Halloulle
Halloulle
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- Halloulle
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"to what otherwise would not be available" doesn't refer to a feature that doesn't exist (in this case: surrender/forfeit option), it refers to a feature that is part of the game but shouldn't be available to you. Say, if you know that after kicking a gen with nth and then immediately open a locker with darkness revealed would cause the aura read to bug out and be indefinite (ridiculous example, I know, but I'm bad at comping up with examples, so bear with me). Aura reading is available - but you use a bug to gain acess a fature that would otherwise not be available to you; the aura read would, without using that bug, not be available to you all match.
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While bare bones I do think bare bones is the way to go in this case; you can't do a statistically adequate survey and analysis that considers all kinds of variables and what not. I mean, you can - but it isn't feasible.
One thing that others have mentioned I would like to mention as well: with the questions about how often you get tunneled I also expected a question about how often you (think you) observe tunneling in a match. (Sometimes stuff looks like tunneling when it isn't; a survivor giving up by just standing under the hook, someone deliberately getting in your way and bodyblock with bt/otr/ds e.g.) With certain killers or after a string of matches I very much expect that the first surv that gets found is also going to be tunneled… so I play accordingly and then I don't get tunneled - but someone else is.
On the endurance body block off-hook: I think most people know what you mean but to avoid confusion I'd agree with Pulsar; depending on the definition it coudl still be tunneling but not the kind of tunneling most people typically mean when they say "tunneling". Rephrasing it to something like "I think the killer shouldn't go after a survivor if that survivor bodyblocked with the endurance status off-hook" might be more clear.
Anyway, ima look forward to the results. o7 -
Xeno Kitty and Nemmy Demmy aren't really comparable.
Blanket removing the sprint burst would make Nemmy too oppressive in chase as soon as he's past T1. This is mainly because he doesn't care about pallets anymore at all. - Even less so than Xeno. Xeno at least has to break that pallet. With Nemmy, you kinda don't want to hit the survivor (except if a hit means a down) because breaking the pallet with M2 is more efficient.
Though, with that being said: if survivors are competent it is nigh impossible to break out of T1 before the match is effectively lost already. While the best early strategy for Nemmy is to do M2 hit n run to get to T2 asap, removing the sprint burst from the T1 tentacle (kinda as a trade off; can't break pallets and is shorter but you can still commit to a chase because no injure sprint boost) might be a small buff that's almost more QoL than actual buff.
However. What Nemo needs way more, imo, is some kind of mobility aid. His chase is absolutely alright as soon as you're T2 (and in T3 is even kinda frustrating for survivors since you can hit kinda stupid things then) - but all the chase power doesn't help you if you have to spend 30+ seconds to get from your hooked survivor to the next survivor simply because you have to walk across the friggin map (which is why I don't exactly hold it against Nemos - and other not-high-mobility killers - if they just stay on the side of the map that has 4 gens and never leave / tend to go back to hook if they aren't in chase by the time the unhook happens).And on a side note: I wish it was possible to make Nemo's and also Xeno's (and some other) powers visually consistent with how they actually work. - The amount of times people call bullshit on a tentacle hit even though it was a mechanically clean hit is… frustrating. Like, I know the blue line is in an entirely different place… but… it moves, y know.
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@Dreamnomad said:
I hate these types of posts. It's always BS excuses. The reason you've lost interest in the game is because you have played it too much and now you are bored of it. Players need to learn there is no perfect version of any video game. Whatever problem you perceive to be in this game is exactly why another person loves it. Hypothetically speaking, if BHVR were to go to great lengths to make whatever changes you personally think need to be made, you would still get bored of the game eventually and now BHVR has spent tons of resources to try and make your ideal version of the game only to alienate other players. It is natural to get bored of anything you've done too much. Take a break or quit but don't make lame excuses as to why you are doing those things.
Has anyone ever told you that it's not what you say but how you say it?
But back to the point you make. Yes and no. There's a difference between dropping a game because you are burned out/have enough of it and dropping a game because it only only gets more and more annoying and frustrating.
And do devs of long running running games inevitably end up making changes that a part of the playerbase doesn't like? Absolutely. But there, too, is a difference between "interesting changes but not my cup of tea" and "in what universe is that a good idea?"
Personally, I've had a few of those happen. Have 5k+ hours in warframe and now only play the big quests that get released about once a year. The new game modes, yet another standing and another tool were interesting but not "my" warframe. Played the hell out of 7 days to die but after 2k-ish hours it was just mostly more of the same and I got tired of it. In dbd, however, I find myself in OPs camp. It's not interesting-but-not-my-cup-of-tea-different. It's in-what-universe-is-that-a-good-idea-different.
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I have no clue about Legion - but I'm somewhat curious: When you say "run the numbers" what exactly do you mean? Or more generally; how do you even do that? Is it numbers from the wiki or straight from the game files? (…I guess I'm asking for the methodology 😅)
[This is kinda off topic but might still be interesting for anyone being here because they're curious about Legion]
I also want to leave something here, since you seem to be a bit of Legion enthusiast: I highly recommend watching the Legion section of the US/EU-Japan showdown from yesterday (Host Hens, co-host Otz), if you haven't - my biggest takeaway from that one is that for the Japanese Legion the power was more of a strategic tool than a state of being. They got the most use out of the Oblivious add-on and regularly cancelled power right after M2; often used it just to know where to get a surprise hit on someone.
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"Stop complaining about it. It's a videogame, and we can do it as we please if you like it or not. "
Well, I suppose the title-question isn't actually a question. Which is fine, if somewhat deceptive. I get that it's kinda common practice. Everyone can have their opinion and you clearly have yours. - Personally, I wholeheartedly disagree. Even on the "it completely makes sense" part. And yes, I do wonder why it is an option in the game. Since just because it's intended design doesn't mean it's good design. If what the devs thought was all good then we wouldn't have had a single update since release.
One last note though; I really do hope for the sake of the consistency of the bottom line you make that you never ever have or will complain about any strategy or move the survivors make as long as it's a design feature of the game. If the stance is "anything goes" then that is very much a two way street.
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people getting bgp+fb once during a match ; annoying, sure. - But after that you know and should adapt. You don't "counter" bgp+fb ; you don't get yourself into a position where you have to "counter" it in the first place.
How? Well, you know an fb has been deployed. That player is out of fb for a while and you can pick up whoever you downed for a while (and if they repaired a whole gen already to have a second fb ready and had time to trail a chase then I suppose that fb save isn't the event that turns the tables….).
Or, alternatively: You know which player has bgp? Well, how about you target them as soon as you get a chance? Also; they have to have trailed the chase for a while. Awareness of the map and where they could even come from can give you a tag on them/chase them off far enough to make it a lot harder to time the save.
And if all this isn't your cup of tea you can just leave the slug if you think the bgp+fb player is in position. A slug still forces at least one surv off a gen.
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As others have said: It is a lot of fun - but the MMR does take a nose dive and you'll end up in a place where it's not fun anymore either because you either have to absolutely willingly play like someone who has just readied up for the first time or you just stomp for a good while.
Personally, I work around it by setting myself some conditions; e.g. no perks/meme perks and only M2, no add-ons or something like that. Aim for 12 hooks and don't repeat-hook the same person. After a while you'll average out at around 2k and everyone tends to have a good time during matches.
ngl tho, if I knew people are swf I don't shy away from a swift 4k if I get the chance -
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688230#Comment_3688230
Most of players doesn't feel more fun in literally doing nothing and repeatedly being hooked and rescued for like 5 or 10 minutes, even when absolutely losing.
So your argument is moot, people will play out the game when they can't quickly leave, there is no denying.
Prolonging time and effort it takes to throw the game absolutely will fix problem more or less.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688246#Comment_3688246
Because root cause of this problem is people being ######### and not some game issue.
You can't fix bad people, only thing we can do is just properly punish those people so game won't get harmed.
It's like saying "if you want to stop cheating we should implement free advantage to them so they don't have to cheat", that's stupidest argument.
no, it most definitely won't. What makes you think someone who doesn't enjoy something will then do something they don't enjoy?
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Idk what brought on the sudden wave of Unknowns during the past few days. - But at least I can say for sure: My first impression wasn't at all wrong. It is incredibly easy to tunnel with this killer. It's probably the easiest and most reliable way to play this killer too.
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Surv:
- Leon
- Felix
- Quentin
- Nea
- Dwight
- Kate
- Elodie
- Jake
- David
- Bill
Killer: No 10 here 😅tried Nemo cause I found him annoying and he stuck ever since.
- Nemo
- Shocktor
- Evan
- Wraith
- Pig
- Huntress
- Nurse
… haven't played any other killer for more than a handful of matches
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688211#Comment_3688211
Because survivors might as well actually play the game when they have no choice.
It's lot more boring to be hooked and rescued three times than just playing the game, even when losing.
when "just playing the game" - as in playing that match is a 0 out of 10 in terms of fun and excitement, nope, getting on that hook and tabbing out is the less boring option.
The entire point here is that "going next" - one way or the other - because you don't want to be in that match is the thing. 4%ing is just the atm quickest way to accomplish that. -
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688201#Comment_3688201
Actually, it does improve a lot because if it's not easy to leave vast majority will might as well play the game out.
or they take penalty.
Expecting those who can't stay in a game to be hardcore enough to die is weird.
When people don't start playing the game while there is a chance to actually play the game - how would a change in the unhook mechanic change anything about that?
I mean, like I said; I don't particularly care. If either side doesn't want to play that match because there's no point in doing so there are ways for them to go next sooner rather than later. But I highly doubt it will improve the match experience in any way. -
So when, upon getting hooked after not having been two tapped, I see zero gen progress, no one on or even near a gen I'm supposed to somehow make myself believe that "trust - this match is gonna turn around!" ?
I mean, sure. If that's implemented I have no issue planting myself on the next gen and just not going anywhere until I get grabbed two more times. But… does that improve anything? Truth is, that depending on how a match starts, some matches are effectively over within a minute or two. -
Bhvr probably doesn't care - but EAC is in place so if EAC says you're "cheating" and gets you banned, then no one will do anything about it and you will have to live with the ban.
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I rarely play anymore and when I do it's 2/3 of the time soloQ. - And only because I like most of the rift cosmetics. Which also gives me rather straightforward win conditions that most of the time have absolutely nothing to do with constructively working toward the objective. That's alright tho; most of the time I play with other soloQ and everyone seems to be on the same page. See if you can do your challenge/ritual - if not, attach yourself to a gen and go next sooner rather than later.
I'm also not expecting anything more at this point.
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@BlueMoonBRUHMOMENT said:
It rewards you for getting different hooks. It discourages you from tunneling.
And it rewards you for hooking, instead of just slugging.
Its extremely healthy for the game.
It doesn't though. It disproportionally rewards tunneling one surv out asap.
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@Brimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687361#Comment_3687361
If you arent completing 3 gens by the end of first chase then thats on you or your team given how every reworked year 7 map didn't have their problems fixed. So 4 people with only 2 gens to complete and spread out… that is 100% on your team if your team ends up losing in that situation.
So, how often exactly does first chase last 90+ seconds in your matches? If a chase lasts 90+ seconds then matchmaking went wrong; that shouldn't be possible against a somewhat equally skilled killer (except maybe if all resources are depleted, in which case the remaining three will be two tap since, well, a dead zone is a dead zone).
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@Brimp said:
I mean if you have to do 7-9 generators that means the killer is either very cracked or your team wasn't efficient on gens.
what?
Pop+Painres is over half of a nearly compelted gen gone. Since most of the time it's also tunneling the second pop follows just when it's back up at around 70-80. And the third when it's, again, at 70-80 —- or whichever other gen is at ~80% at that point. That's over one extra gen. - Now the killer has it pretty easy on the remaining three with 3x more painres+pop; plus finding the gen to pop among the remaining 3-4 is pretty easy. Doing ~8 gens is pretty normal at this point. -
Not the community's fault.
Bhvr cane up with a system. The community said "this ain't it. Wait times are too long and matches are very stressful" - Then bhvr came up with a change - that fixed the wait times and created other problems. That's not the community. That's a dev thing.
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I was confused seeing those pallets as well - but it does very much seem to be by design.
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The amount of people that have tried to go for flashbang saves has increased by a lot - and I'm all here for it. I like people actually trying to save each other - one of the very few positive changes over the past months.
And while it adds another level to getting your hook as killer, it also means survs aren't as efficient on gens. even with background player a surv can't make it across the map; they will have had to have trailed chase for a good while, which means they weren't on a gen.
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It is intended behaviour. And it is bs.
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The thing is: if survivors know where gens are and know which had progress, they don't need particular perks or items to do gens efficiently - this is somewhat rare though; only actually coordinated swf have a consistend advantage (and I say actually cause a good chunk of swf people just wanna chill with friends and don't talk about the match while playing the match; you can be in comms all you want, if you never say which gen you're on no one will know which gen you're on and consequently no one can take advantage of knowing which gen you're on).
If survivors have that down the killer does have to be pretty efficient too - one way or the other. Tbh, actual game sense and knowing where to put pressure when and where to check when and why can get your overall efficiency way past tunneling (except you happen to have found a weak link first try). At that point it's not so much about gens being done too fast but you not getting that survivor on the hook for one reason or the other; between god loopers, check-spotters, flash light savers, dh or whatever else there is.
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first time I saw the perk in a match I had just started a gen when someone started the invocation in the basement. As I saw my gen progress and them just sitting around the "#########"-thought got louder with every second that went by. By the time the invocation was done my gen was done, one person was in the process of being tunneled out and was on death hook in chase and the girl from the basement was the next to be tunneled out - which really didn't take long.
If I see that perk in use in a match I just gonna scrap the match and go play my own game; do some challenge, practise moonwalks, practise difficult fast vaults. Cleanse a totem or two or build a treasure pile in shack, idk. Anything makes more sense than trying to play a match that's 3v1 from the beginning. Maybe stop a gen from regressing.
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I have absolutely nothing against showing swf in lobby. - Though, given how petty the reasons are for lobby dodging I'm very sure it wouldn't improve Qtimes/matchmaking. Quite the contrary.
Now, as far as lobby dodging is concerned, I'm still all for the rule: you commit the moment you have a match in lobby, not the moment the match starts. Ergo, a penalty like the DC penalty should also apply for leaving a lobby.
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are there supposed to be that many double-pallets? Those two were in view of each other, a little further, next to main, was another instance of those double pallets. --- The number aside; since I don't really care about pallets with Nemo it's hard for me to gauge how safe they actually are. From a surv perspective it looks like a removeable double-long-wall; you drop a pallet and you got your safe pallet. But the killer can immediately break it, leaving you with an unsafe pallet. Which kinda renders the whole structure unsafe...? On the other hand, the stun-potential seems to be rather high, given how bs some pallet stuns can be. Anyone who has some more insight on that one?
Pallets aside: the map is HUGE. Towards the fountain end of the map there isn't too much people want to do there once the gen is done - but survs comp-ing that side ... makes you lose a ton of time as non-high-mobility killer. You basically have to choose between never stepping into main or never stepping into the fountain area if you don't want to spend at least half a gen just walking back.
As for the surv side: It feels extremely pallet heavy - but not in the good way. You have shack, main and two regular tiles with vaults, everything else is pallets. Any killer that can chew through pallets - and there are a lot of them - will be able to deplete resources faster than gens can be repaired... leaving survs to shift-W to the comp fountain as the best way to waste time halfways through the match. Now, if the killer also has mobility he doesn't even care about that.
[edit: kinda forgot my preliminary conclusion. - Which is; between the map being huge and shift-w to fountain, which wastes a lot of time for non-high-mobility killers, I suppose it's technically balanced as long as it's against a killer who doesn't have high mobility or who doesn't care about pallets - or both. Though, while it may be balanced it's also extremely annoying and frustrating and boring, if the best strategy for surv is to just shift-w to fountain and for killer to just not commit to fountain/main.]
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well, since there isn't anything here yet I'll start off by saying that I sadly haven't been able to form any kind of opinion so far cause six out of six Unknowns have been camping and tunneling buttholes. - Well, I suppose that's one take away: Tunneling seems to be incredibly easy with this killer.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673107#Comment_3673107
Honestly that's where my confusion kinda comes from. Like yeah she's a bit boring but people aren't dcing on mass vs knight or artist who in my opinion have even less actual gameplay involved
A lot of it comes from the old merchant who didn't do anything besides 3 gen. Many people just assume she's still the same and just ignore trying to learn the new one and leave the game
It's kinda the choice between two unfun things; get the 3gen kind and it's just annoying. Get that sTacKs one and it's full of bs.
As for Knight and Artist: I don't see nearly as many of them. But as for Artist you can still play your own little mini game with getting rid of crows and if you're lucky you have a multi-story situation. And Knight... I see about as many people noping out against him as I see noping out against SM. - But at least given the forums situation I agree; kinda curious that people havve SM on their radar and not Knight.
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@Phasmamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673102#Comment_3673102
Personally i don't care if people DC against her but the problem i have is people Dcing because they think she's too strong while literally not understanding what she does
Admittedly, I haven't been on the forums much lately so I don't exactly know how the current discourse. - But at least from my live matches I can tell that a number of people do know what to do about her but really don't want to do it. In vc it's easy enough to identify by the deep sigh and the "let's just go next". But even in SoloQ people do the pointing at the questionable area, looking in the sky and shaking their head to indicate that they really don't want to deal with the bs. And other SoloQs tend to agree by doing the same.
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While there are some common ways to counter SM/"rules" to follow in a match against her, I don't blame anyone who considers doing so and then decides they rather nope out of the match.
And that being said; depending on how the stack situation looks, there are quite a number of bs hits (also due to ping, I understand that, but at least for me, that doesn't change how I feel about bs hits.)
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It's whoever-brings-the-most-busted-stuff-and-most-sweaty-mindset-sided, except in the very highest few percentiles where it's generally surv sided, with the exception of a handful of killer builds that are very much expected to always 4k, no matter who or what they face.
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don't play much anymore but booted the game up yesterday. Not for long as I quickly remembered why I don't really play anymore.
Between killers pretty hard tunneling one person (only going for someone else when the tunneled is on hook - and promptly returning once unhooked), still three genning cause why kick a gen in your three gen when you can just block it for the duration of an entire gen, and the same old sweaty builds (seriously, looking at the killer addons I see these players better never ever complain about survs bringing powerful stuff or how busted surv stuff is...). When calling perks out is 80% "another X" it's both extremely boring and extremely annoying.
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I do hope that all the killer tweaks from this dev Update (which, as far as i can tell from scimming the update, results in the killer being buffed) are part of some kind of plan to give survivors something that is more than just QoL for SoloQ.
For now however, I remain sceptical. - While most of the killer changes make the respective killer more accessible to play and more viable if they want to actually play that killer and go for the killer-specific stuff, it also makes the unhealthy ways of playing a killer (tunneling as a match-approach and excessive camping for the most part, I would say) even more viable. And as we have learned from the whole slow-down situation with Eruption: while some people take the incentive and use the breathing room to express/refine skill, the bulk opts for the path of least resistance, which in dbd usually means something that's ultimately very unhealthy for the game as a whole.
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that would be another item on the ever growing list of things that should have an accessibility option clientside. - If a dev didn't care about that I would say 'well, out of luck, I guess' -- bhvr prides itself in being inclusive and accessible. Sure, not everything will be able to have an accessibility option clientside (take, Doctor shocks and flickering for example) but at the very least the purely cosmetic things should have one; being able to display a character with the default skin to you, for example. Or to be able to mute/replace certain sounds.
And yes, you face Plague or whatever very rarely. - But that also means the alternative to making it accessible would be to say it's abolsutely fair and appropriate to not play that match. Since it's kinda unreasonable to say the person in question should just stop playing the game altogtether.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650507#Comment_3650507
More evidence that the de-pipping system should be done away with, ASAP. All matches safety-pip unless you DC and double the amount of pips you need. Done.
Reminds me that I should start the 8ths topic about this, until BHVR takes notice :)
With you 100% on removing depips. - Though, ever since the grade is hidden behind the badge the whole "out of sight out of mind" thing has become much easier ^^
@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650880#Comment_3650880
The thing is, the only time it's important to know if someone vaulted 3 times... is if your chasing them in which case it's not explosion sounds anyway. It's the sound of the locker, or pallet, or window.
Thought about that too and also agree - but then thought about some fast moving killers that might actually decide which side of something they pick for their M2 based on noise notifications and then figured by the time a surv has vaulted three times they're probably there as well 😅Not that I play the high mobility killers myself, so I wouldn't know - but that was the thought behind it. As far as I'm concerned one notification per pallet/window every... 5-10 seonds or so would absolutely suffice.
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@MarbleThrone said:
And how many matches did you play for these stats, versus the many thousands, if not tens of thousands of matches played every day worldwide? Surely you don't think your own bubble is even remotely representative?
@Bafugaboo said:
Your want them to base their kill rate stats on just your games?
The main point remains though: an escape that is handed to you out of pity, lack of caring or whatever, doesn't feel like a win at all, so you don't even register it. Motivation is a huge factor in these games and if players only consider the games where they "actually won" (aka where they managed to escape because of how they and the other survivors on their team acted) the escape rate is much lower. -- Also, it to some degree articificially inflates escape rates (idk if it's significant tho). --- And playing with a "corrected" escape rate of 15-25% is kinda really not motivational.
--- It's kinda the counterpart to "why do survs 4% all the time or flat out give up fifteen seconds into a match?" ... just that those matches are quite likely to come with at least one dc on the surv side, so they don't get counted in the stats, which means they're less likely to artificially inflate the killrates (granted, the dc part is based on my and my friends' experiences but given that dc complaints are quite common I suppose it's not too far fetched).
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650507#Comment_3650507
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3650518#Comment_3650518
Stuff like searching chests and cleansing totems for points/pips I fully get. Locker/vault noise pollution though should probably be tweaked in general though. There's 0 reason a killer needs 10 explosions to let him know about a locker on the other side of the map. Putting a cooldown period on explosions from the same source would probably be a smart move.
iirc shift-jumping out of a locker in TR also gives you points for boldness. But yes, spammed notifications shouldn't be a thing. Yes, sometimes you want to know if someone fast-vaulted three times - but any more than that every five seconds (or even less) def are enough.
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thing is, if a killer is afk like that you will depip. If you're at a point where you don't want to depip you do some stuff that will help you pip; cleanse the totems, open chests, hope for a toolbox to sabo a hook, so stuff that gives you points in boldness. Takes about 4-5 minutes.
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it's not so much about fair or unfair. - But more about "healthy for the game or not healthy for the game" - and I think it's not healthy. Devs seem to disagree though, so there's that.
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@TieBreaker said:
I'd be curious to see how many solo survivors are in high MMR. How do you die in the majority of your matches and not drop to a lower MMR bracket? Are high MMR solo survivors all running Distortion + CS + SS + Left Behind?
Doesn't a loss cause you to lose MMR regardless of how well you play in a match?
You can't really drop out of the high MMR bracket as long as you're playing regularily. - Also losing consecutive matches doesn't make you lose as much MMR as wins make you gain. If you got a lucky streak over the course of 3-4 matches it will take you more than losing 3-4 matches to go back down again. I think it's meant to keep people from intentionally deranking to get easier matches.
On surv, only when I hardly played for nearly two months (idk, 2-3 hours a week or so; however long it takes you to complete the surv new challenges and rituals) and pretty much only soloQ (I escaped, idk, probably 2/10 matches?) I noticed I eventually dropped out of that bracket (not that I ever wanted to be there but with SWF where everyone has 2k+ hours it's kinda where you automatically end up if you play a lot - which I used to do). - I'd assume that most people up there do at least sometimes play SWF, making it virtually impossible to drop out of that bracket without taking a major break (and then promptly losing a string of matches).
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@pseudechis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645111#Comment_3645111
Well look at it this way, what do you expect from a game of DBD or at least what makes a great game of DBD for you?
I'm in it for the horror movie experience, which with each year is lacking more and more as I become better at the game and more desensitized as a result.
Injecting a real sense of just complete "Oh crap I'm screwed" right from game start has really jumpstarted that new player feeling I had when I first played DBD making lights out a great thing... for me and I hope many others.
If what you want from a game of DBD isn't captured by what I just described then sure I understand why you aren't enjoying lights out.
But remember this isn't about a balanced competitive PvP experience, its about being stuck in the dark in an "oh crap!" experience and its absolutely achieved that at least for those of use who want it.
I will play lot more survivor in this mode compared to the base game and I hope its eventually available on an ongoing basis.
well, to be fair, I usually view horror movies more as a comedy movie. Few movies that make me facepalm and burst out laughing as much as horror movies do. - So the usual DBD experience with chase at its center and a whole lot of ridiculousness is very much in line with how I see the horror genre and what I expect from it.
Put differently: If I had come to know DBD with the Lights Out modifier as default... I wouldn't have played for more than a few hours before uninstalling.
But as you say: to each their own. And I'm kinda glad there are at least some folks out there who seem to enjoy it - cause while for me personally it's a 1/10 I'm sure there was a team on the dev side that put a lot of effort and enthusiasm in.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645181#Comment_3645181
Clarify the "killer is boring" statement as the term boring means different things to different people.
I like chase as killer and I don't usually play the high mobility killers. For some reason not even I know I really like Nemo. - I also really despise tunneling or being a "back to hook Andy".
In the Lights Out mode that left me wandering around the map and patrolling gens until I could spot a survivor. There's so much time during the matches that I just spent wandering that I actually and quite literally yawned my way through them (to the amusement of the friend in the discord call who where doing their own thing and eventually commented that maybe I should stop playing that mode if it makes me yawn so much. - Which I did.)
In any other match that degree of "idle time" would cost you the match. Yet, since survs don't know where to go either, I still 3k+hatch every single time (pretty much regardless of it being Solo or swf).
Granted; different people have different priorities but as far as I'm concerned... just nah. Not my thing. Absolutely not my thing.
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@Tsulan said:
Then just play the OP side and have fun!
Like I said; Killer is boring af in lights out (for all the wrong reasons on top).
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... not in lights out. - In the regular matches. ... Maybe should have clarified that one.
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Nemo is quite comical in this mode; no TR and heartbeat - but his stomps are so loud and he's so tall that survs usually notice well in time.
I don't feel particularly compelled to continue playing that game mode... but maybe I give Doctor a shot.
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@pseudechis said:
What you describe is how you're supposed to feel while playing survivor.
Trapped, scared, unsure, desperate, constantly searching the unknown, unable to see the incoming threat and having no time to react... That's a horror movie!
Lights out has taken DBD to a place it was always meant to be.
Survivor has never been this intense or fun IMO.
I've only escaped once so far and have died every other match and I've loved every minute of it!
I'm not sure if I'm more baffled or more envious of your perception of the mode.
Safe for the "unable to see the incoming threat" I feel neither of the things you describe.
There's actually just two words to sum up the survivor experience - at least as far as I'm concerned: annoying and frustrating. (As for the killer experience: annoying and boring would be the two words.)
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@LittleBigSunset said:
I tried to play through ten or so survivor matches of the new 'Lights Out' Game Mode. I have to say, if nothing else, this event really makes you feel like Alan Wake in the Dark Place...
Desperate for escape. Surrounded by encroaching darkness. Void of anything but fleeting hope, snuffed out the moment I realise the killer is going to tunnel me out again. The resignation and despair that comes with the inevitability of the killer getting a free first hit and knowing that I will most likely remain injured for the rest of the game, for my teammates are as lost in the darkness as I am. Time slips through my fingers. I don't know if I can pull off the heal in time, for there is no progress bar to guide me, but I push forward. Right into the killer's hands. And in a blink, we're all hung up like animals freshly slaughtered. I dive into the next trial. I must keep writing, even if it seems futile. No perks, no terror radius, no HUD or hope of coordination, only the promise of a charm that may one day hang on my waist like my limp body, dangling helplessly off the ground. Perhaps I could go back. Change the story. Bend the rules to my liking. I could restore the killer's terror radius, or bring in flashlights to hold back the darkness for just a moment. Something needed to change, or the balance would remain upset. With a mechanical whir, the typewriter slots into place and I write the final line of my plea that goes out to those beyond the darkness. It reads, "Behaviour, please, make this mode even slightly bearable for solo queue survivors."
You deserve a medal - also great writing <3
... and - sadly - also spot on
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I think it's in a good spot. - Only issue may be Jolt/Surge depending on the map and where you end up in chase. - But making Jolt only affect gens with 10% progress or more seems like an easy fix for that one.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643417#Comment_3643417
no. bhvr specifically said they picked a higher number than necessary so we wouldn't reach it in normal matches.
the actual question is, how/why did we reach it?
My best guess is that it's usually one of two things: Jolt + unlucky gen spawn on two story maps - or pretty much dry kicking gens.
The devs kinda explicitly stated that killers should have to put some more thought into which gens they regress. And the sheer amount of killers I see kicking gens with nearly no progress is... astonishig. Which is why I put it here to begin with. ("But I have NTH I have to kick gens" - no, you don't have to kick gens. Having NTH doesn't mean you'll get it infinitely by kicking every single gen every chance you get.)
As for the Jolt: That one is on Bhvr. - Now, if you manage to get 8 events because of Jolt you should still very much have already won that match... but I can see where killers are coming from. - Maybe add a condition to jolt: It affects only gens that have 10% progress or more.
