H2H
H2H
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Comments
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Survivors, easily.
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Given how awful some of the map reworks are, none. There’s a pretty good chance they just make them worse. Better the devil you know.
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This garbage is exactly why I gave up on xeno, which is a real shame since Alien is one of my favorite movies. Do better BHVR.
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Yeah, this has been happening to me for months.
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sounds good my man, have fun playing the game the way you want to play, pretty unnecessary to be condescending and insulting to those who don’t want to play the same way but you do you
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Even making random perks a toggleable thing was “we might do that sometime the future.“. Really? Something that’s already in the game, that people can already do, and just want a way to enable it without having to select a certain tome challenge? That’s still a “maybe sometime later” thing?
Baffling.
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Can’t disagree with anything here. The last major change to the basic gameplay was the EGC in 2019. 2019
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Probably 10-12 minutes.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607927#Comment_3607927
The link to the stats goes to the homepage now, but here's a dev talking about it from last year. It's actually "up to 15%", not average of 15% as the person you quoted is claiming. Peanits says most swf escape rates are on par with solo so doesn't seem to have changed much since those 2019 stats. @C3Tooth did the math for me during a similar conversation and I believe if the average survivor escape rate is 39% (per the devs post 6.1 update stats) then the average solo escape rate would be around 32%.
https://us.v-cdn.net/6030815/uploads/CWGMBLRZE60S/screenshot-20231213-220815-chrome.jpg
Ah okay, so I was wrong, it wasn't an average 15%, it was up to 15%. I stand corrected!
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e: turns out I was misremembering! See my next post (mods could delete this one if they wanted, I don't see a way for me to do it).
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Hell yeah I love perks that suck and are usually destroyed in the first minute. Can’t understand why more people don’t run them!
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e: I was misremembering what BHVR said about SWF escape rates, please disregard this.
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e: I was misremembering what BHVR said about SWF escape rates, please disregard this.
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Legion, Clown, and Oni
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Survivors are allowed to play in any way they want, killers must only play in ways survivors find fun.
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He’s pretty oppressive, they should help people detect Chucky by, let’s say, making him constantly laugh, also maybe have like glowing white footsteps you can see through walls, and probably slow him down to 4.4 m/s. If they did that he’d be pretty fair.
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If only there were well-established software development practices that could help prevent rebreaking old bugs that BHVR simply refuses to implement, oh well.
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“Nurse - She's been untouched for 7 and a half years now”
hahahahahahahahahahahahahaha
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@Avo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598244#Comment_3598244
Abusing Xenomorph's unlimited cooldown M2 was a good exploit isn't it? Ailen was broken they just added a cooldown, Alien was problematic.
yes good let’s pretend there wasn’t a huge nerf coupled with the bugfix
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I think there’s a good chance the current effect becomes basekit (which would be an absolutely terrible idea) and the perk will do something dumb like remove the conspicuous actions limit.
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The idea that anonymous mode is used mostly by bad actors is baseless. I use it because I got tired of people spamming me with hate speech. Anonymous mode helps with that a lot. Yes, I’ve restricted my profile as much as I can, but some people are persistent to a pretty intense degree.
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Gens have always been too fast and still are. But I don’t know how you’d balance that without making radical changes to the basic game flow.
If you make something like deadlock or corrupt basekit, survivors will just hide. If you make repairing a single gen take longer, survivors will just get bored and quit (hold m1 simulator isn’t exactly engaging gameplay).
Maybe make it so larger maps require 6 or 7 gens to be done to compensate for the increased size? Maybe cap how fast a gen can be progressed? I don’t know. It’s a hard problem.
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WoO is fine, it would be ridiculous to nerf it.
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I understand being frustrated by this (especially given how BHVR has spent the last few years packing every map with a couple dozen safe/god pallets), but what else should survivors do?
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Let’s just keep nerfing her until she’s immobile, blind, and can’t attack. Maybe then survivors will be happy 🙂
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3598259#Comment_3598259
I mean, yeah, if you ignore every survivor nerf over the last few years and only acknowledge the killer nerfs, you're correct.
The survivor nerfs were tiny and also came coupled with huge basekit buffs, but ok.
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Tunneling and camping aren’t toxic or unfair.
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He absolutely doesn’t need to be nerfed. He’s going to be, of course, BHVR can’t let their beautiful survivor children lose.
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Gen rushing at 0 hooks necessary???
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Given what happened with xenomorph, they’ll almost certain get the nerfs they’re demanding.
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Nope. I’m not here to give survivors an easy game, and I’m not going to deliberately play badly for their sake.
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Looking forward to the solution on this to be another success in BHVR’s “killers can only play the way survivors want” design philosophy
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Survivors hate killers that can win.
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Very unfair that a killer’s power is in any way useful or good
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When we see them announce balance changes where they modify some effect duration from 0.4 to 0.5 seconds, it becomes painfully obvious that their balance team is staring at spreadsheets and completely missing the forest for the trees. I have no confidence in their balance team whatsoever.
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It was nerfed to bring it more in line with the “high risk, no reward” design of nearly every other hex.
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@FFirebrandd said:
Ghosts.
Someone who's tunneled out of the game isn't fully out. Instead they become a ghost who can do objectives at half speed (except exit gates), move at 80% speed, can't body block, and if struck by the killer they are "banished" for 30 seconds, after which they respawn.
Along with that, add a "Serious Wound" status effect. It gets applied when a Survivor is hooked and reduces their repair speed by 10% and can stack.
The idea is to drastically reduce the reward for tunneling. Currently successfully tunneling someone out of the game reduces the survivor team's total output by 25%. This cuts that in half to only 12.5% but also removes the requirement of fully killing a survivor to get it.
I think this is a cool idea worth exploring.
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I try to sneak up on them and use the point gesture to poke them in the butt.
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If you don't want to be slugged take one of the multiple anti-slug perks.
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I run Lightborn if I see even one flashlight in the lobby, or sometimes if I see a bunch of survivors without items (since that often means they're going to equip a flashlight last second). People get mad about it or say things like "why are you afraid of a flashlight, just look at a wall" but as OP has discovered, that doesn't work very well when you can get blinded through the side of your head. Hell, flashbangs can blind you even if they're behind you and you're looking up.
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I do laugh when people in the end game chat call me a coward for using anonymous mode. Hey buddy, unless your driver’s license says “xX-WeedBro42069-Xx,” we’re both anonymous.
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I love when people are like “this thing is a huge problem and we need a basekit solution, but also it’s not a big enough deal to be worth any perk slots”
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Anonymous mode is great and I love that it helps keeps jerks from spamming me with garbage because they’re salty that I beat them.
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after being healthy for 90 seconds survivors should be injured for free
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Solo queue is far easier and less stressful than people say.
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Two things: SWF and gigantic maps
SWF is unfair, only because BHVR ignores that they exist when they create and balance things. We constantly see new perks/features introduced in PTBs and SWF groups immediately show it to be completely broken (5+ endurance hits, healing faster than the killer can attack, etc).
It's like no one at BHVR realizes SWF is a thing when they're building something and it takes them by surprise EVERY TIME when it's exploitable by SWF to the point of invincibility, and they have to scramble to add a fix.
I don't think SWF should be removed, nor do I think it should have its own queue. Despite the fact that SWF has a clear, objective advantage, they're clearly never going to adjust for it so I just want BHVR to take them into account when they create things, and to add some kind of SWF indicator in the lobby.
As for maps, we've seen BHVR make an effort to shrink maps lately and reduce pallet counts and safe loops, but IMO they haven't gone far enough in either case. Lots of maps are still gigantic, chock full of safe pallets, and have multiple chainable god windows (with an occasional infinite thrown in).
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576707#Comment_3576707
DBD isn't a counterpick game. Try again.
Also asking anyone to run Calm Spirit in 2023 is funny.
“This build is impossible to counter!”
Run this perk that counters it.
”No.”
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Very unfair for a killer power to be useful, please nerf
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Pretty good update IMO. The map changes are sorely needed.
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@JackOf4llTrades said:
Guys, my point is that leaving 4 survivors on the floor for 4 minutes when you clearly can hook everyone with no problems has no point except to make them feel bad. Is that behavior which you want to face by yourself or meet against?
I think this is so unhealthy, i cant fit this possibility in my head
The survivors should probably have played better so they all didn’t go down at the same time.
