Hex_Ignored
Hex_Ignored
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779364#Comment_3779364
It’s almost like it’s not the hatchet Hitboxes are the problem?😨 The survivor Hitboxes are the problem.
both are an issue and should be fixed. survivor hitboxes should be vaguely survivor shaped instead of a cylinder that lags behind them and hatched hitboxes should be hatchet shaped instead of spheres, but that will probably never happen.
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They fixed it once but because huntress players could no longer hit a survivor by throwing a fridge in the survivor's general direction, they reverted it. So now we still have those broken hitboxes.
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@VantablackPharaoh91 said:
I don't think this mechanic should be eliminated but I do think it's absurd that people can force multiple protection hits with multiple second chance perks. Second chance type perks probably need looking at in light of how people actually use them.
Endurance ends if the survivor is in deep wound, so it doesn't matter if they're using basekit endurance, borrowed time, off the record, dead hard, styptic, etc. They don't stack, so they cant force "multiple" protection hits. They get one endurance hit and then they're in deep wound, which disables all other endurance perks. The only exception is mettle of man but that perk is a meme.
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My thoughts exactly. Adding more killers means that even more people will want to play killer because their favorite was added. This won't solve the queue issue, it will simply make it worse.
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The reason why it was unpopular is because it directly buffed proxy camping and tunnelling.
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Highly unlikely. A killer isn't just a skin, so making 2 for a single chapter would most likely be too much work.
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Lights out was a complete failure and I hope they never bring it back. IIRC Cote said in an interview that barely anyone queued up for that modifier after the first few days.
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I agree. Cages have largely reduced tunneling in the beginning but since the spawn logic isn't exactly random, mobile killers like wraith or hillbilly are staring to tunnel again.
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@Rulebreaker said:
OTR has now essentially de-volved into a free extra health state as long as you aren't progressing the game
As long as you're not progressing the game, we as a killer couldn't care less since it gives us more time to murder your teammates.
Exactly this. A survivor doing nothing of value for 80 seconds is a huge detriment for the rest of the team.
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He is one of the top killers in terms of kill rates, higher than the desired 60%. He will get changes and saying that bhvr shouldn't change anything because it might cause bugs, is silly, because then they couldn't change anything ever again.
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Nurse already exists
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The reworked cold wind maps (cowshed and abattoir) were already riddled with huge dead zones and now even the few tiles that did spawn on them are garbage. Truly a genius move.
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No. Much like old bnps and old keys, old moris allowed killers to simply skip a large part of their objective just by bringing a specific offering. It was changed for a good reason.
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The regression caused by this stacked slowdown would realistically result in the gen losing at least 50% progress (flat 5+8+10+20+20% of whatever is left). It is more than fair that this eats up a lot of regression events as that is a hefty amount of regression.
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Agreed. Given that killers got old cobercharge as a skill, it would only be right to limit gen kicks
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@MarbleThrone said:
So basically we are going back to this (screenshots from 2021):
Only the character name and username visible in the pre-game lobby:https://us.v-cdn.net/6030815/uploads/HFI4JNA8ENTO/20211211122713-1.jpg
And the full info in the end game scoring screen:
https://us.v-cdn.net/6030815/uploads/JLEKF5JJ8ZAE/20211211124613-1.jpg
For anyone saying, "I can't show off my prestige anymore", note that the only time anyone ever sees the Killer's prestige is in this same end-game screen. And I'm sure they too like to show their dedication to a certain character, but only have one moment to do so. Now the same is true again for the Survivors.
I don't see the issue with this change at all. Prestige does not equal skill and is just a badge of honour.The issue those people who complain about the change have is that they can no longer go lobby shopping until they find 4 p0 megs.
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@Yggleif said:
I think the thing I hate most about OP's argument is that it's actually really bad for the game because it sends the message that the quality of the buffs/nerfs don't matter only that both sides have an equal number of changes which is such an elementary understanding of game balance.
Exactly. Comparing buffs to a bunch of meme perks that won't change them at all to actually impactful killer buffs is just incomprehensible
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Not op at all, but buffing its anti loop ability is imo the only bad change in the entire update. They could have instead made its teleport more consistent by introducing new locker spawns on maps that have very few, but chose to do this. The other changes are amazing though and I like them a lot.
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@emetSdidnothingwrong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771911#Comment_3771911
It's about time efficiency, this change removes the killer's ability to punish greedy play and rewards survivors for being greedy, both of which are not healthy. There is nothing wrong with going out of your way to punish survivors who make mistakes, this change effectively makes it easier for survivors to not make a mistake while also removing the ability to punish them.
I still struggle to picture a scenario in which it is better for survivors to simply leave someone on a hook, unless the killer is camping.
A hooked survivor can't progress the game. This is something killers want and survivors don't want so it is almost always better to save as soon as the killer is far enough away so that the previously hooked survivor can continue to contribute to the game.
You talk about time efficiency, but as I said, if the killer isn't camping, it is not time efficient to ignore a hooked survivor. And if the killer was camping, then this system is meant to make it less effective.
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@emetSdidnothingwrong said:
I mean this change is easily up there with one of if not the most short sighted change they have ever made lol. This is a minor buff to soloq and a gigamassivebigPP buff to swf the likes of which you have never seen before. The only thing this change does is let survivors be greedy. You can legit double up on a 0% gen, finish it entirely then go unhook your teammate and lose nothing. This is like adding an extra gen for survivors (an extra 80s worth of hook states) to do per match this is just outright stupid. You will make SWF a nightmare to deal with, camping and tunneling isn't nearly bad enough for you to make a change like this and this is coming from someone who almost exclusively plays solo-q now, please reconsider this extremely shortsighted change.
Why would anyone ignore a hooked survivor for 69 seconds if the killer is not camping? Being in a 3v1 is one of the worst situations to be in, so why would a swf double up on a gen and not save their teammate?
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@Mag1cian said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771743#Comment_3771743
I appreciate the answer but I've never seen someone complaining about lobby dodging due to prestige, if survivors with P100 have a problem that killers dodging them they can just hide it which comes down to option but sometimes survivors dodge lobbys with low prestige survivors (incuding me) and it comes down to poor quality of matchmaking itself, so if you want to increase match quality of matches better imporve MMR system itself which is working very bad right now (even old rank system with emblems was better) but it's other disscussion.
If it was an option, lobby shoppers would just automatically assume that those who have it hidden are p100s, meaning nothing would change at all
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771829#Comment_3771829
Like I said above, that's not actually to your detriment as a killer.
If you're not trying to progress hook stages, IE, camping, then someone being on the hook longer is better for you. Yes, the survivors on generators are progressing their generators, but A: They're progressing the objective slower than if their hooked teammate were doing gens, and B: So are you.
More ability to snowball pressure by putting survivors on the back foot, when multiple players need saving and healing while you're still actively playing and making that situation worse for them because you aren't trying to defend the hooks you're getting.
Exactly. How can people not see that a survivor hanging on a hook is essentially "out of the game" until they are rescued? Leaving that survivor hanging for prolonged periods of time while the killer is applying pressure elsewhere is not beneficial for the survivor team.
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It's a very good and long overdue change that's only going to affect killers that camp a lot (aka "securing a hook stage").
As stated in the dev update, the gen time changes were technically a direct buff to camping, which is a playstyle the devs do not want to encourage, so they are making this change that should have come out years ago with the gen time change.
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No, he's still doing more than fine even without those things
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No
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The mode is destroying killer queue times for both 2v8 and 1v4 and has resulted in 1v4 not having any incentives whatsoever. It absolutely should not become permanent.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771024#Comment_3771024
We have enough players but too many killers. So they just need to make it more fun for survivors. If 1vs4 is having trouble in queques then it's just tells most players prefer 2vs8 over it. If you don't like it you don't have to play it.
The devs have taken away incentives from standard mode to funnel all players into 2v8. Survivor bp gains without a bonus are atrocious, so I am "forced" to play 2v8 instead of 1v4 (which I would rather play) simply because of the atrocious grind, and I assume there are others who feel the same.
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This is in BHVR'S best interest because why waste resources on a male survivor skin that will sell half as much as a female skin? I hate it too, but that's how it is.
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As others have said, it's simply a business decision. If they make an auric cells discount, players are incentivised to spend real money to buy auric cells so they can get cheaper cosmetics, thus BHVR makes a profit. They gain absolutely nothing by reducing iri shard prices.
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Knockout is such a badly designed perk that preys on soloq's lack of communication and promotes bleeding survivors out for 4 minutes. I honestly don't understand why it hasn't been reworked yet.
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Killers have buffed basekits, old cobercharge, insta-cages, tons of aura reading and team powers. The mode is overrun with killer players, which is why queues are 15+ minutes. But, sure, let's give people even more incentives to play killer.
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Again, if a mode is so unappealing for one side that the only solution is to add bots, then that mode has issues and if the devs simply ignore those issues and add bots then they might as well call the mode CoopVsBots
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This. I'm not even a pro looper but if I even simply vault two windows at an LT wall, most killers will just leave me (especially wraiths). They really are looking for babies that just run in straight lines without looking back.
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It wouldn't change the fundamental issue: there is nothing new or interesting for survivors. Whether you're playing with 3, 5 or 7 teammates, it is literally the same (classes are just pre-selected perks). This is probably one of the main problems that needs to be addressed if the devs ever want to reduce the imbalance between killer and survivor queues in 2v8 mode.
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@ChaosWam said:
Unsuccessful? Have you seen the surge of players since it released?
I think we forget that the highlight is 2 killers can play with each other, so that's going to be the more popular angle, even if survivor were throws all the bonuses and shiny toys imaginable. (Unless of course they made the survivor role COMPLETELY broken, I guess?)
I mean, think about it. Killer queue times are insane right now because a surge of players are now able to play killer with someone else instead of alone after 8 years. Of course it's going to be popular no matter what and skew the queue times.If a mode doesn't appeal to both sides in a roughly equal manner, it's simply not sustainable, and I wouldn't exactly call that a success. There is no reason to play 2v8 survivor and it shows.
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@Inosennatoki said:
Increase gen from 8 to 10 and this mode is perfect.
Why? Because we need more incentives to play killer?
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768636#Comment_3768636
Nobody queuing up anyway might as well then all devs gotta do is just not tell you
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768688#Comment_3768688
2v6 its gotta be reasonable
If a mode is that unpopular that no normal player wants to queue up for it (even with a never before seen bp bonus) and you need to fill it with bots, I'd say that there is something wrong with that mode.
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It should absolutely not be permanent. The queue times for anything but the cannon fodder role are atrocious, standard mode lacks incentives because the devs want to to funnel all available players to this mode and it's not even fun unless you're playing killer, which explains why the queue times are unbearable. If it became a monthly 2v8 weekend or something, that'd be fine, but it can't become permanent.
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I did not mean to post this twice.
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I value my fun more than bp and no amount of bonus bp can bribe me into queueing up for this mode again as survivor. The only real motivation was the tome, but I'm done with that.
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@Garboface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3768558#Comment_3768558
One person being chased leaves seven others on gens.
That doesn't matter. 2 killers can end a chase against a full health survivor in under 10 seconds and since there is no downtime where they need to hook their down, they can immediately repeat that.
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It's because most chases in the mode turn from 1v1 to 2v1 fairly quickly and you simply can't outplay 2 killers. For example, I was looping shack against wraith but oops random nurse our of nowhere and I'm down.
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This would probably make even less real survivors queue up for the mode. Nobody in their right mind would queue up for a mode where they know that 50% of their teammates are bots
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@bornagain234 said:
They need to go crazy with the survivor incentive. Without offerings, 400% isnt enough. Either let us use survivor only offerings, or make it 800%
During the event it was 600 ( 5x cakes were common and the 100% incentive )
Even 800 I would only think about it. I think they should make an offering that expires after this event ends, 100% survivor envelopes. Make it the only usable offering.
They could make it so survivor earn 1 million bp per match + whatever they earned during the match and there still wouldn't be enough survivors willing to play that mode.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767718#Comment_3767718
Y'all love keeping track don't you? But what about base BT and anti-camp, or in this mode which gives base Unbreakable.
base unbreakable is only unlocked after being on death hook but it honestly wouldn't even matter if it was available form the start because insta cage-ing takes 1 second and nothing can stop it so there is absolutely no reason to slug aside from bm'ing.
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Because BHVR is "incentivising" all available survivors to play 2v8. That's why they removed the bonus from standard queue. They need more meat for the grinder.
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The devs need to give survivors a real incentive to play this mode. 400% bp bonus is nice, but obviously the main draw of the mode is killer coop, so unless there are additional benefits to make it more appealing to play survivor, queue times won't change
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Guide really isn't that great. The gen boost, while not insignificant, is rng dependent and visionary + half of better together aren't strong at all.
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It's a throwing perk through and through, just like no mither. You bring it if you want to sabotage your team.
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If you want faster queues, survivors need a real incentive to play 2v8 mode over standard mode. Making the survivor side worse is definitely going to convince more players to play survivor in 2v8 mode.