Flawless_
Flawless_
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942026#Comment_3942026
What are your thoughts?
I've already posted in here that his leap window is too long at 5 seconds. That's the only change he needs to be a somewhat fair S tier like Nurse or Blight.
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I love how you argue that there are better ways to address the killer and then proceed to give zero ideas and feedback on how to do it.
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@AlreadyTracer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938458#Comment_3938458
he has to use his power to leap right next to you and then wait for the -lemme check- ah yes, ONE SECOND cooldown in order to down you. That's fair!
It really is, because an entire second of movement lock is absolutely no joke and if you're not in the open or playing a loop badly, it will never come into play. You can't even grab onto a wall that's close to you, removing literally all chance of using it in a loop.
Idk why you'd name yourself flawless when your skill issues are this blatant
My brother in Christ. Even the ######### Huntress has a TWO SECOND cooldown after throwing a hatchet. So yes, a one second cooldown after using your power is laughable. And no, this isn’t about using your power in a loop. Nobody who’s played this game for more than 20 hours would seriously attempt that, but thanks for the strawman. Also, since you brought it up, kidnap tech is still a thing. Pretty good job, BHVR. But that’s beside the point.
What's interesting is how fast you resorted to personal attacks the second someone pointed out something in the kit that might be, I don’t know, a little busted? You need to actually be good at the game to notice when something’s overtuned. I showed up ready for a discussion. You showed up yelling “skill issue” like that’s a mic drop. If that’s all you got, cool, go off, I guess.
But what really kills me is that you seriously tried to argue that a one-second cooldown after cutting off or bodyblocking a survivor isn't extremely generous. No wonder you’re so against shortening the leap window to something remotely fair like three or four seconds. Wouldn’t want to actually use both of your braincells to line up a hit instead of getting a grab spoon-fed to you.
The only thing that would change is you’d occasionally have to aim and think. Right now, it requires zero skill. And if that works for you then great, but some of us do want this game to be fair and fun for both sides ya know.
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@AlreadyTracer said:
All of those killers can down with their powers.
One free hit is not a problem when he can't use his power to down.
Exactly. He can only get first hit and then he has to use his power to leap right next to you and then wait for the -lemme check- ah yes, ONE SECOND cooldown in order to down you. That's fair!
Wait what
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937057#Comment_3937057
To be fair, isn't all the music in DBD made by just one person? So, I would think they're probably a bit busy making all the music for the next chapter and also any unique future title / menu / cosmetic themes too.
Like this absolute banger of a main menu theme that we'll likely never get to hear in game again. I wasn't even playing back then and would have missed out hearing this if not for YouTube :(
https://youtu.be/GFILTmiB38E?feature=shared
But yeah, some unique chase themes for older Killers would be nice. Trapper should keep the default though.
Nah. Sorry to say, but I happen to be familiar with the composing and sound designing process, and I can tell you for a fact it does not take three months to craft a 1:17 loop, especially with the tools and tech we have today. Even factoring in polish, revisions, and implementation, that kind of turnaround doesn’t hold up, not when there’s a whole sound team involved.
Yes, there’s technically one Lead Composer on DbD, but there's also six other sound designers backing him up. Unless this guy's completely swamped with other unrelated projects, the output doesn’t match the amount of time between chapters, especially when patches like the last one add no new in-game music beyond the opening trailer.
Wish I could let a fellow musician off the hook, but in the case of the OG killers chase music it's really hard to justify. -
Yeah, tbh it's pretty inexcusable at this point. Like what are the sound designers even doing between chapters. And half the time the best they can come up with is either a bunch of screeches or some drums that sound like a washing machine.
Wesker's chase music should be the gold standard. Ghoul's wasn't bad either. -
I’ll give you that that not all survivors give up or play poorly, and I’m not claiming they do. But the fact that a surrender/abandon feature even needs to exist because some matches become so unplayable that the only option is to AFK or letting go on hook says a lot about the structure of the game.
And let’s be real “going next”, whether by letting go or just refusing to engage in order to abandon has been a problem for a while, even if it does not necessarily happen in your matches. We’re not all playing at the same MMR or under the same conditions, although if there’s an upcoming “anti-go next” feature that means it’s generalized enough that the devs took notice.
What I’m saying is that if people are routinely hitting the point where they want to abandon, that’s not a player issue - it’s a game structure issue. Maybe the early-mid-late game structure is outdated at this point, and maybe they should be addressing that head-on like, say, redesigning objectives to keep players engaged till the end or maybe making gen speeds dynamic like they actually did in 2v8. Instead BHVR slapped a mechanic on top to keep people from quitting. It’s lazy design.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929690#Comment_3929690
So, in your situation of fighting fire with fire and downing the people who have done things to you - what is the goal of this situation? Have all 2-3 survivors bleed out for four minutes and then what?
What do you hope to accomplish by this type of playstyle? When I come across unsavory things as a survivor or killer, I just play normally, and the game ends.
What do you want in the situation of survivors utilizing perks or tactics and make the game more of a hassle for you as a killer? Do you want them to just stay on the hook and attempt to kill themselves, taking attempts, and you downing them to slug them longer and/or put them back on the hook? Do you want to juggle and pick them up continually and bounce them like a basketball? Do you want to shift back and forth on their body or stare menacingly at them from a distance? All of these things prolong a dead game, so why not end the game and move onto the next one? What is your objective and end game here?
You are wanting to prolong a game, for survivors to reach the end of the game of a hassle for you, slugging/hooking them or whatever transpired, and you want them to reach the end game chat to say ggs to you when we both know that will not be what's shared in the chat at all. What is your fixation on needing people in end game chat to socialize with when most of the PC chat is the odd ggs, salty edgy things, or nothing exchanged at all as people typically leave when they die?
Doesn't that speak more to a design flaw than anything else? I just want to play a fun and exciting match that feels like it could go either way. This isn’t about sadistically forcing people to play a game they can’t win. I am saying that people are giving up too easily and that instead of killing themselves on hook the way they used to, now they throw themselves at the killer in order to get slugged. Since the abandon feature started I've been seeing this more and more, where the moment the killer gets more than two hooks before a gen pops, everyone effectively bails because after one person choses to go next, everyone understands that's game over, so in a way one person's decision affects the whole match.
So my question is, are killers just there to keep the other side entertained? And if that’s not the case, why can’t I, as killer, dip out once three gens pop after a long chase? Instead if I get a bad game my options are a) leave and eat a DC penalty or b) play through a game I know I can't win because I have no agency in the abandon mechanic. So if I can be a good sport and play till the end then of an even game, why can't the other side?
Like if I really wanted to grief, I could slug three and leave one alive so they keep trading hooks till I get 10 or 11 and there's nothing you can do about it other than DCing. But that's NOT what I'm advocating for!
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929622#Comment_3929622
I feel like it's mostly a issue of ppl getting annoyed at the inconsistencies. Currently there's no time requirements to the survivor abandonment. It's very much possible to get the abandon queue a minute into the game. These were put in to avoid 4 minute bleedout scenarios, but are hitting way more. The killer abandon function on the other hand still involves long wait times of 10 minutes.
Exactly! The way it's being abused by entitled players who bail the moment things don’t go their way; If that’s allowed, if the argument is not really slugging but has shifted to not forcing people to play…why tf do the devs not let the killer quit too?
I personally don't really like the idea for either side, cause I think that opens the door to more entitlement. Like, where do we draw the line on what counts as an “unwinnable” situation?
Eventually if the trend continues, most matches won’t even reach the endgame. That’s why, even if letting people move on seems harmless, it gradually kills what little sportsmanship is left in the community and hurts the game long-term. -
@xGodSendDeath said:
I kind of feel where OP is coming from. With 1v4 being extra sweaty right now I'm getting a lot of SWFs. They're happy to play when they have all the god pallets, all their second chances, and they get 2 - 3 gens done right away but as soon as I start snowballing and winning they just give up and go next
While the feature is well-intended, I seriously feel like it will undermine the killer experience in the long run. Like I actually like the challenge of going against a strong team, but the moment I outplay them, they're out. Feelsbadman. It makes me feel like I'm just one step above a killer bot.
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@smurf said:
How is this a problem? The killer still gets to finish the match. It's not like there's some satisfaction to be gained in forcing a defeated opponent to play out a match. Once the abandon option is granted in the current state, the game is essentially over.
But the current system allows the killer still gets to get their blood points and has the ability to play out the rest of the match. I've hooked my bots before, taken my bp and called it a good match. The only thing that's sad about that situation is that I wanted to give someone hatch. But that doesn't impact me much since my opponents still got to just go next once the match was clearly done.
I'm not understanding why this is an issue. Maybe I'm missing something you wrote? Can you explain in case I did misunderstand something?
I mean yea it's not that big of a deal, but it just feels off to "win" while everyone else just left. I'd like to at least get to say gg to the people I'm going against? Also it's weird to me that if things aren't going well as killer I'm still being forced to play till the last survivor decides the game is over, yet the moment the game goes south for the surv team everyone can just quit with no consequences. I get that you can't force people to play the game but as killer I have to play till the end whether I want to or not, so what are we addressing then? Is it just the slugging or is it that people just can't cope with losing a match?. But again, not that big of a deal. Although I do think regardless of what triggers it shouldn't count as a loss or even a draw for the killer if they slug.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918319#Comment_3918319
I played Twins recently and had no bug happen on them. So no it does not happen in every match.
It's happened on every single match I've played, since before the last bugfix and then after (last 5 games I've played as Twins). I can't keep getting penalties for testing to see if it's still there honestly.
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Don't understand why Twins hasn't been killswitched yet. This is a gamebreaking bug for the entire lobby and it happens on every single game!!
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909218#Comment_3909218
they can take the long road, but honestly I wish they would make perk slots dedicated to categories to stop all the heavy anti/haste/prog/aura/info/slowdown/stealth on both sides cook up. It would probably makes things so much easier to balance.
This 1000%. I thought they had finally realized when 2v8 came out and everyone was having a ton of fun without having to deal with all the cheese. Not to mention it would incentivize more variety in loadouts. Like I don’t think anyone would oppose to 4 slowdowns or 4 haste/endurance not being a thing anymore but removing stacking altogether is just boring af.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904445#Comment_3904445
Appreciate you sharing this! I've made sure to pass this along as well.
I hope this gets taken care of soon!
That being said…Please killswitch the Twins asap. This camera bug literally holds EVERYONE hostage and forces the killer to either eat up a DC penalty or go afk for as long as survs want to stay in the game! It's a ridiculous gamebreaking bug!! -
Yeah in my opinion the simplest, easiest way to address the second stage "issue" would be if a player fails two skillchecks the player leaves the game and is replaced by a bot. They can't really force people to stay in a game against their will, that's a recipe for disaster. Plus it's a compromise for those who inevitably will want to move on to the next game while not necessarily making the game miserable for everyone else.
But instead of simply granting additional bloodpoints™, they could start flagging all the chronically go next-ers and put them in lobbies with each other. Guaranteed to curb that behavior.And 100% agree that the unhook attempting is the real issue here, which could be easily solved by only letting people attempt unhooks when there's 20 seconds left on the timer. Saves them from having to change perks, mechanics, timers etc.
But BHVR gonna BHVR I guess.
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@AetherBytes said:
Most people are seeing the survivors spawning together as a generator buff, and it totally is, but I just realized (and heard no one else speak about) how this means, since Survivors cover much less ground at the start of the match, its extremely unlikely someones spawned right on top of one, and if they do, it's guaranteed at least that no one's spawned on any other active hexes.
I'm having a hard time seeing how this is a bad thing other than "I don't like that I now have to actively look for totems as intended".
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All can say, once again, is what everyone is thinking:
#### ### BHVR!
hang on ####
dang it
G
ood
J ob BHVR!
There you go.
Profanity filter in a nutshell -
I just came back just to check on this. Good to know that you've been "reviewing" this issue for 6 months. Must be a hard fix.
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It's not at all surv sided lmao. As long as the other killer has one braincell you can win every time.
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Sooo Stridor Spirit is a thing again?
Well well well how the turn tables…
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Looking forward to reading unnecessarily detailed answers about lore, cosmetics and all things unrelated to gameplay. While at the same time getting vague answers on stuff that's on your radar but can't give any concrete timeline or details about!!
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725464#Comment_3725464
It was announced, the first week was last week as part of the celebrations of DbD's history.Thank you. Sucks having the same map 4x in a row tho. Normally when there are boosted maps the rate is higher but you still get some variety. It's been RPD one game after another. Still, appreciate the clarification but it's extremely boring to get the same exact map every game when there's 30+ maps in the game.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725462#Comment_3725462
Yeah those are my 2 favorite maps lol
I’m glad RPD is your favorite map, and you’re certainly entitled to that opinion. However, you’re in the minority and RPD is almost universally considered a poorly designed map. The reasons for that have already been talked about since the map came out so I won’t enumerate them here, but I think it’s fair to say being sent to RPD is a negative experience for the majority of players. Now imagine getting that map 4 times in a row.
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@Mandy said:
This is to do with the map boostings, some maps each week will be boosted to appear more frequently.
What? Why?? This is bad however you look at it. Given that RPD is overwhelmingly considered a terribly balanced map that most players dislike.
Either you guys are aware of this, and you’re still forcing everyone to play that map multiple times in a row, which is a terrible experience for everyone imo.
OR you’re unaware of this which could lead a reasonable person to interpret it as case #472947352 of the devs being out of touch with the playerbase. I hope that’s not the case.
But worst of all, afaik nobody announced this map boosting feature which directly contradicts your own reasoning for implementing a map repeat prevention system in the first place.
Could we at least know why certain maps are being boosted weekly?
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Yeah East Wing for me too. Something got messed up.
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Windows does not remove any pallets so your teammates can still drop every pallet with or without it. You are advocating for punishing solo q players who can’t rely on teammates to keep track of dropped pallets. As a killer, that’s one less Adren/UB/Buckle Up to worry about and a perk slot that does nothing to advance the game so it’s actually a fair trade.
You should probably try to get your MMR up so you’re not paired with terrible teammates who don’t know how to loop. That’s an easier solution than requesting a change so that YOU can get better games.
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There is literally no excuse for this. All they need to do is change a color value for scratch marks and add a toggle in accessibility options. This should have happened a long time ago…
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@AhoyWolf said:
Agree, either disable the power, or just deplete all charges from it, so Blight for example cannot just instantly rush to you.
bump cause this is the way. Only problem is. BHVR being BHVR I’m not sure how they could code that to without making every stun get you out of power.
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Every single control station clustered together in the middle. No power in pier, small boat, shack, big boat. Basically anywhere you need it. Control station spawns should be looked at in general. Extremely frustrating to get handicapped by rng.
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The short answer is they don’t understand their own game. The tinfoil hat answer is that they’ve been on a trend lately of lowering the skill ceiling of a lot of killer powers so that if you spam power long enough you’ll get a hit no matter what. I’m pretty positive the balance team will isn’t aware of the nuances and strata of the Hags power. Look at what they’re doing to the pig. Her only strength was the trap slowdown and they’re removing that aspect.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653491#Comment_3653491
Same reason Nurse has a low kill rate. It's because most people are terrible at her. Has nothing to do with the killer being weak. Go watch someone good like Coconut or Ralph and tell me Huntress needs buffs. Killer mains on this forum be like "we shouldn't balance around bad players" yet they have no issue doing this when it benefits killers.
It’s no use this kid is a clear case of git gud. I’m outta here.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653452#Comment_3653452
It is very necessary at the highest level. Why do you think her kill rate is low even at the top 5% MMR. Behavior posted it September last year.
You are telling me, with a straight face, that at “high MMR” you need orbitals and cross maps to win?
Alright dude you do you. Keep plying at “high MMR”. I look at your other comments btw and your argument seems to be “I’m bad at holding gens so please buff Huntress so I don’t suck as much.” I thought you wanted to have a serious discussion but your post makes complete sense from that angle. Gl with your games…
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653347#Comment_3653347
Go ahead and explain how you would make her able to land cross map shots on indoor maps? Oh and let me know how she can land orbitals on indoor maps too! I’m very curious to know how you would do that.
Why do you expect to be able to do that in every map? Orbitals and cross maps are fun but aren’t the bread and butter of her power. You’re trippin rn lol
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@HexHuntressThighs said:
I’ve put over 1,000 hours on Huntress alone and I can say without a doubt she needs at least to keep the movement speed buff. There are SEVEN indoor maps which gut your power, then there is Eyrie of crows, GoJ, Badham 1-5 and Toba which all have a lot of clutter and things like that. Either you remove those maps or you buff her.
There is NO reason why a killer should be put at such a severe disadvantage because of the map they get. And there are an INSANE amount of small high wall loops that you CANT land a hatchet at. No matter how many hours you have.
I obviously would like to keep all 3 buffs lol but the movement speed one literally has to stay. Anybody who says it’s not needed can not have ever played her on indoor maps against good survivors.
Thank You Bhvr! Plz keep that change at the very least! I beg of you!
I think it's quite indeed the opposite. Very experienced Huntress players can win on any map. Yes, ofc it's harder on indoor maps but If you know what you're doing you can still overcome the map dependency. If you think indoor maps are the problem with the Huntress I'm sorry to break it to you but you're not as good as you think you are.
"Either you remove those maps or you buff her."
-Or the map balance team get their ish together and remove the clutter and add more lockers in order to have your power when needed.
"There is NO reason why a killer should be put at such a severe disadvantage because of the map they get."
-Exactly so fix maps instead of applying bandaid buffs so all killers AND surv perks can benefit from it.
"And there are an INSANE amount of small high wall loops that you CANT land a hatchet at. No matter how many hours you have."
-Experienced Huntress players are aware of this and adjust accordingly. You are not meant to be able to land a hatched on every rock pallet or filler.
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@DBD78 said:
These changes are good and needed, for us console players. On PC this is a bit too much.
How are they good and why are they needed? If they fixed the maps you wouldn't care anyway.
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Can I add that his footsteps sound almost exactly as of survivors'. Makes it extremely confusing in some areas especially when there's a survivor on the other side of a wall
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My brother in Christ the Twins has been neglected for years and you expect the devs to care when there's like a billion other bugs in the game already. It's sad for me as well cause I do enjoy playing Twins but you're beating a dead horse here. I mean they somehow managed to ######### up the Huntress in the last patch ffs and you expect them to fix...Twins? In BHVR lingo "We are aware of this issue but we cannot give a concrete timeline as to when it will be addressed" aka don't wait up cuz it ain't happenin' anytime soon!
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Has anyone checked if this is still the case in the current PTB?
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529621#Comment_3529621
First of all, Dredge is not seeing which locker is locked and which is not unless it equiped special addon.
Second is that thae fact those doubles lockers existed before the Dredge is actually argument for (not against) Dredge teleporting to locked one.
Idk how easier this can be explained. Im really sorry i couldnt provide You simplest explanation. Only thing that i can say is that You should try to read my posts most closely since argument "double lockers existed before" correlate with my explanation, which means that a little more effort would makes You understand.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529066#Comment_3529066
If there is double locker, then Dredge have no controll over which one it will teleport to. Mostly its random except few cases:
- If surv is hiding in a locker, Dredge will teleport to survivor and grab them. (If surv is trying to lock the locker while Dredge is teleporting, they instead will be grabbed into the locker and taken with Dredge).
- If there is locked locker, Dredge will teleport to locked one.
And the thing is that if Dredge would instead teleport to unlocked one (what this topic is about), then locking one locker would be totally pointless along with Dredge decision if to breake the lock.
Imagine it teleporting to unlocked locker in case of double lockers. Then if surv would lock only one locker, Dredge will teleport to unlocked one, and act of locking would be pointless.
Imagine surv locked both, Dredge broke lock while exiting locker, and now we have one locked and one unlocked locker. In current system, Dredge can decide if to breake another locker thus removing only protection that reckless survivor had, or to start chase risking delay after another teleport to this double locker. In proposed scenario, locking both lockers is the only thing surv can do, but Dredge have no reason to destroy second lock since it will never teleport to locked locker.
Exactly, survivors should have to lock both lockers. It's really not that complicated. You are not shown the lockers that are locked so it's not like you'll be able to remember every single pair of lockers where the other one is still locked so there's still a chance that you may teleport to the locked one again. Also, breaking a lock immediately after leaving a locker would still waste time which is in favor of survivors. If you're in a chase, you don't have time to immediately break a lock and if you do, the survivor gets free distance. It's literally still a win for survivors.
Locking a locker is just like dropping a pallet. You wouldn't argue that you should be able to drop the same pallet twice or a strong breakable wall should magically respawn but somehow justify bad design just because survivors can take advantage of it? All you need to do in this scenario is not be an idiot with your resources. If you're repairing next to a pallet why would you even lock the locker next to you. The optimal way to lock lockers has always been after the pallet nearby has been used. Locking a set of lockers is strong enough as it is against good survivors, unless you just want to repair for free.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528382#Comment_3528382
- Not "More". Survivors have counters, and have to use them properly, otherwise killer can just remove it. Its up to survivors.
- No, If you lock both, then killer may just breake second one, and you stay without protection. If you lock only first one, then after using it by the Dredge, you can lock second one. Without this mechanic, this second one would means nothing.
You do realize that there's still pallets and windows right? If you're repairing near a pallet or a window, you shouldn't have to be locking lockers to begin with. Double lockers existed before the Dredge and you only know a locker is locked until you are already teleporting to it for the first time. In any case the Dredge shouldn't be able to see locked lockers when teleporting ever and that'd solve the issue you're describing very easily unless you're a 3000IQ genius who can remember every single locker you've teleported to during a game.
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529037#Comment_3529037
Let's put that I teleport to a double locker, and I does it in the one that is locked. Now, I know that locker don't have a lock anymore, so there is no point in teleporting to the other one unless I want to try to catch a survivor that is trying to hide there as he expects me to always teleport to the one without a lock. That's how I think it should work.
Now, if I don't misunderstood anything, how it works right now is that it doesn't matter what of the two lockers is locked, and doesn't matters if I choose to teleport to the unlocked one, the game would force me to always teleport to the one locked. Which means, if I teleport there a second time and the survivors have locked the other one, I would again teleport to the one locked instead of doing it to the one without a lock anymore. And I think it should not work this way, for the reasons I already mentioned.
Yet again, I didn't play with the Dredge yet, so I'm just trying to follow what is being said here.
Yes, that's how it works. The game forces you to teleport to the locked locker which means survivors can deny you of your power twice at the same spot.
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@Smoe said:
We lost more than we gained with Xeno's new chase music, kinda disappointed ngl but it at least it still sounds like actual chase music compared to that of Wesker or Legion, which i hope they never do chase music like that again, if you can even call it that.
What exactly is wrong with Wesker and Legion chase music in your opinion?
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Can't wait to have the opportunity to not get any value out of it when TWO scourge hooks spawn in Eyrie of Crow's main building!!
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Sooo I just took the time to read your entire post and…I’m sorry to break it to you pal but I’m pretty sure your mmr isn’t as high as you think it is.
All the issues you mention are things truly experienced killers learn to deal with and play around eventually. Just the fact that you’re committing to a 2+ minute chase tells me everything I need to know. This sounds like a textbook case of git gud.
Not saying your frustrations aren’t valid, but to be fair you are kind of blaming everything but yourself for your shortcomings. You can absolutely win as killer without tunneling right off the bat, and comfortably so.
Taking a break from the game does help though. See you in 6 months.
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@Count_Dooki said:
With all due respect I do not think this is good for the games health. Penalizing killers for tunneling even more will not stop them. Giving survivors more freebies for making mistakes will not help the situation either.
The idea is not to eliminate tunneling. But killers should not be able to get away with taking someone out of the game early for free. If you want to tunnel go ahead, but knowing you’ll get hit with DS will force you to decide whether securing the kill is worth the extra time it takes to focus on the survivor that just got unhooked. How’s that bad for the game? It literally only affects tunnelers. Survivors who perform a conspicuous action immediately would lose the effect. Why is it a freebie for me as a survivor to have a recourse against being taken out of the game immediately after an unhook?
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@Xernoton said:
I'm not sure simply punishing the killer for tunneling is the right move. If I were to start a match as killer, get an early hook and 2 gens are still gone after 60 seconds even a 10 seconds DS wouldn't stop me from tunneling that poor soul's ass. Yeah, it's risky but it might be the only shot I have at winning this game. No matter how much you punish tunneling, with the killer feeling like they have no other way to compete they'll still do it.
I believe making hook spreading more attractive might help with that. Right now there is no reward whatsoever for hooking multiple people. Quite the opposite actually with perks like Deliverance and soon Blood Rush as well as DH and medkits. The killer can prevent all of these things from coming back to bite them later by tunneling one survivor.
This is exactly where I’m getting at. If killers want to tunnel, the point is not to make it impossible to do so, but to make it a last resort tactic. So yeah you’d be able to do it if you have to, but the trade off would be eating the DS and potentially lose your momentum. It may work in some scenarios, but right now it’s too easy for killers to get free kills by simply tunneling someone out with no risk, which is why it’s so prevalent these days. Face camping for example, you can still do it but most people won’t because it’s not beneficial to do so except in very specific circumstances. I believe tunneling should be the same way.
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And they're usually console, too.
