hides more from the Killer.
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True, get Capcom on the phone. This would be SO good.
https://www.youtube.com/watch?v=sCYMSr4V7O0 -
I think its a rather poor way of designing perks from the beginning. Not only do you have to do all the work in the game, but you also have to work for your perks too? If our goal is for Players to have perks that does something about a situation they don't like its just more salt in the wound, oh you had the perk, but didn't meet the requirements. Like instantly those sort of thing just turns the perk off to me, I don't want to play a game where I waste my perk slots. Its oil to grease the tough gears in the game, balanced.
DH is a perfect example of a perk which has been so prevalent and abused that you have to redesign the perk.
Unbreakable is not such a perk, and Self-care idk if it is either.
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@Rizzo said:
Unhooking yourself means freeing yourself from the hook by kobe'ing or with Deliverance, so it is only up to two uses per game.
EDIT: Sorry Rizzo I read the description wrong.
Good change, Carry on.
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thats really easy, so you cant run it get its bonus and then lithe away.
DH is still strong for a good player, its endurance on command if you met the requirements.
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Meaningless distinction, dbd can still be balanced & fun. Casual and competitive players will end up where their skill and perks can carry them. If they want to melt their face off in high MMR, whom am I to stop them? People ask for different modes all the time, yet its not like the existence of such modes would make it impossible for a casual player to be higher skill than you anyway, you can still run into those people with different modes.
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Yeah, I am also a fan of Killers having a weakness or counter which Survivors can interact with.
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bHVR has turned this game being played up by 2 times over a year, is this the... Destroying their own game developer you talk about?
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390523#Comment_3390523
I don't think so because (Parental Guidance) is used while being chased
Right, what I mean is each of those perks have a purpose Parental Guidance can get you out of a chase if you hit the Killer with a pallet. And while it would certainly be a buff to slap on 50% to 75% scratchmark reductions and 25% breathing sound, it would not speak to the purpose of the perk. Thats my point.
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Rookie Spirit is a solid perk vs the current meta, but Survivors seem to refuse to run it, same thing with visionary or deja vu.
I rather Survivors had open minds to perk usage than being told to death threats in post game chat cause they 3gen'ed themselves
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I think the point of Scratch mark perks if to prevent the Killer finding your position from long range, if you are running around and the killer is close enough to hear you. You are either in a chase or should be. These perks does not mean you should make no attempts at hiding yourself, its just the scratchmarks.
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So you could run people dry if they are injured? idk its a bit too much no?
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Sometimes the map spawn really bare, its not fun. That's when it suffers from Blood Lodge Syndrome.
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From an economic perspective this makes no sense you want people to see what you have.
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@dollidahlia said:
Change the win condition from kills to hooks.
this right here would discourage more killer players to camp and tunnel and instead spread out their hooks.
it’s a win-win for both sides.
survivors have a higher chance of escaping because everyone is being two hooked instead of tunneled out of the game.
and killers still get to rank up and pip because they met the condition of hooks. It would also feel more rewarding for the killer that they hooked everyone twice.
of course, there are gonna be some killers who still will tunnel and camp but this should minimize it
So you mean to say, according to you its not the point of the game for the Killer to kill Survivors.
Rather by you its the point of the game to Hook them 3 times.
What are Killers, murderers or service workers?
To me this seems to be a fatal misunderstanding of what makes a Killer/Survivor scenario fun.
@Pulsar said:
I think it's too late to change the win condition.
People have got it in their heads that a 4K is a win. It will be difficult to change that.
I think Killers could adjust if you designed the game around that, it would just take a huge chunk of freedom out of how Killers do their plays. I think the loss of Killer freedom is much more damaging to the future of the game.
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Yes. a Game is shaped by its players, the statistics will reflect us. But it does not reflect what a healthy way to make the game work is, that is the designers at bHVR's job to figure out. Make a theory and implement, see the evolution and result. If Killers avoid tunneling/camping then they might change the kill rates, but I think they might just drop in MMR.
bHVR can also see what we care about the most, from comments and feedback so that helps then push the game is what direction is healthy. Now the number 1 complaint from Killers have always been its stressful, there isn't enough time and Killers seek out the best strategies as hard they can too, they camp and tunnel. (presumably, I don't do that often.) So then you have a goal which you can develop changes to the game to achieve.
If we had a time machine to visit another time line and steal a copy of the game we would know :D
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389840#Comment_3389840
Having all those different rarities rhough is going to be pointless.. they all have the exact same speed and charges, so why even have them?
Yeah, that IS a fair point too. We will see what bHVR does about it.
Or if they do nothing, it will be the first feedback we can write.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389869#Comment_3389869
I wonder given the overwhelming majority of survivor outcry if they are deliberately skewing the data?
There was alot of DC'ers, but the games I saw without DC'ers were fine when people realized their normal builds didnt work as well.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389857#Comment_3389857
I not saying it won't work well as I haven't tried it. It's just things are wrong at a core level with the game and a scaling effect is perhaps needed to iron out at lot of complaints. Camping, tunneling and gen rushing.
I tried it, it barely felt like a difference in the results. tho I did feel more relaxed as Killer. Maybe it would be different if I sweated hard, but I didnt and I camp and tunnel when I get the chance, but the Survivors I matches with didnt give me that so I didnt feel the need or option.
But I think I could do with a months worth of PTB to really get deep on everything.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389844#Comment_3389844
Then we get a new meta and the cycle continues that's my concern.
You get weak players who get overwhelmed and turned off and the experienced ones get an unbalanced game again.
Then we get a new meta and the cycle continues that's my concern.
The meta must change and so bHVR must spin it. This is acceptable to me.
You get weak players who get overwhelmed and turned off and the experienced ones get an unbalanced game again.
I have my doubts about this theory, cause I remember I ran healing perks before, naturally cause I thought it was a good idea. In before the current meta beat that idea out of me. I don't think new players who have their mind open will suffer, players who don't want to change their build are gonna suffer. Which is fine with me, no party lasts forever. So as long as we keep an open mind and bHVR keeps a watchful eye and work out the perks that start spinning way faster than before, its okay.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389840#Comment_3389840
True but perks and chests might counter some of that.
Thats what Perks and Chests are supposed to do no? but Killers can now use perks to counter that too.
So im hoping to see a lot more diverse builds post patch.
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Each time a survivor is healed by any means it takes longer.
I think this is what will be achieved, Healing starts out strong but will require more culminative time as med kits run dry.
bHVR has lowered the prices on Med kits in earlier patches, I know YOU have a huge stockpile of them, bHVR knows too.
If the healing changes come through its gonna be the age of "Wow, I actually have to use a Med Kit? YES!"
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Ada just ate a few Burgers
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if they added a line on the ground for the two Survivors., like with Skull merchant Drones or Knight Guards.
this would make these kinds perks amazing
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388340#Comment_3388340
I think that's a good definition of casual. Mostly just a laid-back player and running meta doesn't mean you arn't a casual player.
I would say you are more required to run healing perks. I don't actually see any issue with that though. If you play league you're building a certain way. A tank should be building tanky items or dps building items to increase your dps.
I would say you are more required to run healing perks. I don't actually see any issue with that though. If you play league you're building a certain way. A tank should be building tanky items or dps building items to increase your dps.
exactly, more meaningful options.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388306#Comment_3388306
Wouldn't casual players not be running gen regression though? What would you personally consider a casual player? I would say those are players that just do whatever in-game and don't really bring meta perks. That would then follow into the healing changes which I think you will need to run a healing perk to deal with, and so that would probably hurt casual players. Then you go into mistakes being punished harder which casual players would be doing them the most.
People who dont want to change their meta build is gonna get shafted. Its fine.
I 100% agree with that, but wouldn't it be fair to say players that don't want to run meta get hurt? Those players that don't want to run are going to be the casual players.
Wouldn't casual players not be running gen regression though?
Not in my experience, there are many of them and I think most the Survivors have one or two and Killers as well.
What would you personally consider a casual player? I would say those are players that just do whatever in-game and don't really bring meta perks.
I consider that a player that plays in a relaxed tempo, that is how I like to play and it makes me unhappy to have to sweat into it, Tho I am certainly able to sweat if I meet some players who push hard. A Casual player does not do obvious balls tactics. Like if I see a player that obviously had made it their mission to annoy me as Killer, then I cannot consider them casual. I dont consider it sweaty to use perks, but its more about how those perks are used. This is just my subjective opinion tho. My own interpretation.
That would then follow into the healing changes which I think you will need to run a healing perk to deal with, and so that would probably hurt casual players.
It wont hurt them, its not required. but you just have to deal with a harder reality without it. which is fine, I didn't really consider healing perks important as Survivor, I might do that now. Which is what we want? Perk diversity? I think this is great. But if you are trying to say, casual players who dont change will get hurt, then yes and then they go down in MMR until they adjust and return to where they can go in mmr after that.
But wouldn't it be fair to say players that don't want to run meta get hurt? Those players that don't want to run are going to be the casual players.
Running a meta perk isn't sweaty, like I said its more about how you play with those perks.
Besides in order to switch the metas we need to change the game, so yes survivors will get a lil sting from adjusting but if they are able to perform like on the PTB. I think they will be fine. Its not impossible to win, just a lil bit harder. Which is fine, I always considered Survivors to be the most relaxed role in dbd. Even tho I enjoy playing relaxed Killer.
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Have you tried with another Xbox? How old is it? Can Xbox even give a crash report to send to bHVR?
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wow Genrush, that has never happened before... wait.
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388274#Comment_3388274
What's is your reasoning on the changes being great for casual players? These changes look to put more of an importance on skilled play which in turn will hurt casual players. Needing to think more along with mistakes being punished harder is what I would think is the opposite of good for casual players.
Not at all.
- medkits are much more important than before, this is okay cause everyone has access to a medkit
- healing takes longer, giving killers more time. Moving away from all gen regress perks meta.
- This also addressed the number one killer complaint, not enough time to make a play.
- Survivors whom I faced on PTB are doing fine, it barely changes it from the normal games.
- healing survivor perks are being used more, its good. it makes also less gen perks and you have more considerations.
- Taking a hit now means more for the survivor and less for the Killer, which help against the tunnel only playstyle. Hit and run.
All in all, its a big shift in meta, considerations, knowledge and strategy. So no wonder it upsets people, but its better for people who are open to change and can embrace new strategies. People who dont want to change their meta build is gonna get shafted. Its fine.
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Problem is people think Streamers are experts of dbd, yet they are not. They don't have access to the numbers, They have no theories on what is balanced and how perks/items and players perform all over the game. They only are just an opinion haver with a fanbase. Most of the time, they are a bad opinion haver because they only play against the best of the best, which makes their ideas usually ruin the game for the rest of us. Their fanbase will just drink it up without thinking and repost it everywhere, instead of actually playing the PTB.
bHVR should not design the game about the top 5%, They need to get more casual players into the fog whisper program.
bHVR also need to make sure they look carefully on claims of balance vs. the reality in the PTB data.
I think we just have to be blunt from now on, Argument from Streamer is a fallacy now.
@Pulsar said:
I actually feel like it's fairly warranted.
If this patch goes live, it kills off a LOT of casual players.
I'm a casual player and I love the PTB. The Survivors who I played against on there are doing fine.
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Luck should be used to increase self unhook chance and loot quality chance for sure.
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There is that Mori update that bHVR is working on. We will see.
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Ooh I play wraith, I can give you some feedback on Wraith for sure.
The Wraith
Reduces Uncloaking time by 10% (basekit)
Increased the Action speeds for breaking Breakable Walls and Pallets , damaging Generators , and vaulting Windows by +10 % while cloaked (basekit)
Speed boost after uncloaking increased by 0.5 seconds (basekit)
Why do you think the speed boost was nerfed in the first place? If you do this Wraith will become immensely oppressively even with an additional 10% uncloaking time. Be careful what you ask for is what I say. Thats not to say Wraith could not use some more.
But lets start with 1% at the time?
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please listen to the community, nobody wants the death of deadhard, healing, boons, pain ressonances, call of brine etc, we want other perks to be better and the strong ones to be a little weaker, not fully dead
No im serious after 5 years of Dead Hard, I want bHVR to bury that perk so deep underground.
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@gtVel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386234#Comment_3386234
There's no need for them to be nerfed? I've outlined why and how it's a bad thing from direct knowledge of how his power functions.
It's a set of challenge addons for the sake of a fun challenge. It makes him harder. He's not played by the casual community because the only alternative to curvebilly is only really double boots or lopro/doom. The speed and difficulty in chase is everything that makes him fun! High addon usage rate and the effectiveness is because he's currently designed to only be tolerable for the most dedicated of dedicated, and the solution is definitely not erasing the dedicated community. I can only imagine it's a situation of survivorship bais, and it's leading to the wrong changes happening.
This will mostly only kill billy for the dedicated remaining playerbase. He needs meaningful changes in so many other ways to make him enjoyable for the casual players, because these changes won't fix him being unfun for the average person.
Yes, but hypothetically what would be a reason to nerf them in your mind?
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@gtVel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386180#Comment_3386180
You do realize that it's still incredibly easy to win against me as a survivor, right? I do get a LOT of kills, but I easily can have a higher winrate on many other killers who take substantially less time than 4500 hours. You have to play perfectly AS IS, to not mess up with what double engravings provide. And predropping/breaking for distance still absolutely destroys me, if someone's aware enough of pallet locations.
It's not an issue of me being too oppressive, I just know how to play the game REALLY well compared to everyone else. I'd have a higher killrate on huntress, nurse, blight, oni, or any other killer. The difference between those killers and billy, is that billy not only requires me to play damn near perfect, it ALSO requires them to just be aware and react to my curve starting. Lots of people never even look behind themselves, and they are generally the ones who give up instantly. I also happen to play at night, when less swf's are online and a lower population count, making the MMR a lot less strict.
Billy isn't oppressive. He just doesn't have to hit you twice if you don't pay attention, and he has to be VERY on point mechanically to do so. Do you really think removing the channels for high dedication in skill expression is something that should be removed, especially when it's not hard to play against in the first place?
and When is the reason/time to nerf engravings hypothetically?

