Halloulle
Halloulle
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- Halloulle
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granted, with how good upscaling is, they could probably adjust the textures of files that have never been more than 2k, even during creation.
Thing is: going from 2 to 4k makes the whole game an awful lot bigger, which is something not everyone will be able to handle. - Plus, running those textures suddenly turns this game into a game where steaming pool sizes are suddenly very important. Not sure if that's worth it.
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742812#Comment_3742812
I 100% believe this is the reason and honestly? It saddens me a lot that skill doesn't seem to matter when you can just slop on perks to do it for you. I'm not even an older player, I am really new at 1000~ hours, but I want to actually see my skill carry me. Not my perks. I hate that people just put on perks to deny a bunch of my skill, and then get to act like they're super good now.
But all they did is boost themselves by throwing on perks.
Well, I mean reworks like Billy don't exactly help the skill expression in this game. - Don't get me wrong; Billy needed a rework but the way he's now it kinda doesn't matter whhich tiles you have; either they are long enough for him to chainsaw you right away or short enough to make everything a 50:50. "Wiggle, crouch and hope for the best" also doesn't really qualify as viable skill expression in my opinion. Both map reworks and killer reworks seem to point in that general direction: everything gotta be short and a coinflip is the standard.
The stuff that does help you come out on top with all those coinflips are the perks (and for killers add-ons).
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Personally, I play survivor to tick off the surv specific challenges asap and that's that. Based on how the vast majority of matches goes I think most SoloQ people I get matched with are the same. No one gives a damn if it's 4k5 if you got to do what you needed to (well, and if you got a challenge that requires you to finish a gen or two then you can get those in as well if you want to).
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Thamks a lot 🙏Will do
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742391#Comment_3742391
But the only interaction the "sides" can have is after the match.
In actual sports? No. People meet up before a match. Stuff gets set up. You can observe the other(s) during the match.
In DBD? Yes, exactly. Thats the point. That's why the "gg" from actual sports is lacking the context it needs in dbd.
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@Barbarossa2020 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742189#Comment_3742189
Is it the same if your sports team shakes hands with someone they stomped in a match?
It''s harder to tell with text having no inflection, but you can stomp someone and be a good sportsman about it.
The thing is, in actual sports you have verbal interactions during the match. In actual sports you're face to face and have a tone of voice that can convey your attitude/intention. In actual sports you also have a referee that reprimands people who, in the middle of the match, decide to ridicule the opponent or shows them the finger or whatnot. You and your opponent usually also speak before and after the match, either directly or via teammates/trainers/whatever.
The cloest to that kind of sportsmanship is actually the dbd comp scene; they usually know each other, they scrim, they have rematches, they sometimes are or were in the same team depending on the tourney and they hang out in the same discord servers. Not all of them like each other and they too get tilted but at the end of the day they know the people on the other side and know their own and their track record.
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The timing of that post is a bit odd, given that many maps have been reworked already to be smaller, have less connecting windows/other structures, have less safe pallets and have shack window not connect into other loops - and the other maps are scheduled to follow. I'm also a bit stumped what exactly you want to happen if looping, pallets, windows, shack, tiles and perks helping stall the killer aren't supposed to be a thing? At that point there are exactly two things left: hold W and hide at the faintest notion of terror radius (the latter being completely in line with how horror movies go… but that are generally perceived as very unhealthy for the game).
Personally, I also haven't noticed too much of a difference with the slowdown nerf. I still see it has much as before and it still has a massive impact. While perks are supposed to have an effect, proccing two perks isn't supposed to win you the match either.
My personal theory on why, as killer, there is a massive jump in difficulty is, that survivors have a pretty miserable time and a learning curve that's almost a vertical wall once you got to a low-mid level. There are those who climbed that wall and those who didn't. Two years ago "check spots" weren't a thing, now I get the feeling "masting check spots" has become an essential skill to break out of that low-mid level. And if one side has check spots down and the other doesn't then, well, the one who has check spots down wins. And if both have them down it's 50:50/mindgames. Thing is: as a killer you can quite easily end up in a position where the survs you face have that stuff down. Cause it's fairly easy on killer to break out of that low-mid bracket.
And all that being said; personally I wouldn't even mind if the match for surv wasn't technically about escaping but about seeing how far you get, where escaping is the absolute exception. However, for that two things need to happen: killers should not be able to cheese through matches (e.g. via tunneling with the right killers/builds) and the ROI for survs has to be good: that means mostly a lot more BP but also probably toned down challenges (esp. of the "… and escape" kind) and emblem requirements (esp. the Unbroken category). Why tf would I spend 10+ minutes, several times, doing my best to get pretty much nothing in return in terms of game achievments? 10k BP is nothing, having to play 10+ matches for a challenge is ridiculous and hardly ever pipping because the match rarely progresses far enough to even be able to collect pips doesn't really seem like a good recipe to motivate players to play surv.
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If I end up on hook in a situation like that I usually just let go there; have them look for hatch. Anything else is taking too long anyways. If they insist on rescuing I let them and then we see what happens but I absolutely don't expect it.
If the other one is hooked I usually try to unhook - if I make it fast enough, that is. And then we see what happens next.
If someone is on zero hooks at that point and hooks, until then, have been fairly spread out then I do wonder how tf they ended up with zero hooks and wonder if the situation were different had that person had traded a hook stage at some point - but overall it really doesn't matter at that point.
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I'm all for writing gg if the game was actually a normal one. - And that's already a rare case. If the tunneling, hook-slapping, humping killer or the tbagging, taunt-emoting, at the exit gate waiting surv decides to go "gg" then I'm like "like hell, friend. If this game had a referee you would've gotten disqualified ten times over."
And given that's the kind of "gg" I nearly exclusively see, I have no issue stating that that's the rule. Though, there are exceptions to every rule.
Personally, if I ended up stomping but also didn't think there was any point in slowing down for no particullar reason other than to not stomp within a few minutes I usually write something along the lines of "that must've been a rough one. - anyways, gl and hf next" and usually that's received rather well.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3742091#Comment_3742091
Sure. Remove the hook thing since it tilts people so bad and it's apparently more of a menace than nurse and blight combined. The most overpowered thing that's ever existed in the game.
no need to get sarcastic/passive aggressive. It can be a game deciding factor - and it actually is so often it's, at least imo, quite impactful on the whole event. at the end of the day, the event stuff is more on the gimmick, rather than the game changer side. And that hook mechanic is absolutely not a gimmick.
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@Ohyakno said:
I cannot believe people are so tilted about the hook thing. I can go many games without a successful sabo or pallet save. There's no way it's effecting your gameplay that much.
Flashlight saves still work. I spent a whole game letting a "bully squad" save about a dozen times to see if I could get that weird bug where the saver gets hooked as instead. No luck, I think they have to be on last hook or something.
Also like everything you said is wrong. One shot? Perk nerfs? Cooldown reductions? Where do you get this stuff from?
It's not about saves. It's about time and distance. - No time spent hooking means no time spent travelling to a hook. Not time spent hooking also means no way another surv can get to safety, if they happened to be somewhat close to a chase / got the short end of a variety of perks that give their location away and/or makes them exposed. If the average match lasts ~11 minutes, a good two minutes of those are the killer carrying a downed surv to a hook and moving from said hooked survivor to another one — that is, if they already know where the new survivor is. That's almost 10% of the entire match time just gone. Add to that the card with the aura reveal, which arguably helps killer way more than surv and the exposed and you got a massive advantage.
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@Junylar said:
It's only unbalanced against soloQ, SWFs as always have a huge chance to win. Today SWFs won against me one time, and one time they were able to complete all gens with one of them escaping through the gates. So the mode is balanced on the average, it's just not fair for soloQ.
Just out of curiousity: how many matches did you play today?
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You do realise you don't have to finish every chase you start, right? Why do you let yourself be guided across the whole map from pallet to pallet?
With Nemo I don't really care about pallets soon enough - but with other killers I generally do some bouncing around, get injures, get pallets out of the way, push survs off gens regularly so the pallets go faster than the gens. Except for coordinated pre-leaving swf (who don't need to drop the safety-pallet close to the gen) it usually works pretty well. More makro gaming and less chase gaming but that's one of the oddities of that map.
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In theory the idea is nice, in practice it would be rather gamebreaking without some heavy drawbacks. The time it takes to hook is factored into the overall time alotted for survivors. If the killer now needs anything between 5 and 16 seconds less to hook regularly that's a lot less time survs have for anything else.
The effective immunity to nearly any and all anti-hook measures survs can take also seems like Pyramid Head's cages on steroids.
Limiting use to tokens is a good start - but making them recharge by chase is effectively rewarding bad chases and negates a good chase on surv side that is essentially a prerequisite early match to not get steamrolled. Differently put: The killer is supposed to be at a disadvantage early game because the killer naturally gets more pressure over the course of the match; the map effectively shrinks, resources dwindle and survs get eliminated. Such a perk would get the killer on pretty much equal footing early game, and thus be absolutely busted mid and late game.
I'd argue for tokens tied to gen progress; for each completed gen you get a token up to a maximum of four. If your first chase really lasted that long and it's because of that one specific survivor you overcommited then that should be plenty to make a comeback with the time and pressure you gained from that hook and the subsequent one. If you were, indeed, outmatched and the subsequent chase also takes a long time, then you have been outmatched and shouldn't get more than a draw. A perk should never allow you to punch above your weight.
I'd put that hypothetical perk into the "comeback" category - and if that's a category opened for killer it also ought to be opened for surv. Correct me if I'm wrong but safe for (maybe) We'll make it, survs don't really have a perk that can facilitate a comeback (and even We'll make it has a huge question mark; it can turn things around if you get lucky and get a whole round of resets through in record time - but that "if" is a pretty big one.)
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@bornagain234 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740912#Comment_3740912
Didnt they literally say something to the effect of its usage is too high and its too easy to use?
Wheres the patch notes? It was a dev comment.
the operative word is "and" here. They nerfed it because two conditions were met (well, technically three): 1. Being used a lot. 2. having a massive impact (while in the case of pop also being easy to get value).
As for WoO only one condition is met: being used a lot. — However, it can't get high value directly. Even with all the info the perk provides you still have to use that info properly. Arguably the most value of the perk stems from knowing about dead zones another chase created. As such it's an integral perk to at least somewhat bridge the gap between solo and swf (swf just tells people where the map is dead).
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@Jeff_Jay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740425#Comment_3740425
Random ahh question, how did you use an emoji? Are you on smartphone?
on windows you can press "windows button" + "." and then a pop up opens like so:
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@Yharwick said:
It's such a a weird thing to me when people say this to me after I 4k and they get salty. I literally just did 1v4 and won why would I bother to do a 1v1 lol.
It always came across as coming from inexperienced survivors who think chase is the only thing that matters and have no concept of macro play.
I know some 1v1 monkes - but usually they do that in egc if the killer gets all full of themselves being all "I'm so much better than you" and all while, kinda clearly, being carried by their build/killer/rng. It's a way of saying "you sure about that? - Let's test this and if you're still as full of yourself when you don't have stuff to carry you." (in that case it's not trapper; it's whatever killer they think they're oh so good with). I find it somewhat cringe - it's a friggin game - but at the same time I find it just as cringe when people get all full of themselves when they really aren't at a level where they should be. So it kinda balances out, I guess 😂
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@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3740035#Comment_3740035
did you not see what they brought? Are you’re complaining about my perks?
slightly off topic but what exactly did they bring? Nick with a gen build aside they don't really have something that warrants a "did you not see what they brought?" Ash has a meme build for the most part; he just don't like being slugged (and just not slugging the dude for a prolonged time entirely counters those two perks). And how dare Renato and Dwight bring an anniversary item with subpar addons? I'm sorry, am I missing something here?
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738488#Comment_3738488
Nobody runs gearhead or darkness revealed. If floods and lethal to be charitable are the only aura perks in play you're never going to run out of tokens. If you are chased by the killer at any time or exist near the killer at any time it's more than enough to replenish the tokens used. I have no idea what using a perk "like a bot" means. If dude is kicking a gen to try and find someone like a bot then a survivor is sitting around having distortion activate like a bot. It doesn't mean anything. A hollow insult.
It's the only perk that hard counters every aura perk in the game. Even if there were other options there'd be no other reason to pick them because distortion negates aura reading entirely. Any other theoretical perk would have to have a hell of a powerful effect to make it a tempting alternative.
People don't use gearhead? There's quite a few who use gearhead. Same for darkness revealed - especially those that bring map offerings for game or badham.
And using NTH or BBQ like a bot looks something like this: A killer sees a gen with progress, goes over, kicks it, does a 360 turn and goes away. Returns after a short while and sees the gen has progress. And the mindlessly repeat the same thing. They don't even check on the other side of the friggin wall. - Pretty much the same for BBQ; mindlessly follow the aura even if another, closer surv is in a location you should be aware of - say, a very progressed gen nearby.
If you only run lethal and/or floods then you don't have an aura read build. If you dedicate your build to seeing auras and make the best use of them you will be able to do that, quite easily even. But that's exactly what Distortion is for; if a killer throws in some lackluster aura read they won't get that jump on you.
As for alternaties to Distortion: I think you didn't quite read what I wrote. I said that even those that find the ability to call a killer's aura perk far more valuable than having their aura hidden, have to use Distortion. Spoiler: that's why (maybe rather more experienced? idk, I thought it was common knowledge that Distortion's true power is being able to call aura reading) many players run Distortion. There's more ways to dealing with auras than to just hide your own.
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@ZamasuManzon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738442#Comment_3738442
Yes, I know.
This makes sense.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738514#Comment_3738514
Yes, but depending of the situation the killer can be "unpunishable" for camping.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738461#Comment_3738461
Honestly I didn't thought about this too deep to find flaws.
Just as you said. It was the easiest solution I could come up without thinking too much.https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738493#Comment_3738493
Thanks for replying. :)
It's indeed working as intended, but there's a lot of other stuff in the game that are too and we all know why these are an issue/are not effective as they should.Ah yes, maybe that didn't come across: they seem to yount it as a "reviewed" thing where it is as effective as they want it to be; hence working exactly as they want it. — Still doesn't make it good game design, as far as I'm concerned. But that's the dev position ¯\_(ツ)_/¯ it has been made abundantly clear that they don't plan on doing anything beyond what the "AFC" mechanic does.
(quick edit: actually, lemme see if I can dig up the very thread where Mandy replied and clarified a few things. - At least for me.)
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I have the same gripe - but iirc Mandy has confirmed that the mechanic is, indeed, working exactly as intended and does exactly what the devs want it to do. For all I personally care, they should've called it Anti-BM-On-Hook mechanic cause that's what it effectively is.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738401#Comment_3738401
No there aren't. I've only ever ran out of distortion vs an all aura huntress. Vs every standard terror radius killer it just disables an entire suite of perks. It's problematic.
Why would I run a set of perks entirely disabled by a single one-size-fits all survivor perk when I could simply opt for game slowdown? It's much more reliable and has more difficult counters than just slapping on distortion.
(off topic: I just noticed my touch Touch keyboard loves throwing in auto predict words … sick dick tired is a good one tho 😂)
I usually run distortion - not to crouch in a corner but to be able to tell which, if any, aura perk(s) the killer runs and to adapt. I run out of tokens a lot. Floods, Gearhead, Undying, darkness Darkness revealed and various aura add-ons are the usual culprits (stealth and long distance killers aside). Sure, I aint gonna run out of tokens if a killer has NTH or BBQ and uses it like a bot.
The only reason its sometimes perceived as problematic is because its the only perk even adressing killer aura read. It came into the game when there wasn't a lot of aura read. - The game has changed since then, there's a whole playstyle surrounding aura read on killer while survs still have exactly one way to deal with it - even if it's not their preferred way of dealing with it. I for one would switch out Distortion for a perk that tells all survs in the match their aura is being read while it's being read without actually hiding anyone's aura. Because - aside from laughing at nth bots - that's why I use it; to know when I should expect the killer to come zoomin - and in swf to call out aura read. And gawd, I wish I could communicate which aura perk is currently active to my SoloQ teamies.
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I get it: people running running a lot of aura stuff are sick dick and tired of seeing distortion. — But that's not because Distortion is op or too easy to get - its because anyone who wants to do anything regarding killer aura read has to run it - even if they just want to know which aura perk(s) a killer has. So yes, ofc you'll see only distortion. But that's because there there is only distortion.
Besides, there are plenty of killers and builds where you run out of tokens two minutes into the match.
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737266#Comment_3737266
Can't find the video you are talking about, could you give a link?
hens had some people walk him through the process on his other channel
https://www.youtube.com/watch?v=hUjVAejJN4c(edit cause smh the wrong link got in)
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I do wonder what makes some of the people at bhvr feel disappointment and anger. - I also find the "restructuring" press release… very corpo and thus inhererently unlikeable and appearing dishonest. I don't know the full story - or have any other kind of inside knowledge that would help make more sense of it though, so what do I know.
That being said, I think there is, imo, one reality and one thing to judge any company by. The reality is that there are ups and downs. Sometimes you can start new projects and people are hired for these projects and sometimes projects end and no comparable new project is in the pipeline. Sometimes business isn't giong the way it should, projects lead nowhere or people that were hired turn out to be different from what the company needs going forward - and probably many other things. And the one thing to judge any company by is how they treat the people they let go. Any company that cares about their employees and values them and genuinely wants the best for their future will have a budget and a plan to help them during their time of transitioning between jobs and help find them a new job by giving them referrals and using their network.
Does bhvr do that? I have no clue. I do hope they do though.
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Didn't follow the (somewhat derailed?) convo, so this is in response to op:
Personally, I always complain about knockout. It's (just like Boil Over, for the us vs them crowd) an obnoxious perk. Not strong, just annoying as frigg.
Perks aside I much rather complain about tunneling. There is more than one factor to it (from maps to low mobility killers to abilities that encourage it etc. pp.) but one factor that definitely isn't among the factors that lead to more tunneling is gen regression not being strong enough. Idk if you were here during the months and months of that time of Eruption the meta that accompanied it but just in case you weren't: gen stalling perks were at their absolute strongest then … and so was tunneling. Now, saying that strong gen stalling perks directly lead to more tunneling would also be erroneous. But the thing is: there is a number of people who want the easiest game possible and stacking gen stalling combined with tunneling is as guaranteed a win as it can possibly be in this game and in those cases it is true: the stronger gen stalling the stronger they are. And others might learn a thing or two from them (as it did happen during that Eruption time; after that time it seemed the "make it 3v1 asap" got a lot more prevalent - at least from my pov).
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@Tohru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733443#Comment_3733443
Oh okey I understand, I will keep playing then! Last question, is there a number of games I need to play?
iirc the devs said at one point that it doesn't take very long. Roughly 10-20 matches to get you in the right range, depending on how matches go.
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well, at least it's not a challenge? 😅
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As someone who usually plays without gen slowdown … I'm undecided. On the one hand I know I'd get a lot more kills… but that'd also catapult me to a group of people who I don't find very enjoyable to play against. Which is also why I don't bring gen slowdown to begin with. - There's a certain break point for Nemo, the killer I usually play. Once survivors reach a certain level and the map is large you have, by default, lost if you either don't basically stick to a three gen area, camp+tunnel or stack gen slowdown.
So, what I'm trying to say is, I guess, that no matter how long take or how much or little regression you take, you gonna get to a point where you don't win more than you lose / where winning and losing is more about the map and gen spawn you're dealt and which killer you play. … If anything prolonging the "climbing through MMR killers usually win fairly easily" makes it even more of a frustrating experience when you do eventually hit the wall.
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Personally, I don't play much anymore but my SO on the other side of the room does - exclusively in a swf. None of those in that swf particularly care about escaping, they care about getting good chases and doing some funny things (they even fight over who gets chased and try to "steal" the killer off someone else). Sometimes someone in the group wants to batman-save in the most ridiculous situations so they bring a suitable build all day, FL included.
Now, that being said, they go from funny shenanigans to "aight, guess we gotta sweat now" real quick when they get the impression the killer wants to sweat. And they do know how to sweat and the Eternal-like comms stress me out even over here where I sit 😬 Anyway, point is: reading your situation I could vividly imagine the comms my SO and the group would have had in that situation which would also have meant a night-and-day-like change in playstyles. And my personal thought on that is: Even if people go into the match with a not very serious attitude quite a number of those people go "challenge accepted" when the other side decides they disagree. And if you look like you tunnel you get treated like you tunnel.
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Now, as a little addendum:
if there are other perks and if the consensus becomes that excessive stealthing is deemed unhealthy, then I think the proposed changes by OP aren't half bad. I can fully get behind the standing up one and I can even see the Obsession one being worth tried at least in closed tests or on a PTB. Dunno about the charging time tho.
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Personally curious to see where this perk is going. The standing still for 4 seconds is quite the requirement in some sense (especially if you want to use it for yourself) - but also quite a non-requirement at the same time (calling out mindgames, double backing leaving etc. pp. especially if it's someone who's following for pallet save, FL, head-on, sabo etc.).
Will have to see how it goes. Some perks are really strong in theory but so clunky that it's still almost impossible to get value.
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Probably Meg, as others have said.
But also Felix… or rather his wife and unborn child. There's that guy who, after his first brush with the fog and his parents disappearing, finally got his sh* together again and is looking forward to being a dad and then that thing that took his father from him takes him away from his unborn child.
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uh… most debated in the game's history? What? "notorious" for causing killer frustrations? "Too strong"? I don't know where you've been but it's certainly not where I've been.
The one and only problem Distortion has, is that it's the only perk that somewhat reliably deals with aura read on killers. Meaning any survivor that for any reason wants to do anything about a killer randomly seeing their aura will have to opt for Distortion.
Given the plethora of aura reading perks and it being very much impossible to guess which aura reading perk a killer has, even those that don't actually care about their aura being read but want to simply be able to adjust their playstyle will have to use Distortion. That's ridiculous, especially since "playing around certain perks" is a huge part of the game.
Before anything is done to Distortion there need to be a number of other perks that fill some of the niches that Distortion has to fill simply due to the lack of alternatives.
Once that happened and there are several viable alternatives for different needs we can look at if and if so in how far Distortion is unhealthy for the game. - Which would be a discussion based on the premise that "stealthy gameplay" is unhealthy for the game. Which afaik the devs explicitly disagree with; stealthy gameplay is viable gameplay. (Just like camping and tunneling. - If that's a good thing, is yet another discussion.)
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uhh… well… I probs played around 40 matches and I escaped three. Two through the gate, one through hatch. Could have escaped one more but felt compelled to attempt the rescue. But that still comes out at … less than 10% :kek:
Having a blast on killer though 🤗
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I learned the Devour is honestly a pretty goofy perk. Smh I always perceived it as some kind high-risk-high-reward sweaty perk or sth (mainly because as a surv I encounter it on killers who definitely needed a shower after that match). - But oh my, the pure chaos that erupts when survs get the exposed status is so funny.
On surv I didn't learn much, I just got confirmation that any killer can easily camp and tunnel but a surv without an anti-tunnel build can't do much about it.
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@burt0r said:
Well, other have already stated that this event does one thing exceptionally well.
Making a showcase of the biggest flaws on each side.
and oddly enough it seems to be as popular - or even more popular - than the normal game mode. — My takeaway is: flawed and inherently unbalanced is what people still enjoy more than maximised optimisation. - Imo, Items/Add-ons should also be random, which would already help with some issues, e.g. BNP and some add-ons that are borderline OP and thus unfair. Which would leave excessive camping/tunneling and excessive stealth as non-interactive/non-dynamic playstyles that need to be addressed.
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Based on the premise that you can't force people to play (as opposed to professional athletes players don't get paid for "sticking around". They actually don't get anything in return for sticking it out, they only waste time.) how about killers can attempt to open the gates? Three tries, 4% chance to actually open them. - I'm sure that'd be an interesting stat to track, if nothing else. Not reliable enough to exploit but certainly a good indicator of a killer player not having a good time.
Cause at the end of the day, the goal is for as many players as possible to want to stick around. Atm killers are forced to stay, even if the match is already lost, and are miserable. Survivors can't be forced to stay but their attempting 4% can make others miserable. Both not ideal and not exactly a characteristic of a healthy situation.
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Well, the most important issue is distance to the server. That kinda dictates you minimum ping. - And if you're quite a ways off then improving your network connection/looking at system settings could help. — What's your ping? And very roughly how many km is the closest server away?
As for the Interrupt Moderation: You can see if turning off helps IF your CPU can handle it. If DBD causes your CPU to be pretty loaded as is, then maybe leave it as it is right now.
The Network Throttling: afaik that depends, idk about DBD.
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Actually, I'd love a modifier like this one; no TR or scratchmarks - but instead the water splashing. — sure, stealth gameplay would not be big with that one but modifiers aren't exactly supposed to be super balanced and more meant to be on the fun side.
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Well, I agree that the visuals of an ability should align with the actual effects. - But to go from there to saying the effect should be changed to align with the visuals is imo questionable. I can agree to the visuals being changed to align with the actual effect tho. Actually, I would like that very much. Cause it would remove a lot of frustrations.
And while we're at it, how about we do that for all killers?
And once we take that thought we quickly realise that it's way easier said than done. - Huntress hatchets being basketballs is probably not quite nice and Wesker's Arm being the size of a fridge isn't either. Same for Demo's head when he shreds and many more.
Don't get me wrong, I wish it was possible to get both: nice and accurate visuals. But alas, it's not really possible and/or feasible.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723059#Comment_3723059
His experience is congruent with mine. People have such a broad definition of tunneling that it doesn't mean anything. If you body block off hook, I am no longer tunneling. If you do a gen right next to the hook, I am no longer tunneling. A lot of people don't get that.
… I actually use his definition tho? Like i said: What he calls "killer induced tunneling" is sth I call "hard tunneling". Different words, same thing.
You and him having a similar experience is nice. I certainly would like tunneling to be that rare during my matches. But alas, what I experience is different. - Which is the entire point: all our three statements are individual accounts and not representative.
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@Ohyakno said:
https://youtu.be/HI7FFpVpgRY?si=wlJZrzZZxXWlqTjE
2/50 games. Vastly overblown. You'll see it more in this game mode because killers don't have consistent tools to control the flow of the game or find survivors.
Don't treat Scott's experience as something that's reliable data. It's anecdotal evidence - and calling it that is actually a misnomer since it explicitly doesn't count as evidence.
Iirc, in the video he also mentions a survey he posted here as well and people filling it out basically had the same feedback: it's about "you" being tunneled so instances of someone else getting tunneled were not considered. Granted, this is also hard to tell from the outside, which is why it makes sense to not ask for it - but I wish he had pointed it out in the video.
Since that video there have been many instances where I thought "maybe I should just record the whole thing if I play more than ~5 matches a day. - And title any one of them "Dear Scott Jund" cause boy, 2/50 does seem awfully low." Just as anecdotal counter "evidence": about 1/15 matches I get hard tunneled (is what I call killer induced tunneling), and during 2-3 of those 15 matches someone else gets hard tunneled. That's soloQ tho. SWF can actually do quite a bit to mitigate killer induced tunneling; being able to time unhooks right, tank hits and coordinate builds for quick resets and "running interference". Sometimes even enough to get all gens done before the tunnel out is completed.
now, that's normal matches.For Chaos Modifier I've switched entirely to killer. As survs we rarely got more than 2 gens done simply because the killer tunneled (which includes proxy-camping). Since I have the last surv challenge for three days now I can confidently say: In three days - which is, idk, about six to eight hours of surv play - I haven't escaped once. - And for Chaos Modifier playing killer is actually what validates my surv experience: Why else would survs thank me for not tunneling in egc? Like #########?
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well, apparently tunneling is so efficient in this game mode that gen slowdown isn't even needed. Broken bottles or high mobility killers and rarely have we gotten more than two gens completed. — Playing this modifier in SoloQ, btw.
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@VASRIO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721859#Comment_3721859
You are delusional if you honestly argue that give ups happen only because of a 3 gen skull merchant. I have teammates giving up in almost every other game nowadays, and it's not because the killer has done anything wrong in particular. People will give up because they've been found by lethal 10 seconds into the match and downed, amongst other petty reasons. Who is to blame there really?
I think it was plenty clear but I was giving examples there, not giving an exhaustive list. Of those examples Skully three genning was one.
And if you read to the end you also know that I'm absolutely not saying all reasons are valid reasons. I'm talking about the sequence: Before introducing penalties or forcing players to stay in a match all the actually valid reasons for noping out of a match need to be addressed. (On both sides, btw.)I also don't care if it's lobby dodging, 4%ing or DCing, btw. All of them are symptoms of valid issues. There are also some petty people throwing a tantrum, sure. You can't do something about the latter - but if you don't actually address the former then you're shooting yourself in the foot.
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@ScytheIX said:
WoO usage rate (at least on NightLight) is through the roof. (As in higher usage rate than Pain Res.) You rarely see a lobby that has less than 2 WoO.
Didn't BHVR say themselves Pain Res usage rate is too high? (Wonder why that is, hurrdurr.) And that's why they nerf it?
Talking about double standards.
With that out of the way:
It's too strong. Even a subpar survivor is able to extend chases just by running from yellow to yellow. Enough time wasted to have efficient survivors finish gens before any "looping" actually occurred.
Any other chases get cut shorter bc the resources are already out of the way. That's detrimental if the team is not efficient. (And let's be real, let's be honest, let's be real honest here: most survivors aren't.)
No one asks for them to delete the perk. It needs the CD back. Good players will still be able to learn layouts that way but it is no free 50% skill increase for the rest of them.On Painres: there was an important small word: "and". It has high usage numbers AND is one of the strongest perks in the game. WoO has high usage rates but isn't one of the strongest perks in the game.
Why is that? Because no matter how much some people want it: having information on resources doesn't magically enable you to use them correctly.
Though, all that being said: I do think changing sth about WoO would in some paradoxical way improve the situation since there'd be less matches where some bot-player pathes from yellow to yellow, getting rid of all resources in under five minutes and leaving the map bare for any subsequent chases (usually of other people).
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@VASRIO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721419#Comment_3721419
So what's a good solution in your eyes? Because this is absolutely ruining the entire experience of the game, and cannot be just ignored. There are alternative solutions:
- Remaining survivors get a boost if their teammate gives up in the first hook (so they can have a chance to do something at least).
- Survivors get the option to give up without DC'ing but a separate give up option, and that survivor is immediately replaced by a bot. That way, the person who wants to give up will be taken out of the game immediately, but their teammates don't have to suffer because of it.
- Add a report for survivors who give up, so they get placed in lobbies with other losers who give up, so losers will play with their likes and don't ruin the experience for other players.
But pretending this ain't an issue and doesn't require addressing is ludacris. Nobody wants to load 5 mins to get into a match, and be forced to play 15 minutes of a game that was already over in the first minute.
"But muh it's not that deep, just play it out, you don't have to win every game." Yeah… I'll play it out once. Twice. But it's every other goddamn game. At this point I'm already preparing for a 3v1 loss before the game even loads. It's not about IF someone will give up, but WHO will give up. For Christ' sake…
"So what's the solution in your eyes?"
Well, first of all, look at the causes. Address all the valid ones, like noping out when by the time you're on hook not a single gen has been touched and you - quite correctly - assume it's a losing match, even if you're just two minutes in. Or noping out when you can tell within a few minutes that it's some forever-strategy of e.g. Skully or Knight (though there are other who can make the match draw out unreasonmably long). I don't wanna play tap-the-generator for 30 minutes+. - Making it worth a surv's while to stick around even during a losing match would definitely not make things worse either.
Once the valid causes have been addressed the last resort would be to force players to stick around for the match or eat the DC penalty. But that's the last resort - not your go-to-fix.
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Well, my personal theory on the sabo thing is that they looked at how long it took people to complete the various sabo-challenges in the last tomes and which kind of loadouts they had. They probably realised that most of the time only people who brought a whole build just to complete that challenge actually had decent success rates at pulling the challenge off.
Now that being said, I don't think tweaking the TBs is going to solve that. - Though I am v curious about how the tweaks play out on PTB.
The thing that makes sabo-ing difficult is that you often need to sabo at least two hooks nearly at the same time because a killer can reach a second - and often even third - hook easily. — And yes, I am aware that there are places where there's a hook-deadzone. But if anything that means hook spawns really need to get looked at because neither situation is normal. And with that fixed I also believe sabo would be in a good spot; if you play for it and are smart about it you can get it without bringing a whole build. But it takes time and is somewhat risky cause you can get injured quite easily too / often have to tank one hit to get the sabo through, which I think is fair.
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The operative word in the dev post being "and".
PainRes has high usage AND is one of the most effective perks in the game.Do you argue that WoO is one of the most effective perks in the game too? If so: what makes you believe that?
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People saying the effect of Buckle Up (endurance for both) should require two perk slots are, imo, somewhat out of touch. It's still very situational and very safe-or-suck. Dedicating one perk slot to safe-or-suck is alright. Two? No.
The issue was neither FTP on its own not Buckle Up on its own. It was the combination. And imo, there are better ways to address this insane synergy. It needs to go, yes, absolutely. - But you don't have to do that by basically making one of the two entirely pointless.
"But the sprint speed!" - If the killer is far enough from the surv you wanna pick up for you to pick them up without it ending up a trade (which you generally don't want to do) then they're also far enough away for the surv to get to as much safety as they would with the sprint speed. - And if they're not far enough away then the picked up surv won't get a chance to even start sprinting cause they get smacked the second they get up.
