Emeal
Emeal
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317521#Comment_3317521
When you get tunneled, do you feel scared or just annoyed?
I feel hunted.
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Michael Myers was also tunneling Laurie Strode. Tunneling is part of horror.
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Nope.
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Sure it would be cherry picking if the month showed not a sharp decline but the year showed it.
But its didnt, its not a sharp decline.
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317392#Comment_3317392
I hope so, as I can't play ED when the lobbies take 10 mins to find. And then survivors quit because they want to be their prestige player or want someone else to be support.
All I'm doing is looking at the peak and the current average.
That's not cherry picking if I didn't present an argument.
Its cherrypicking even if you dont present an argument, lmao
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317366#Comment_3317366
How does it not?
The chart goes up and down based on chapters, influencer exposure and discounts. The same should be expected for other platforms.
Steam being the most expensive to purchase from and being the most expensive to buy via third party I'd say steam charts would be the best platform to see the overall desirability of the game at that stage.
Scroll up buddy, @Seraphor Got a knife in your argument.
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😂 Yes, its a very sharp decline AND RISE, every day. 🤣
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And how does the analysis of Steam's CONCURRENT players demonstrate a SHARP decline?
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What evidence do you submit in order to bolster your claim that the player base is in a sharp decline?
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Its only bannble if they are making no effort to down you and do it for a long time.
I recommend Survivors using Deja Vu.
I found the original comment from Peanit cause OP's image is:
Sauce: https://forums.bhvr.com/dead-by-daylight/discussion/comment/521124#Comment_521124
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If Killers start losing 100% then bHVR will buff Killers.
Sounds like you expect bHVR to just throw buffs around just in case.
Like Mandy says:
@Mandy said:
I'm not expecting things to change hugely tbh, I think QoL will be improved for our solo queue players, I don't think it will impact the kill rates too much however. We will of course be monitoring and seeing how much it impacts and whether changes would need to be made, on either side - as we always do.
It might not be best emotional response if you feel like Survivors are just winning rn.
But it is the most reasonable response, Observe, check numbers, Observe, check numbers again, design a solution, impelement solution, Observe, check numbers, Observe, check numbers again. REPEAT FOREVER.
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@scenekiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316541#Comment_3316541
That user's suggested limitation wouldn't be productive for either side:
- A good SWF would just take turns shuffling through their limits while the other 3 work on gens.
- Solo queue would be decimated as usual, which is against the devs' current intentions of giving solo queue some love.
- For the killer, it would further encourage tunneling, but if you get a good looper and finally down them, you're wasting even more of your time by focusing on that one person just to wait out their limit.
At the end of the day, if looping is going on for minutes on end, chances are there's a skill discrepancy. Or even if there's not, it's up to the killer to know when to break chase.
There are 4 survivors, you are not required to continuously chase the same one until you down them.
- That is fine.
- How would SoloQ be decimated?
- It would actually prevent tunneling cause it would not allow good loopers to keep going forever. making that aspect less impactful.
I think there is value in limiting the unlimited energy that Survivors have, you cant just put it all on the Killer to be the entertainment. This game is already incredibly safe for Survivors despite, setting a maximum would make even games with a skill discrepancy, pleasant for both sides.
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@scenekiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316006#Comment_3316006
This is a terrible idea, and would gut the survivor community on both solo queue and SWF ends.
Looping may not have been originally intended, but it's indisputably a major part of the game now and is also the best part to a lot of survivor players. It's the whole reason people complain about anti-loop killers, and why killers like Wesker and Blight (minus busted add-ons) are generally well-liked.
A lot of people claim change x y or z would kill DBD, but I truly think something like this user's suggestion would be what actually did kill the game.
_______________________
To answer your question, the simple fact is that balance is not really achievable because a) it means something different to everyone and b) the game is too RNG-based and something unexpected or uncontrollable is always at play. Devs can try their best to make perks, powers, and items as fair as they can - but the human element of the player is simply always going to be at odds with balance.
A limitation to looping for minutes on end isnt bad. the game must go on somewhat give other survivors a time to be chased
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'Hmpf, Nothing personel kid'
*teleports behind you and stabs you*
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1. They were rarely used.
2. They were a waste of bloodpoints for those who didnt want them.
3. Playing killers without perks is a bad experience for 'trying out the killer.'
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It feels a lot to me like bHVR wants us to do long complicated paths and really mindgame survivors. Yet the moment we deploy it the Survivor runs to the other side of the map. The haste isnt going to encouraging me to do long paths unless it can ensure me.
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That Ash first chase was the most pathetic match I have seen in a while.
They don't even run from Nowhere to Hide. they just crouch behind things like beginners.
OK.
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I also tunnel on PH, I cant hit anything with his Power, I often leaves the match with only 1 hit or zero hits.
Camping is boring, which is sad cause I much rather play as Killing machine whose power is able to destroy survivors within reason.
But if the Power is that hard to hit with its just bad.
In general dbd has too many Killers that are just too hard to play or where Skill with them does not give you reward required to defeat survivors.
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@roundpitt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314206#Comment_3314206
This would require the devs to understand how Sine/Cosine work and their code to not be full metal spaghetti.
Dont be rude to the devs, like I wrote. The tech is already working like that for freddy.,
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If Capcom and bHVR likes money a lot, this would make them SO MUCH MONEY.
Also if they want to make EVEN MORE MONEY. Give us this skin for Wesker.
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The issue of: 'that means you need space in front of you'
is something multiple Killers suffer from, Knight seems to be needing just as much space as Demogorgon needs for his Portals.
Trapper, Hag, Demogorgon, Twins and Knight could use some love regarding this. Freddy already has this kind of technology.
EDIT: Okay so I actually took the time to make an image explaining it.
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I decided to check on this one and I can confirm.
Wraith is NOT brought out of CLOAK when he kicks a BLASTMINE GENERATOR.
In fact, He gets FLASHLIGHT evasion score points when he is stunned. So that MIGHT provide a clue to the bHVR Engineers.
Good Luck lads.
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Nemesis has like no nonhalloween Skins, like come on gang.
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If I felt that I was too powerful in a match, I give Hatch to the last person.
If the Survivors brought me trouble, I do not.
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Well, DH is still meta and its still a third Health state.
And most of the time as Killer I still don't see the animation for DH.
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Why cant I defend my hooks now?
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@o7o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309879#Comment_3309879
I have been there before so I understand the aggravation completely, do you think wasting precious time to out a survivor is too much? I bet people will say it's not enough.
Do you think survivors using the only protection they have to counter being tunneled out of the game is too much? I expect many to say it is.
You see those 3 health states were probably intended to protect survivors from being tunneled out, but from a poor execution of mechanics, it allowed them to abuse it as second chance perks and reset chase. Can you blame them as it's the only counter to killers that tunnel? Poor execution of mechanics that allows both sides to abuse them at their own volition, but people would rather see it as it simply being "one sided" and "EZ mode" for survivors. I guess killers are the ones that are supposed to EZ mode survivors without a chance for survivors to redeem themselves, because killers should make the environment as less engaging and punishing as possible.
Dead Hard has nothing to do with tunneling except you have to tunnel people out to deal with the free escapes that perk creates.
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sounds good to me
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@o7o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309864#Comment_3309864
That has nothing to do with the principle of the matter. At this rate, the game in general is aggravating.
On the contrary, its exactly ON POINT. An aggravating game calls for aggravating strategies. 3 healthstates is too much.
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Everyone is talking about punishing tunneling, but nobody is talking about how Killers can barely do anything else. Just had a game with all gens done in 4 downs, like how am I supposed to do anything?
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@o7o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309633#Comment_3309633
Happens quite often.
This is honestly a cycle at this point that will never end.
Killers use "survivor rulebook" as a defense mechanism to their playstyles but have their own rulebook we survivors must follow?
x item, x playstyle, x lobby incentivizes killers to tunnel/play a certain way because the game is "survivor-sided and every lobby is a toxic SWF"
killers run x build, x playstyle and call survivors bad when they voice their opinions because it's creating an unhealthy atmosphere to the game
I don't get it.
You mean you dont understand how a 1vs 4 can be aggravating? I just had a match vs 4 Dead Hard gamers, now THAT is aggravating.
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Can we also get Dead Hard animation Validation? Tired of seeing DH proc with no animation.
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309000#Comment_3309000
I've literally had killers come from across the map just to attempt to tunnel me. Let's not
Sure that may happen, but is it the norm?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309193#Comment_3309193
Why are you unhooking against a proxy camper? I dont get that at all.
Because you don't have enough time to do all the gens before the person on hook dies and the killer is free to get their second kill and confirm a tie at minimum.
you have 2min use reassurance then you have 3min or distract the killer
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@GenJockeyNance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309000#Comment_3309000
Not entirely true. Sometimes yes, sometimes no. I've been in games where the killer hooks my teammate, gets into a chase with me relatively, spaciously, distant from the hook and the moment they get the unhook notif, they drop the chase immediately, turn right around to go tunnel.
At that point, the killer should just face camp in my opinion.
If the Killer decides you are too difficult to chase, why should he not look for a better target?
@Heytherebigguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309000#Comment_3309000
Are you joking? i see killers come back to the hook, eat free downs from surivvors trying to protect the hardcore tunnel and he leaves them slugged for free pressure to keep tunneling on 5 gens, huge skills issues on this game today.
@versacefeng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3309000#Comment_3309000
Killers coming back to the hook doesn’t exist I guess.
Why are you unhooking against a proxy camper? I dont get that at all.
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Tunneling is a problem of Unhookers pulling Survivors off too fast, they do this all the time, I take three steps away and they have unhooked. I have no incentive to hunt the unhooker, he has 2 health states and dead hard probably. The unhooked has 1 health state and dead hard probably. bHVR needs to increase safe unhook score event to until healed or 1min to prevent other Survivors farming each other for unhook points and causing tunneling. Let the Killers be big baddies, the problem is with your teammates.
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give smash hit synergy with DS
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308723#Comment_3308723
Nothing demands anything, this would be a Quality of Life feature.
A better Quality of Life feature would be addon/offering/item rework then, like i said.,
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There are certain perks that are extremely oppressive, Ruin isnt that anymore as far as I have been informed, if it was 200% I could see it justified for it to be a Hex totem AND a shut down after 1 dead. But just 100% are you kidding me bhvr?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308643#Comment_3308643
Even if everything is technically useful, there will still be swathes of items that you will personally not use.
As a console player, I just never use flashlights, at all. I don't have the patience to learn how to use them and still put up with terrible joystick deadzone settings. As a result, I have tons of 'perfectly viable' flashlights and add ons that I will simply never use.
Likewise, maps and keys. Who uses maps or keys any more? Nobody. I would love for them to rework both of these items into something more useful, but for the time being they're useless.
In order to get the toolboxes and medkits (of which I will gladly use a brown one of either btw) I have to put up with tons and tons of flashlights, maps and keys.
Trash will always be a problem, so why can't some kind of recycle system be put in place?
If you personally chose not to use something, why does that demand a recycle system for you? It does not.
Just let them stack then seems way easier than developing a new Item system.
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The best Solution would be to make every item+addon+offering worth taking with you in match through addonpass.
bHVR does not need a recycle system to tell them which addons and items and offerings are not used.
they know.
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308236#Comment_3308236
"Hey, you don't get to do any of the stuff you wanted to because that person used an offering. Enjoy your game!" Can you imagine the rage quitting?
You mean like Dead Hard does?
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This could easily be done better with an offering. an Iridescent one that scrambles all players perks who didnt use a ward.
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@Seraphor said:
How about:
Your movement speed is increased by 1% for each token, while further than 32m from a survivor.
Not even limited to a brief period after a hook, just permanent 4% speed boost after you hook all survivors once, but with the limitation that you can't really use it to close distance on a survivor or in a chase, only for map traversal.
Play with your Food gives 5% for one token and it does not take away the effect when near survivor.
If you really want Perks with a 'killer be nice' mechanic built into them. howabout you make it better?
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Its called Deja Vu, use it.
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Give trapper the ability to lift up a dropped Pallet and throw it at Survivors.
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Luck improves chances of a Self unhook, yet Self unhooks are detrimental to Survivor progress.
Luck should improve Item rarity found in chests and increase chance of addon on item.
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0
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I rather think Offerings should be used for better things than, a map ban system.
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Well first you have to keep in mind if 4 Survivors do it, how fun/fair is it for the Killer?
chances are not likely, but it can be used in different ways. Think a perk like DS. a Good anti tunnel perk.
If it was a Perk that activated on being unhooked or unhooking yourself near the Killer and then for 10 to 20 seconds, if you jump into a locker. You will get instantly teleported to a locker furthest from the locker you jumped into and the Killer will get a 'poof' smoke effect.
Then it would be fair, cause survivors need good anti tunnel variety and bHVR does support Survivors not being tunneled out as something you can make a perk for. I would love survivors to get something like this.



