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Gandor

Gandor

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  • @imakepeoplehateme said:

    I'm fairly sure basekit endurance was introduced alongside a movement speed increases to make unhooked survivors not feel helpless as weather on not your unhooked ran BT was outside of your control.As further proof the initial duration was 5 seconds,clearly not enough to stop a tunneling killer.

    If you feel that killers bypass your endurance to quickly just run DS,i don't know where the mentality that its dead came from.I do believe its worse that OtR,and it doesn't let you make distance anymore,but it still allows you to continue looping the same tile/structure.It went from the best perk in the game,to a very powerful one.(killers even expect it less than before).

    Out of the killers being able to bypass endurance you mentioned,Legion and Deathlisher are not problematic,they techinally "hit" you,and even give you a speedboost.Only pinhead is problematic, other killer addons are fine,trapper for example applying deep wound with his traps for example is irrelevant.

    DS can do something only if it's slow M1 killer. The perk is bad. Get chased by blight, nurse, spirit, wesker, plague in power, piramidhead or even nemesis and there it's super likely you will get much less value then 10s out of it (the only thing that can save you is strong tile for respective killer. But how/why would you go down to said killer if u were at strong tile to begin with?).

    The perk has any value only if it's freddy, trapper, pig, meyers (without any tombstone) and other like them...

  • @09SHARKBOSS said:

    wait will unbreakable give you 2 recoveries???

    Just one. Even 1 UB can change the whole game sometimes

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397782#Comment_3397782

    If we're talking fun then why should we nerf him? He's having fun from his side. Should we nerf every playstyle that killers or survivors don't enjoy? From the killer side then we should nerf head on and flashlights. It's not even slightly fun for most killers to go against a squad like that. I personally don't want that style nerfed even though I hate it with a passion. We can't nerf a playstyle just because either side doesn't enjoy it. We start doing that and we're gonna have very few styles left.

    You know what's the difference? Survivors don't ask for perks that will give them 100s sprint burst with 5s cooldown in order to have fun. What you mentioned is annoying on killer's side (and I could add one additional example - blast mine. As a killer, this one is absolutely annoying as hell - yet it makes very little difference in actual match). But the end result of that match is usually (sure, not always - some killers are not experienced) 4K. On the other hand for Bubba to have "fun" and get 2-4K, he just needs 1 good chase at the beginning. Multiple kills for 1 chase. See the difference?

    Anyway - talk for yourself. I like it when I am in a lobby with 4 flashlights. That is if they don't give up too early as a lot of them do once they realize they will have hard time getting their flash saves (and no, I don't use franklin's or lightborn)

  • @sanees said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397808#Comment_3397808

    as soon as the killers lost the generator regression perks, the survivors began to complain about the chase perks (sbfl) so don't worry even if the perk works 1 time per game, the survivors will cry that there are too few pallets on the gideon and this perk will be destroyed

    Like you mean DH nerf didn't even go live yet and killers complain about sprint burst already? That's just natural. Both sides have ppl like that.

    And Gideon (btw I am convinced that map is on average now killer sided - especially if the killer chooses the map with corresponding build/killer. Overall very bad design for a map that punishes slow M1 killers that don't have power that helps with pallets and autowins others) without 1 pallet would not be so bad. Do the same thing in Rotten Fields, and the game is GG.

  • I am willing to bet, that new haddonfield has more kills than average map. Sure. Houses are strong. But 3-4-5 gens that are guaranteed there are stronger. You can't just stay at houses as there are always gens outside that you just need to do.

    As for GoJ - agreed. That map is strong for survivors. Maybe it would make sense to balance maps so they are not so 1sided. This also includes midwitch on the other side of spectrum

  • @ReverseVelocity said:

    The price for Pixel Sunglasses was much bigger than we had anticipated...

    I hope they give out a code for 1 Iridescent Shard sometime soon.

    You will just see ppl complain, that they have exactly 1 shard left :D

  • We went over this idea multiple times already. Pallets are by far not created equal. This is not a good perk even if you consider huge CD time (I think it would not be balanced even if it was token based). Don't like the idea. Let killer earn his pallets instead of just winning by default.

    Also some map can have like 7 pallets. That's not much by any standard

  • The addon is fine if not abused (exactly to circumvent basekit BT). Unfortunatelly, it can be abused

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397674#Comment_3397674

    True. But if they balance the game around people who are doing totems and chests than this game is doomed.

    same can be said about other side. If we balance the game around speed limiter bubba, the game is doomed.

    The thing is, that the game should be balanced around fun interactions. Winning single chase and getting 2-4K just because of 1 chase... Does not sound fun or healthy (same as having win by old keys when hatch could spawn for all 4 survivors didn't feel fair to killers)

  • @oxygen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397368#Comment_3397368

    Showing items is fine and intended, there's perks people might want to put on if they're against a bunch of items for example.

    But names, prestige and especially the easy 2 click profile access for stuff like Steam accounts? That should certainly go as it's not relevant to the intentional "killer watching the survivors at the campsite" design.

    It is about as intended, as survivors being able to last second swap. That response was meant at specific response. I see no reason to advantage killer lobby even more (killer already see items for last 5s where nobody can do anything about it, why should survivors be locked out of changes?)

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397746#Comment_3397746

    A Myers Infinite Tier 3, Iri Head Huntress or Trapper with traps set up at the basement stairs could also achieve similar results, should they also lose their power at the basement too?

    Infinite T3 was ok when DH was unlimited. Iri huntress you can dodge (IK, good luck doing it, but still possible). Trapper is super strong, but still - with good coordination, you can do it. The only 2 killers that are really unfair (disregarding DH nerf) in this regards are Bubba and Trickster

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397421#Comment_3397421

    "Toolboxes are pretty strong, but only if they are stacked. The downside is, that people carrying them are much more vulnerable usually (but sure, the game is too short for it to really matter)."

    Yes, like a glass cannon, but sadly those glass cannons are very effective against low mobility/ low map pressure killers, especially combined with a map offering like ormond. Get people who know to play loops correctly on top of it and you say "what a wasted round". :)

    The thing with using OP stuff to compensate their mood caused by earlier played round is in my opinion absolutely true noticeable (Or playing facecamp slap on hook toxic bubba :)). But to be honest, when you are that tilt you should simply do a break, for your own good, and not to try punishing others to play the game just because you have got a #### day.

    Howsoever, would love to test it and how it feels when Killer also is not able to see loadout even i still think it's not a good idea, at least not before the game not loose the amount of stomp potential it has.

    I still think it has much more weight on the survivors swf's site, when survivors would be free taking everything with them every round without killer's notice.

    I generally agree. One thing I disagree with is which side is stronger by it. Both sides IMO have like guaranteed win if they take it just once. And I have seen 4stacked BNP'S loose just as much as loaded spirit or tombstone piece meyers or C33+alch ring blight, etc...

  • And you still refuse to accept shadowborn exists. That is on you

  • Like ######### is this thread? You ppl really think that having 1 good chase is enough to guarantee anything between 2-4k? Meaning I win or at least I don't loose because I had 1 chase? That thing is really Ok in your eyes?

    Like what would you say if survivors had a perk that for each whiff gave them sprint burst? No exhaustion or anything. Just win because I 360d you once....

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397076#Comment_3397076

    Even accounting for a generous 18s per 'reload', you get a solid ~50s, on top of it being available when you need to speed up a gen. the BNP is only available the first gen you try to use it on. How often do you actually see people save BNPs for the final 3 gens? Heck, you can't even tell unless you watched them personally, or had a recording of the Survivor HUD seeing it speed up. The majority of my soloq teammates burn BNPs on the very first gen, and typically drop their box for a chest item instead. Them wasting time rerolling their item on the chest often makes up for the BNP boost alone.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397500#Comment_3397500

    I thought White Ward saved whatever item and add-ons they brought into the trial, even if they used an add-on mid-match.

    Styptic and syringe destroy whole medkit with addons so there's nothing to white ward. BNP just disappears so there's no saving it (but u can keep your toolbox)

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397433#Comment_3397433

    Let's just stop for a minute and talk about your list.

    MM has two nasty addons that make the game difficult for survivors. Overall though the killer is weak and is 100% turned off when someone drops a pallet.

    Blight with garbage addons can offer much more pressure than MM.

    SWF in general is a lot of pressure for most of the bad killers.

    We talked about addons that can speed up chase by 50%. He has an addon, that can skip 2 hook states AND injury - that's way more then 300% speedup and quite bonkers.

    But the point stands. It's ok for MM to have such an addon (same as all the other killers in my very much incomplete list) so long as survivors have commodius with BNP's. I would argue that survs are still at disadvantage, because killers can black ward their OP stuff, while survivor's OP things just vanish after use...

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396988#Comment_3396988

    You're saying, healing teammates 2 times grant you a self healing once in 24sec, is bad for you?

    Yes. It's bad. Because it defeats the whole purpose of the perk. The basic idea is to be able to spawn in a random (think hostile) lobby and being able to be healthy even if other teammates totally disregard you.

    To balance this out, the perk should be generally inefficient compared to being healed by other survivor (in one way or another) - so that altruistic healing is a thing of the game.

    So the most obvious way how to get both, is make self healing 2x as long as altruistic healing by other survivor + some extra time representing need to group up (but you can deduct a few seconds as this perk actually occupies a perk slot). For these reasons, I think 40s heal with perk vs 16s altruistic heal is actually balanced thing. Right now it takes ~46s which is close enough to be worth it in some obscure cases for soloQ (you can't always find another survivor in 14s, so this actually provides value) - making the perk generally bad (costs you perk slot and is inefficient), but usable (when you just can't find anyone else willing to heal you).

    Your version just makes no sense, because you don't have efficiency and you don't have self-reliance. You need to heal someone at least twice (and at least 1x out of it alone) for a single heal. Like sure - you can argue that this perk buys you 8s efficiency once charged up (16s x 2 = 32s for altruism heal vs 24s for self heal), but you are removing the only perk in game that gave you unlimited unconditional self-reliance (for which you had to pay only with efficiency of such heal) - loosing the very reason for existence of this perk (and solidarity is already a thing in a game - which already does something too similar to your proposition).

  • @Archael said:

    I have few other solutions for tunneling problem:

    1. Make hooks works like Pyramid heads cages - surv is relocated and killer dont know where.
    2. For every killed survivor, gen repairing speed is increased, but decreased for every gen compleated.
    3. Remove "killing" aspect. Entity feeds on emotons, fear and pain. Let the survivors play whole game. I have posted a more detailed description of this Idea:
      1. Trial is time-limitted
      2. There are no gates, but two switches
      3. Switching both before time limit banish killer and survs won
      4. Not switching both before time limit makes a dawn and Entity consumes survivors.
      5. Hooks just reduce survs ability to finish gens, without removing them from the trial
      6. Also, survs will really be dead by daylight if timer would count down to dawn.

    Only 3 simple solutions, and all better than straight free gen repairs.

    If there ever was a new gamemode, I would love this to be a thing. However, I absolutely don't want this to replace core gameplay.

    Also - and this is just a tiny detail. If you require from survivors to flip open 2/2 switches, the easiest thing killer can do to 100% win the game is spawn in a game, go to one of the switches to bodyblock it and then go for a dinner...

  • @DjEnderFox107 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397438#Comment_3397438

    That’s okay and not everyone is gonna like stuff like this especially with how the game is now! I’ll probably make another discussion on new items for survivors

    I am not complaining or anything. Maybe this comes from a fact, that we are not talking face to face. I am just saying, that from my own personal perspective, I think the change would take away from game instead of giving it something.

    It absolutely does not mean, that I am 100% right and you are 100% wrong or that there couldn't be people that like it. I am just giving my feedback, that I like more variety and this idea in my eyes actually remove some variety instead of giving it some (and again, I might be wrong or I might be alone in this perception - both cases being fine).

  • Personally I don't like the idea. There are not that many (usable) items in game. Allowing 2 instead of 1 I think in fact limits variability instead of increasing it. If there were more items (I don't even have an idea for those), then maybe after game rebalancing, this could be a good idea. As of now, I don't really like it

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396923#Comment_3396923

    There is no way you can justify that BNP+Hyperfocus is good for the game.

    Having a way to make a 90 second generator take 40-45 seconds breaks the game balance.

    The only way this would be "ok" is if killer could make you die in half as much time on the hook with the right perk+addon. Just imagine how mad survivors would be if that was part of the game.

    If killer doesn't get to kill you 50% faster then you don't get to do generators 50% faster.

    Hallo. It was just mentioned. MDR+amulet spirit is totally different thing then yellow duration and yellow speed spirit. 50% chase reduction is absolutely fine estimate. Same thing for tombstone piece. Or C33+alch ring. Or engeneering's fang + original pain. Or pinky finger + extra bottles. Or bestmarks + award chilly for camping bubba. Or Black incense + iridescent seal.

    Do I need to even continue? There are so many OP things on killer's side - that it's absolutely OK to also have OP things on survivor's side. And if we actually want balanced game instead, then remove all the OP stuff from both sides

  • @Wexton said:

    Why would you ever want to lift up a pallet so the other side can use it against you, when you can just break it with the same amount of time investment?

    It was repeated multiple times already. But the hint is - for the same reason why you sometimes don't break the pallet and go around it (even if it takes you a second). You can possibly deny survivor another loop this way - getting a down (which is more important then a single pallet like almost always).

  • @Veroles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397368#Comment_3397368

    I would be fine testing it, but i am the opinion a lot of games would be pretty unplayable, when the killer would not have the chance to prepare the loadout wisely, or to decide, if it makes sense to play the round at all or not. 

    I at least dodge every lobby with 4 toolboxes, because i do not see much sense playing a match against hardcore genrushers. When i would know those are pure sabo boxes i would play it, but you can not see a difference between sabo and repair boxes and also they can use them for both actions anyway. The risk to end in a "time waste" match is just a way too high for me. Especially when you play a killer which can not have fast downs in short time to build up enough pressure.

    Flashlights i don't care at all i have no real problem to deal with this kind of players also when i see 4 flashlights because they are mostly pretty inefficient and just wanna fool around.

    Toolboxes are pretty strong, but only if they are stacked. The downside is, that people carrying them are much more vulnerable usually (but sure, the game is too short for it to really matter).

    The problem is, that the other side can do the same. Take C33+alch ring blight, or MDR+amulet spirit. This game does have OP things. It's part of the design. The reason I suspect is, that if somebody got frustrated from a few previous games, that he can have a relief in this way. I don't think it's the best thing ever (especially as some people will bring this stuff every game to the point that they get so much stronger enemies, that even these OP things are no longer enough).


    As for preparing for a loadout... I personally rarely even look at what people carry in a lobby. You don't really need it. The only important think is, if you are willing to accept occasional defeat (because if you are able to counter those 4 flashlights thanks to lightborn, your MMR will only go up to the point you always have to check for it or you are screwed). On the other hand, I basically never bring commodius toolbox with BNP's (but I do bring sabo toolboxes - lately I bring them more often then not). A cheesed win will only hurt me more in a next game where I get MDR spirit, or somebody who has 15K hrs...

  • I think it would break quite a few maps where you just need that time to get to anything else. Especially on killers that need just single hit (think legion or ghostface). I don't like the idea

  • What about making killer 150% basekit speed, survivors can't heal ever and they need to complete 30 gens? That would be fair right?

    We are just getting patch that will absolutely change the balance for killers. And here comes the idea of making 5 perks for killers? Absolutely bonkers idea

  • @Veroles said:

    • A lot killer wanna have easy mode and only wanna play against uncoordinated enemies (soloqueue) when they have the freeness to decide to play against solo players or swf they of course choose solo queue, at least around 90% of killers would do
    • A huge amount of players also just wanna stomp and feel like the big boss and this system would invite to make that happen almost every round, what would punish solo queue players even more
    • Depending on how many killers and survivors are in queue it also can affect the queuetimes of SWF's heavily when around 10-20 killer dodge before a match even starts. Besides, the risk is pretty high that they will face a nurse or blight almost every round what makes the experience itself pretty boring
    • Removing the "Leave Lobby" button would also make no sense, because people can close the game to avoid a match getting started, and there the intention of the topic creator is to dodge certain lobbies the remove of this button would just fail the concept anyway

    Does not make sense in any way.

    I personally think the possibility of last second character/ loadout changes are the core problem of that what people describe as "toxic swf" because they last second switch on 4 flashlights or what ever. They should simply lock character changes at 15 seconds before the match starts so the killer has time to decide if playing against this loadout makes sense or not.

    Or - don't show any items to killer so that it's fair for survivors - they don't see killer or his addons anyway

  • Killer slowdown being nerfed will be more then compensated by much quicker chases, because a lot of survivors will be unable to be healthy from now on (or it will take longer time). Or if they decide to heal, it will take much longer.

    So all that killer needs is stop kicking gens instead of going for a chases and their killrate will definitely go up (with exception to 3gen camping knights that never learned to chase)

  • @Severing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396769#Comment_3396769

    Survivors have a third person point of view that they use to see around corners or over loops. Stretched resolution had augmented that to a point where they had information on the killer's position with much more frequency and safety than what could be considered healthy or fair. This cannot be compared to the first person point of view of the killer who cannot see you behind objects no matter how much the FOV is increased.

    As I believe I have pointed it to you on another thread about the same subject, I have seen no tournament Blights or Oni that use Shadowborn. If players whose objective is the best possible result do not frequently, if at all bring the perk, it is likely that it is not a very good perk to begin with. And then again, even if non-tournament Blights and Oni do use Shadowborn as often as you like to claim, you still cannot use that as an argument without data that indicates that Shadowborn has a significant impact towards a positive match result.

    Besides, we are not talking of +70 FOV for killer, only up to +15. That would hardly cause the universe to implode.

    Game dying today would not cause the universe to implode.

    But larger FOV refuce the agency possible. I would argue that being able to see survivor next to you mid-rush is about as game breaking as survivor being able to see killer thru loop (and comparison stands - it's possible also now on some loops and it wasn't possible on some loops even with old stretched resolution).

    Like if this is such a problem, then let killers stretch their resolution, but don't show them valuable info. Make it a mirror of what they can see, or hide survivors and other important objects on those parts of screen - that should be perfectly ok if health is the only argument. It fixed accessibility so it should be strictly accessibility feature

  • @YourAverageSpy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396559#Comment_3396559

    Thana is kind of good on both of them but currently it heavily relies on what Perks/Add-ons they bring, it takes 1 healthy survivor to make it almost useless, curing yourself fully heals you, and when playing as both killers the survivors are most likely separating making it harder to get everyone injured to get the extra 12% debuff.

    I know. I play both sides. And specifically also legion and plague. My first post stands - thana can be buffed for 1-3 stacks if it gets nerf for 4stack...

  • @Lanz said:

    I just wanna to see who I'm queuing against as a Killer AND solo survivor to dodge toxic parties.

    About at same time that survivors get indicator which killer are they facing. For exactly the same reasons... Never

  • Again. Shadowborn ecists. You are not being gatekeeped from playing the game.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396553#Comment_3396553

    That would be pleasant to attack high priority targets, but this was argued down last time. Because it "promotes tunneling"

    That is unfortunate to say the least.

    In my eyes - hiding slug-meter is buff to survivor (because most of us don't have such a good internal clock to know this). But showing hook states to killer is pure QOL as it only offloads players memory - which s/he barely needs for tunneling 😐

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396527#Comment_3396527

    I don't think using Perks to combat tunneling is a good idea because some can only be obtained by paying $5 and same with camping.

    And this is exploitation

    You don't need to have the perk to get it's value. So many killers stopped camping because maybe someone has reassurance... Even if nobody has it in lobby, it deters from said tactics until it's last possible thing to do (and I am ok with occasional tunneling if killer has no other choise - the point is not to delete the tactics, the point is to not make it literally META in every occasion - check literal accronim).

    Like you don't want to take away agency of what the other side can do (no matter the side). You just want to make majority of games enjoyable for both sides as much as possible - so you want the most boring tactics to be less then the most optimal way to play the game in every occasion.

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396509#Comment_3396509

    It's such a big game changing benefit that nobody uses it unless they absolutely have to so they don't vomit.

    Stop arguing against people that want to just enjoy the game and not feel ill! Seriously!

    And stop arguing "You wouldn't be for it if it only benefitted survivors", you just look like an ass!

    Yes. Like all the Blights and Onis absolutely use it only for health issues. And all the survivors using stretch res just liked the feeling of moving quicker only... Copium

  • Problem with thana is, that it's already too good on plague and arguably on legion. Outright buffing the perk would (again) make it broken OP on those 2.

    The only thing that can be reasonably done is to pull away some power for all 4 injured and give it to situations where 1-3 survivors are injured.

    Also the perk is getting indirect buff next patch as healing will be a lot more complicated.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396135#Comment_3396135

    There was a time mid was a favorite pick of survivors - you seem to forget that.

    Mid is a hard map for solo players to win but I regularly win in a SWF as long as we're not playing vs Nurse/Blight or a killer who picked that map via an offering and has the game weighted in their favor.

    GoJ has a broken main building that reeks of 2016-2018 building design. Does anyone want to make the argument that the old Iron Works of Misery window was fair? It wasn't. In what way is it ok to have three nearly similar power windows on the same building that can be chained together?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396060#Comment_3396060

    -"WY have a lot of tiles outdated"

    DBD has a lot of outdated killers. Most of them in fact do not have viable anti loop and are also defeated by shift+W.

    I would love for DBD to have the rule : only killers with a movement power can play maps larger than 9000m². You could play all the "bad" killers and actually have fun as long as the map isn't too RNG weighted. Clown map and Coal Tower are two examples of maps where sometimes there is just too much good stuff for survivors to use all in one spot.

    Ah. So I see. Midwitch is not just fair. It's survivor sided. Got it. No point in continuing any more discussions about map balance with you.

  • @Emeal said:

    I agree but its weird this game is hiding less for Survivors and hides more from the Killer.

    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).

  • The whilole idea is bad. The moment you make it actively worse to tunnel then not doing anything, that is exactly the moment where the game breaks and survivors will actively try to be tunneled (AKA throw themselves at killer).

    The other thing is, that some level of tunneling (the thing that @Archael mentioned for example - and yes, that absolutely is tunneling according to most definitions of everyone) is totally ok and healthy for the game.

    Problem is if "hardcore" tunnel is always without thinking best go-to strategy no matter the circumstances (I would argue that's our current situation). For this thing perks are actually fine solution to the problem (same way as reassurance basically solved situation after patch 6.1 where hardcore face-camping was optimal winning strategy that most killers were doing all the time).

    So in my eyes the only thing that is needed to fix it is change perks (more perks like new pain res or like grim embrace/no way out that incentivize spreading hooks and making perks like DS matter again - especially against high tier killers - by e.g. draining/disabling the power for like 5s and giving hefty sprint burst to unhooked survivor) and the issue with hardcore tunnel is solved.

  • If u want the game changing benefit, yes. Same as bamboozle. If it was pure accessibility, I would have 0 issues.

    @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396442#Comment_3396442

    yeah. People also argued colorblind modus and visual heartbeat would give a mechanical advantage for people not affected by colorblindness/being hard of hearing.

    in the end, it’s for the devs to decide. It’s their game. We can give our opinions and suggestions from both sides obviously.

    And I agree visual terror radius should get a limit to reflect auditory terror radius. Current issue is with Onryo and the fact, that visual TR gives substantial advantage. Use transparency when even "healthy" people get advantage and problem is solved. Otherwise make early warning system bound to a perk (same as using spine chill).

    Anyway, spine chill gives also other benefits that are not just about visual TR. I presume you would not be happy if whole perk became basekit for all survivors instead (action speed bonuses included). This is same thing (actually it's worse, because spine chill bonuses just make game harder for killer, but do not reduce overall killer's agency + can be easily split to be non-issue)

  • @Technature said:

    If stretched res somehow prevented people from getting sick, I wouldn't give a ######### because it stops people from getting sick!

    Your argument does not hold water because I actually care if other people are having problems with the game through no fault of their own!

    But please keep trying to convince me that FoV, Stretched Res, and learning the magic of color are the same thing.

    If there was no perk with the name of shadowborn, I would agree with you. But the perk is there.

    If it needs some tweaking, then sure. I am all for making the perk better.

    But it's just not true that the minority of people who has this problem are just forced to suffer (because once more - shadowborn exists + so do other killers that are less problematic in this regards). In fact I rather see majority of people that want to simplify (AKA spoil) the game just to get additional advantage.

  • WY is about just as fair map, as current Garden of Joy.

    Who could possibly think that tiny map with no strong structures, open dead zones and at best a few gyms is fair map? Well. Obviously someone that only wants his side to win all the time.

    I absolutely see it. Next time we will hear that Midwitch is actually a fair map....

  • @fulltonon said:

    It's funny seeing "this is a win for killers" when nothing has really changed, quicker altruistic healings already "compensated" self healing, just as BHVR said in his post.

    You mean to say, that there's no difference between current patch green medkit gel dressing and sutures + CoH compared to having to altruistically heal after your 1-2 medkit heals that take 24s each run up? I don't know. Sounds kind of weird. Considering how much killer players are mad about Proof - that helps to make the gen be finished 6s sooner (but promotes grouping on gen)....

  • @Milo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395466#Comment_3395466

    CoH is still a nerf, because of self-healing nerf. Especially in soloq, SWF probably will still use it a lil bit.

    I am pretty sure, that the perk will see very little usage. But the whole usage it gets would be from no comms SWF and soloQ. Def not coordinated SWF. The reason being, that the time spared in boons will never get refunded considering the travel time, booning time and finding/traveling to totem time.

    The perk makes sense only because it also informs other survivors, that you want to be healed and you are at exactly that position (AKA something coordinated SWF already has and don't need in perk)...

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394995#Comment_3394995

    When a perk like CoB only gives a 4.16% bonus towards regression (an additional 3.75 charges off of the gen, if you get full value), it really should be looked into. Same for OC since it takes 4 and a half minutes to regress a generator. I'm fine with changing what they do or them being completely different perks, but it shouldn't remain as is.

    for me it's less about regression and more about looking at perks that are redundant.

    I can agree with this. OC and CoB are now absolutely useless as regressions (or to correct myself, OC is good regression in lower MMR's where survs can't hit those skill checks). I agree that they completely destroyed it and maybe they didn't have to go that far.

    But that does not change anything about the fact, that survivor nerfs will be felt much more.

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395296#Comment_3395296

    Comparing someone literally getting sick because of an easy to fix problem to "Let's just make it kid friendly" just shows you don't have a real argument.

    BHVR didn't have to make the game not give players seizures, but they realize there are people with epilepsy that like the game.

    They didn't have to put something in for changing the colors in the game, but they realize there are color blind people that like the game.

    They didn't have to implement the heart from the mobile version, but realize people that are hard of hearing like the game.

    Amazingly enough, with the exception of the visual heart not being put in the game yet, none of these break the game in a players advantage, and I have a strange feeling the heart won't make the game absurdly easy for survivors either.

    There is no reason FoV can't be adjustable or at least changed to a more reasonable degree for people that don't want to vomit.

    Those things don't affect gameplay. Would you be OK if stretch res for survivors returned (with new force) because "motion sickness"? "People will definitely not use it to see killer over loops".

    I think accessibility and all these things are super cool when they are done - if they don't disrupt core of the game. And FOV slider is actually one of the things that just WOULD disrupt core gameplay - same as changing the game to be child-friendly

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395306#Comment_3395306

    Ok so what about a player like me? Base FOV makes it feel like on sitting on a lego whenever I play killer and Shadowborn makes a killer like Nurse literally unplayable while also making the general FOV increase is now too large. I tried running shadowborn and ended up just staying at base and having to deal with being uncomfortable while playing killer. I found that to be the best solution for me personally- just dealing with being uncomfortable.

    Other players/games understand that there is a spectrum for players having these issues and every game basically has an FOV slider. Saying the game has shadowborn isn't even a fix all solution on top of being a very bad one since the game isn't balanced around killer only having 3 perks. Shadowborn does literally nothing outside of the FOV change.

    I would totally support buffing shadowborn to give you option how much you want your FOV to be + make it go possibly higher then currently.

    Also I played nurse with the perk and had no issue*

    *Actually shadowborn scews perception of distance so I need time to adjust to it to not swing on everything - that's the reason why I almost never use the perk - transition screws my games.

  • I like the way you think, but I think your specific example does nothing.

    1, if killer is not (proxy) camping or tunneling, then there's no reason to leave survivor on hook. The sooner you get him down, the more effective time is the game 4v1 instead of 3v1.

    2, even if it did something, 15% is just not that much. In exteeme case that would be 51s instead of 60s. Realistically 55s instead of 60, because travel time, search for survivor, distance from hook, possible survivor pre-run, etc. Those 5s are a lot for camper (that will not get that) when all 3 other survivors will give those 5s to gens, but are absolutely meaningless in case of hook not being protected.

    Overall, I think that the solution of this problem crashes for a long time with meaningful anti-tunnel benefit, that can't be abused and that is beneficial enough to be worth it more then tunnel, but still not OP for killers, or not large enough to always just end the game on it's own (and I am starting to believe there's nothing that could solve this issue).

  • @Trollinmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395296#Comment_3395296

    Wait are you literally saying players should suffer because you don't want options to do things like FOV tech being removed? What limiting options are there outside of that? Seems like a really bad hill to stand on.

    No. I am saying, that this is not issue, because shadowborn exists. I am totally ok with making FOV available when the perk is in use. I am not ok with giving killer "bamboozle-like" perk for free, all time and every time

  • @Technature said:

    https://www.pcgamer.com/why-low-fov-in-first-person-games-can-make-you-feel-nauseous/

    Literally the first sentence in this article is

    "The FOV slider is the single most important graphics option in gaming by at least one metric: it can literally stop a game from making you feel sick."

    I am not pulling this out of my ass!!! This is a real thing!!!!!

    Looks like I have to repeat myself.

    Most people don't suffer from this. And people that do have options - like shadowborn or taking slower killer.

    But even if this wasn't the case, the game still can't be 100% inclusive, because the game would suffer (in this case by limiting options what people can do in game).

    Why are motion sickness people that just refuse to take shadowborn prefered over underage audience? Why won't the game change to tom&jerry style run&catch game? That way you could include young people/people with low tolerance to violence. The game would loose it's soul, but it would be even more inclusive (with a lot fewer players).

  • @Technature said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394642#Comment_3394642

    And here we go.

    "People playing killer have to deal with getting motion sickness because I like crouching in front of the killer."

    "The game should replace weapons and blood for flowers and butterflies, so that my 10 year old nephew is also not excluded".

    Equip the perk if you need to. Don't hide your desire to limit survivor's options behind supposed disabilities that you can do something about.

    As killer you have options. As survivor you can just DC if it's clown, but even that is no good reason to remove or change the killer.

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