Hex_Ignored
Hex_Ignored
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/438282/get-with-the-times-bhvr
You heard it here first.
Takes 87 hits to down a survivorOP is just coming from the future to warn us about mettle of man tier 9
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Same. I'll just play killer to quickly grind through the tome and then drop that mode. No sane player will willingly queue up with 2 bots.
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I no longer have any desire to queue up for this mode. Bots are incredibly weak, weaker than the average soloq teammate, and getting 2 of them means it's gg already for the killers.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880961#Comment_3880961
I'll just play killer to finish the challenges, thereby making the queues worse š
Same. There is no way I'll queue up just to have 2 bots on my team that are absolutely useless. Once I'm done with the tome, I'm also done with the mode.
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If they just fill the queues with the absolutely useless bots, then no. Having a bot on your team is a massive hindrance.
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No. Key/hatch challenges are absolutely atrocious. Challenges like that should never be in any tome ever again.
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Pallets gained a new functionality. They were changed from being meant to fake out survivors to instead be used as detonating hazards. The visual change reflects this.
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With the healing teleport, this is warranted, Survivors essentially have to stay awake at all times to not get slugged to death.
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Bp bonus was the only worthwhile effect on the perk, same with distressing. It's garbage now.
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Reading his post, he makes it abundantly clear that, in his eyes at least, survivors solely exist so killers can live out their power fantasy and that the survivor experience isn't as important as letting the killer player feel "powerful" ("VHS failed in large part because the Monster couldn't tunnel or camp", "(ā¦) DBD can give the most important thing to the players: the sense of an unstoppable Killer", " (ā¦) I want to go in and watch them scatter like rabbits when I come near").
Genuinely disheartening and concerning to hear that from a former dev, however, it explains A LOT.
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The screen going almost completely dark over time in an already dark game isn't flavor, it's simply unnecessary and unpleasant. This is a welcome change.
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It is actually better to play the normal mode during events because most of the trolls are busy griefing in the event queue.
Bhvr is already planning to fill event queues with bots anyway, so aside from grinding a few survivor only event challenges, there is no need to queue up for those modes anymore.
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@DancewithmeKate said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871059#Comment_3871059
I am sorry for saying this but that's terrible decision.
Dead by Daylight is PvP game and i'd like to have real human teammates, not bots. Even it means longer queues, i will take human over bot any day. I really hope the team rethink about this.
Exactly. If they push this to live, I'm never going to queue up for any event again. I want to play with and against real players, not a bot. Compromising the entire P vP experience just to shorten queue times is a bad move imo.
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This has been an ongoing problem ever since lights out 2. There have been multiple bug reports and threads about it, yet nothing has changed. I don't even think it's an officially acknowledged issue.
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A toolbox with wire spool and safety gloves + built to last is way better and less convoluted.
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Absolutely fine for the PTB, but if that ever comes to event queues, I will no longer queue up for those. Bots are garbage.
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@Alicia_Tried6041 said:
Sprint burst is activated by the sprint button. That's the point of this topic. There is no "99ing" sprint burst. It activates by running on console. It needs a separate button to activate. The perk is worthless as is when you have to walk all match then when killer approaches use it.
It works the same on PC. As soon as you start running, sb activates, unless the survivor is exhausted.
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I also don't understand that. The game is obviously over at that point, so unless the other survivors have an unhook challenge, there is absolutely no reason to draw out a lost game.
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Today it got so bad in one trial that people were literally teleporting around the map. Why is a match like that not terminated by the server before it can even start?
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I treat others how I would like to be treated, so I avoid camping and tunnelling and I don't bm.
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Events always attract a shockingly high amount of players whose sole objective is to make sure that the other players can't enjoy the event. Because of this, events are the worst time to play survivor.
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Because the perk is bad since most dbd players don't play in a perfectly coordinated 4 man sweat swf.
For the average dbd player, the perk only provides value in one extremely specific scenario: the killer is hard tunneling one of your teammates without proxy camping (and ideally, the killer has no idea that this perk exists).
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Update: just happened again as Nicolas Cage (blast mine, decisive strike, head on, quick and quiet) against a huntress on coldwind)
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Invocations are just an extremely bad perk category. The downsides aren't even remotely balanced out by the "upsides". Using those perks is basically throwing with extra steps.
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@Langweilig said:
Reassurance is a very good healing and anti tunneling perk, together with a medkit you can heal yourself in 4 seconds.
When you want to try something fun, I would try out deception. It is funny every time someone falls for it.
Reassurance doesn't heal
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Double post; please ignore this
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@Langweilig said:
As if I waited for this moment š
Beast of prey
- Removes the red stain permanently (new)
- Grants the undetectable status effect after reaching bloodlust one. The status effect is lost once you lose bloodlust.
I want a perk that removes the red stain.
The red stain is an essential gameplay element. Simply removing it permanently without any prerequisite, conditions or downside would be too good.
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@smurf said:
It would be funny if you could use it thrice.
that would be hilarious. Imagine if a taurie runs around and shoulders the burden of all 3 teammates and just drops dead after unhooking the third one.
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It was reverted to the PTB version, which imo was vastly superior, so this is a solid change.
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My guess is Tuesday, maybe even Thursday if they want to fix more stuff than usual before the holidays.
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It's been like this ever since lights out 2.0. Something is definitely wrong.
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Double post. Ignore me.
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@MechWarrior3 said:
I think it is bugged. Maybe BHVR will give us Confirmation?
They've been bugged ever since lights out 2.0
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3851681#Comment_3851681
You already know he's gonna request whatever killer makes it easiest to downplay and say "you only won because your opponents are potatoes". Play whatever killer you're comfortable with
Exactly. Whatever video you show, the answer from them will be something along the lines of "well, you just played against bad survivors. MY survivors would have had the gate open within the first minute"
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From my experience, Cybil. Rain is also quite rare, but she's new so it makes sense why i haven't seen her that often. Cybil on the other hand was released years ago and I have seen her maybe 4-5 times over the years.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849389#Comment_3849389
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849406#Comment_3849406
A majority of players in dbd enjoy to win as fast as possible with as little effort as possible. Of course they defend something that enables them to do exactly that.
Broken or busted toys have been around since this game came out. There are always people that WILL defend something completely overtuned.
Eruption, dh, coh, thrill... the list goes on...
I just find it baffling. In most other games, the entire community will start to complain unanimously if something is blatantly unbalanced, but because dbd promotes an "us vs them" mentality, there are players that genuinely try to defend obviously broken stuff simply because it benefits their preferred side. It's insane.
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@Shaddoll_Serpent said:
And thus continues my favorite charade; a broken, overtuned perk comes out that gets panned in discussions prompting other people to rush in to defend it because they don't want to lose their new toy.
History repeats itself. The funny thing is we've had this exact scenario 4 years ago when OG undying was released and people are using the same arguments to defend new thrill.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848774#Comment_3848774
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848793#Comment_3848793
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3848946#Comment_3848946
Problem with removing the Penalty, what do we do with Hardened?
Of course Thrill of the Hunt is now brutal on this perk, but if it flat stops all screams with no downside or trade off, there is no room for any other survivor scream perk to exist.
On a side note, I have felt for a while that a nice buff to both Hardened and Calm Spirit is to remove falling yelps.
Obviously that is part of Balanced Landing, but this would be a situationally decent buff for both perks.
Hardened could also use a buff. Both perks are just bad.
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Even for the average pub swfs it's difficult to counter this as the time required to simply cleanse one totem is more than half of a gen. For soloq it's nearly impossible. This buff literally reintroduce the same problem that old undying had. Totems are becoming essentially unbreakable unless the entire team is throwing the game to focus solely on totem cleansing.
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The perk doesn't need a downside to at all.
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I fully agree. Pushing changes to live without testing them in the ptb first is just odd. Why do we even have a ptb in that case?
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That's literally the same argument some people used to defend old undying.
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@Autharia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847866#Comment_3847866
What she needs is a rework of her power. Lowering both the skill floor for newer users to use it to get a hit and lower skill ceiling so the 10k+ hour nurse only players aren't oppressing everyone.
That is my stance as well. Nurse with her current power can never be balanced with buffs or nerfs. Her power is too fundamentally broken as she ignores a large majority of key game elements and basically plays an entirely separate "game".
A rework that makes her both more accessible for new players while also making it so she can't simply ignore almost everything in her path, is the only way she'll ever be balanced.
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I don't understand why they changed it. As far as I know, there weren't any complaints about it. Why "fix" something that isn't broken?
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I fully agree
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the bp bonus was the only reason to ever use them, so imo this is a nerf
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846180#Comment_3846180
Iirc, they explained this before a long time ago and basically the logic was that Knight's guards are "more detached" from the killer and so the trap doesn't affect the killer. Whereas something like breaking a pallet with a chainsaw is still the killer breaking it.
I would imagine the Vorpal Sword pallet break falls under the same category as the Knight's guards since the Mage Hand is completely separate from Vecna and therefore it probably is intended that it doesn't activate the trap.
From my testing, it seems to be directly tied to the "destruction" score event. Knight's guards award "pinesweeper" instead of "destruction", which seems to be the reason why he can't trigger chem trap even if he stands right next to the guard.
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Yes
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The perk was bad even before the nerf. The amount of coordination that would be required to make this perk worthwhile is too much for a pub lobby.
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@ChaosWam said:
Am I one of the few who actually liked 2v8 this time around?
No, obviously not, otherwise the devs wouldn't have extended it. It is extremely popular but the vast majority of the player base isn't visiting the forums, so you won't hear from them how much they enjoy it.