Avatar

KatsuhxP

KatsuhxP

About

Username
KatsuhxP
Joined
Visits
0
Last Active
—

Comments

  • @CrypticGirl said:

    This was why I had suggested longer challenges some time ago, but no one seemed to be in favor of it.

    What I mean by "longer challenges" is ones that are easy, but would take multiple matches to do (i.e. repair ten generators). We've had some challenges like that, such as earn 3 gold emblems in a specific category.

    I'm gonna admit last battlepass I had I think 53 day still as I completed the deep rift, but why would you rather have a battle pass that takes longer than one that is quicker to complete? xD

  • @vanwol said:

    I was changing my perks when i noticed that my huntress started T-posing.

    https://us.v-cdn.net/6030815/uploads/Z2SEKM4SEKTS/e9b3d6ae25b5a9cae1f77fe58840bc7d.jpg

    It's beautiful isn't it? I'd like it if they just let this one be in the game, it's so funny to see huntress randomly t-posing if you don't expect it xD

  • @123player321 said:

    I don't understand why the game doens't remember the filter configuration on this new loadout screen (8.1.0). I dont wanna see characters I don't have middle of the characters that I have. This can be prevented by checking the "owned" option on the filter screen. But when you leave to main menu, the filters are refreshed. It's really frustrating to always adjust the filters that you like, when starting the game. I didn't found any setting that let's to save the custom configuration. Please fix/add the feature to save the custom filter configuration.

    I really don't like it especially that the outfits are integrated in the same menu where I choose the character xD

  • @k3ijus said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760755#Comment_3760755

    Yeah lol i played a little and figuired out just dont make eye contact and you can basically use any killer, with knights recent buff ive just been using him and its really effective

    Yep exactly, with pig you even could crouch after them, I think that also doesn't trigger a chase xD

  • @YulechkaLive said:

    I think, the tasks in the books have been too easy lately. It's boring and uninteresting. Open 1 chest, complete 4 reaction checks... I completed the entire page of the book in 1 evening.
    I would like more difficult tasks.
    I think the tasks in the old books were more interesting because there was a challenge. There is no challenge at all in the new book.

    From all things I imagined to see complained about the bp-quests too easy wasn't one. It's first page like someone else already said, and it's better that way than overcomplicated, it's just to get cosmetic and not to give you a huge challenge xD

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761759#Comment_3761759

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761736#Comment_3761736

    That's an interesting approach. It's basically a catch up mechanic.

    My initial concern is that might be a bit disproportionate of an effect depending on killer. MfT + Resilience vs. Trapper, Doctor, Myers or Pig is horrible to deal with... the same vs. Blight, Wesker, Nurse and Hillbilly is barely even a buff. 😅

    I think in a perfect world where all killers are equal, a catch up mechanic is probably a fine idea, but in a game with such disparity between low to high tier killers, it becomes a bit of a can of worms. We're unfortunately back into punishing the killer for winning territory.

    If we remove hatch it might be interesting if there were buffs in play depending on hooks though. E.g. each time a survivor dies the number of remaining hooks gives a repair bonus, or even a repair penalty. Something like:

    First dead survivor:

    • 3 hooks +9% repair speed.
    • 4 hooks +6% repair speed.
    • 5 hooks +3% repair speed.
    • 6 hooks +0% repair speed.
    • 7 hooks -3% repair speed.
    • 8 hooks -6% repair speed.

    Second dead survivor:

    • 6 hooks +8% repair speed.
    • 7 hooks +4% repair speed.
    • 8 hooks +0% repair speed.
    • 9 hooks -4% repair speed.
    • 10 hooks -8% repair speed.

    Third dead survivor:

    • 9 hooks +10% repair speed.
    • 10 hooks +0% repair speed.
    • 11 hooks -10% repair speed.

    That seems pretty fair. I'm struggling for a lore reason to explain, beyond calling it something like Entity Blood Thirst. The quicker you kill aurvivors the less interest teb Entity has and thua wants the trial over faster. The more hooks the liller gets, the more the Entity wantavto feast on the pain in the trials, so makes gens take longer...

    EDIT: The hardest tunneling killers can end up with survivors getting 9%, 17% and 27% repair speed buff for the remaining survivors... where a killer who spreads hooks gets a repair debuff of -6%, -14%, -24% debuff to help.

    Though on reflection this might have to be something granted via hook stages as the acrue, as the altruistic killer only gets their debuffs when survivor dies... so I'd rejig this to debuffs after 3rd hooks, and repair buffs when survivors die...

    However you get the idea I'm sure.

    Well my initial idea did already say that speed would be to much that's why i'd give vaultspeed or something like that, MFT can and will kill slower killers, that's why I would like to avoid it at all costs xD

    You can have a relatively easy lore behind it:

    The entity feasts of hope as far as I know, that's why he allows perks and items of the survivors and he restrains the powers of some killers, they should have hope for him to be usefull xD

    So a mechanic generating more hope is actually good for him.

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761756#Comment_3761756

    Those are all good ideas. The issue is that some may be too complicated for people to understand right away. How do you feel about a flat minor buff to chase ability?

    Once it is the final two Survivors they both get a slight buff to vault speed (as you mentioned) and movement speed.

    And that’s it. Killers get to keep their gains while giving Survivors some hope. Expert Survivors that like to loop but still might lose will have fun with the buff. Beginner players will feel maybe more confident to take chase making it a good learning opportunity and reward for making it to the final two.

    It shouldn’t sway matches except in very close cases. What do you think?

    I wouldn't see a problem with that I just found it interesting as Idea because it's usuable for every playstyle, but yes this game is really not great in explaining things and with some people not even able to read perks it could surely be to complicated xD

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761749#Comment_3761749

    That’s very interesting. Almost like a resilience/old mft that kicks in for the final two Survivors?

    Kind of, it depents how much the repair-boost in chase would be if the chase-boost is even needed, same with exact numbers.

    I think this idea is also very balanced for all playstyles a survivor can have:

    they hide so they only get a small boost so the killer has a longer time to find them, but they still get a boost and maybe have a chance.

    or one of them takes the risk and grands a huge boost for the other person getting a much higher chance to escape if they can loop the killer for a while. That way it would even value looping-skill in particular.

    Maybe add a effect similar to bitter murmur after every gen to discourage hiding at least a little bit further dragging into interacting with the killer. Of course the exact duration of the auras shouldn't be to long so you only know the direction but not exact hiding spot.

  • Yeah I just came up with it so I can't tell much about the numbers needed to give remotely a chance or to make it not too op, but I think it would be the best for both parties.

    Also I don't know if maybe a little boost for the person being chased would be needed... Idk maybe a few percent vaultspeed or something like that, movementspeed would be too crazy I think if I'm remembering mft and it's potential to drag chases for years xD

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761721#Comment_3761721

    For what it’s worth I completely respect your position. I even agree that it’s completely valid.

    Just from a game design POV it seems… like a loose end? That when there’s two Survivors left with 3 gens left there’s no real motivation or hope to actually complete the match to the fullest. With this hatch idea I imagine it would be too tempting to ignore for the Survivors. It’d lure them to you if they are greedy otherwise they move the game along and maybe get a small chance at a gen escape win.

    But again I do respect your position.

    First of all: I wouldn't and shouldn't have very high hope anyways if I get destroyed at 3 gens basically.

    Second: Giving them a rng element to escape is not the way.

    It would be better to just give them a repair-boost scaling with gens remaining, maybe with the condition that one of them has to be chased to get a huge boost for the one not chased and otherwise it's just a small one for both. That way they would get consistant help AND they would be encouraged to interact with the killer. I personally would prefer this even as survivor and I'd probably be the one that wants to take the chase xD

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761713#Comment_3761713

    What if the Killer gets to see the the aura of the hatch as soon as the second Survivor dies? Just like the generators? It may also decrease the amount tines that the final two hide for too long.

    It’s not just a tiny bit tempting to explore?

    Nope sorry, I'd still prefer having to search people to kill them over having that forth super weird thing I have to defend even tho the survivors may never find it.

    I just have 3 people as wincondition the last one can escape through rng if it has to be, but I want a realistic chance to get my win. It's just not interesting for me to have a chance to lose for absolutely nothing, I didn't like it before where even 3 people could escape that way, I still don't like it today where it would be 2 people xD

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761699#Comment_3761699

    I get where you’re coming from. I really do!

    Tunneling the keyholder would be a necessary evil. It could bring back key stashes. Who knows. It sounds interesting especially with the Weave Attunement Franklin’s Demise synergy we have right now. Add Lara’s treasure finding play style and idk, it feels like keys can make a comeback.

    And it doesn’t mean it has to be unfair, it can be like an exit gate that quickly regresses. Heck, It can be even longer than an exit gate. Maybe key rarity determines how fast it unlocks the hatch.

    It doesn’t sound at least a little bit fun to you?

    Nope not at all, it's just a lot of effort to negate losing to rng, it's not even consistant if I lose to that if I don't tunnel instantly. It was one of the worst things I had a problem with as I started playing and I didn't miss it ever xD

    There are a lot of things I don't have controll over as killer:

    Perks and items of the survivors

    Maps

    Which loops are connected in which way

    and Gen spawns

    I want at least know that I have the full 5 generators time to win, that's all I ask for.

  • @That_One_Friend said:

    Anyone else experiencing random frame drops? I'll be cruising at like 80fps and my game will freeze randomly for a split second.

    Yes it felt a little bit laggy playing singularity, also the pov seems to be... off? Idk, I adapted to it relatively quickly, but it doesn't feel right somehow. Also I feel like you can hear his camera sounds nearly constant xD

    It's not a bhvr-update without bugs I guess xD

  • @angrychuck said:

    Today I was casually play a Wesker game when after slamming someone with my virulent bound they remained in the slam animation. This meant I had multiple floating survivors which was both incredibly goofy and irritating. After they got uninfected from Uroburos they seemed to go back to their regular animations. Has anybody else had this bug or is it just me. BHVR please fix this.

    Just an extra not I was playing on PC after the newest update, that being the one with tomb raider.

    As you can see, yes that Nea is floating and flashlight blinding me.

    https://us.v-cdn.net/6030815/uploads/YTRZ2Q8CPC2C/screenshot-2024-07-17-112538.png

    I think this bug exists since his release, you see it from time to time xD

  • @Prometheus1092 said:

    Gens are automatically being completed randomly in every game I play. Thought it was cheating but it's happening every single game. Last game for example, killed 2 survivors while only 1 gen was completed. Saw 2 working on the same gen. Then suddenly all gens were completed. Not fun for filler or survivor, I won't be playing until it's resolved

    Oh it's bugged? I just thought they are really efficient at the moment. Now it makes so much sense why it did feel so increadible fast xD

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761654#Comment_3761654

    I guess I just think it would feel more thrilling. 2 Survivors left feels kind of boring on both sides right now.

    My wincondition is at least 3 kills, I'd really love if I don't lose just because they brought a key even if they didn't win by doing all generators and escape. The alternativ is that we bring back tunneling people that bring keys in an instant and make them REALLY upset xD

    Oh and it wouldn't feel "thrilling" at all, it's just another thing I have to play around or I'll lose without anything I can do about that. At that point we can bring back old morris because if survivors don't have to do all generators I shouldn't have to do all hookstages to kill them, it surely VERY thrilling if you're just 1-2 hits away from death at all time xD

  • @Jim_Tonic said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760778#Comment_3760778

    would be nice to get an official answer, no heat to you but i very well can imagine them doing this.

    All good I understand it, we'll see on the 25th if you can play together with premades :D

  • @ChaosWam said:

    Like how we have Boons and Hexes, a subset of perks for killer to receive some kind of buff for going to the circle? And what would even be good ideas for going out of your way to do it?

    While I don't know if it will ever happen that we get perks like that I'd find it cool if we get some kind of killer using the basement to summon or maybe change it's form of some kind, that sounds like a really cool form of setup-killer that doesn't involve traps.

  • https://forums.bhvr.com/dead-by-daylight/discussion/420257/soon-no-dead-zones-that-would-negate-hooking-how-are-we-killers-feeling

    I'm pretty happy with it on some maps like midwich it can be increadible annoying if there's no hooks. Besides that we can't have people comp-cornering anymore without any hooks nearby (not that bleeding them out would be a problem if I want to kill them for any price, but it's easier if I can hook them).

  • @Jim_Tonic said:

    Seen a statement about how killers will not be able to que up as a premade together. Is that true?

    I didn't hear of anything like this and I can't believe that they would do that. First of all we have swfs playing together so they want players to play with each other and second and more importanly the modificators are meant to be fun modes to play, they aren't made to be balanced perfectly so I don't think they wouldn't allow playing together in this mode from all xD

  • It's also not just a double stun, I also got a hit with a kind of normal cooldown (I was walking slower) but the stun from the syringe came 2 seconds later xD

    He likes to bug out quite a bit sometimes.

  • @angel13 said:

    as the title says. how is this not fixed yet? skip the loop and get a free hit and behavior cannot fix this?

    if it was a huntress hitting me with the hatchet then whatever but to just blatantly jump from one thing to the next so i cant loop properly? its bullshit especially when someone does it so well

    https://medal.tv/games/dead-by-daylight/clips/ihfc9lqSwiO1kLwf5/d133761jWFuJ?invite=cr-MSxMb2UsMzM4NDc5NjQs

    https://medal.tv/games/dead-by-daylight/clips/ihf8ugkLh-Q3kO3h0/d1337G7pWGz3?invite=cr-MSxteUUsMzM4NDc5NjQs

    It's not fixed because it's meant to be played this way, loops should always have a element that you can mindgame and this loop has it in this shape. While you can get a more or less free hit if the survivor doesn't react in time you also could miss him if he does react in time and the survivor will probably vault the other window and reaching another loop if you're unlucky. You just underestimated him and died because you didn't react very good.

    It wouldn't even be called a loop if you couldn't do that, it would just be a godwindow xD

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758565#Comment_3758565

    Bots are not good in chase. They were once and got so much worse since.

    I believe BHVR kept shadow nerfing them and now they are the same as 50 hours megheads.

    They wait for you most of the time, it just seems they have to think where they're going after you broke their palette xD

  • @k3ijus said:

    [build can only be effective if UR rlly good at huntress]
    Game afoot- changes obsession to whoever has most chase time

    -rancor- you can kill your obsession

    Then equip 2 perks of your choice, i choose aura.

    Next step is go among the game usually, BUT NEVER ACTIVATE CHASE! Hit shots standing still and get downs this way,its okay if you chase for a little.

    When endgame comes, hopefully one will be dead but if not you can hit then m2 someone to mori them, really op but takes a lot of skill

    I understand your plan to get the least chase time with downing them with m2s so you can switch really fast, but I really don't think huntress is the best killer for something like that alone of the fact you have to m1 them to change the obsession. So you're a 110% killer that HAS to m1 for your plan to work. If you wanted a ranged killer for that I'd say deathslinger is better, maybe artist xD

  • @Wiccamanplays said:

    I'm seeing this perk on at least one Survivor in pretty much all of my games. If I'm not playing a very oppressive killer, gens go by scarily fast, especially since regression perks have been nerfed, and after the event everyone seems to have a million Commodious Toolboxes with Brand New Parts. What's more, Resilience can make chases pretty painful when you keep missing what feel like guaranteed hits at windows. Alternatively, instead of bringing a toolbox to delete a gen in 30 seconds, the Survivor brings a medkit and the moment they feel pressured, they just pop one of their million syringes to heal while in chase or one of their million styptics to get a free health state. And with the upcoming changes to Iron Will (which will make an injured Survivor quieter than a healthy one), I'm worried we'll end up back in an 'injured meta' like we were with Made for This.

    Now of course this means little for a Blight or Nurse (you see where this is going) who don't care about a boost to vault speed and can outpace Survivors' generator progress, but for weaker Killers (and weaker Killer players, myself included) who might not be able to convert injuries into downs consistently, Killers who injure passively (like Trapper and Plague) or tend to injure consecutively before going for downs (like Legion and Twins), I could see it becoming a real problem.

    Am I alone in thinking this? Does Resilience need adjustment, and if so, in what way?

    It's nearly the only thing that increases the vaultspeed, I think it's okay how it is. The speedboost is for most players just a boost to their ping (means they react fast enough and shouldn't be hit but ping says yes you should: well not with resilience). Of course it's pretty insane if you already have a perfect ping, but at that point if you're able to make the killer miss by inches a high amount of the time I'd say it's skill and therefore okay xD

  • @sinkra said:

    I main Twins and almost every game is an easy 4k (I blind them with Third Seal and slug all 4). The devs should understand that games are fun when they're challenging. some killers may have complained before 6.1 about any kind of survivor counterplay but listening to the loudest complainers is not a way to run your game. I would be happy if they introduced another game mode with stronger survivors for killers who want the game to be challenging again (for example shorter gen times in this hard mode).

    What exactly do you expect if you go into a game blinding everyone so they can't really pick up each other and then slug them?

    I literally 4 hooked games with pig just by using knock out, you with twins and third seal are so much worse to face, of course they lose xD

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760530#Comment_3760530

    I'd rather have the version where it stayed for 2 minutes regardless of a down. The starting position you're referring to is okay, but it's not that great.

    Well it's potentialy 3 people or more not able to work work at the moment (1 on the hook, 1 has to rescue and 1 you can find relatively easy on the gens or because he's injured, if they heal you're on 4 people not doing gens for a moment. If they don't heal you also have a good second target), so I would say it's more than just okay xD

    I wanted to be realistic with the scenario for every killer, of course you could get more with some killers or if you're lucky, but injuring 2 people AND get a down in 2 minutes without losing a gen or 1 at max is probably a bit much for most killers especially if we talk about setup killers that will most likely use this perk xD

    That being said of course the 2 minute version regardless is of course better and would be nice to have back, i don't think it was too strong anyways especially now that you don't really have insane regression anymore.

  • @HerInfernalMajesty said:

    In your opinion which Killer and/or Survivor has the best sense of style?

    I like the style of blight:

    the combination of his (often) old clothes and the cane is just super fancy for me, I also like the fact he often wears top hats.

  • @snootbooper454 said:

    I am so tired of having to keep pressing the button over and over for each Bloodweb level. Just make it fully automatic so that I can press the button once and go watch some YouTube videos while my BP is spent. It wastes way too much time having to sit here and manually click each level up one by one. Thank you.

    I agree that they have to make it quicker somehow. I'd love to level a character to p100, but it costs so much willpower to just press leftclick every few seconds for 10 minutes straight every 2 million bloodpoints, it's just so insanely boring and useless in the end xD

  • @jamally093 said:

    As a survivor not as a killer since lightborn is a thing and well because of the same reason why I hate them as survivor.

    I'll be carried by the killer and about eh 75% the way there on wiggling a protection hit will save me. Then I'll use Dwight for this example comes in happy that he'll take a protection hit but then that goes away when I see he has a flashlight he's going to try and blind the killer when they can simply look up or down I go on hook because of it and fun fact have died because that Dwight didn't take a protection hit. Now I won't say every player does that where they try blinding the killer while their carrying someone. But for some reason almost all the matches I get when a Dwight, Meg, Ash whoever brings a flashlight it always ends up with them aiming while the killer is carrying someone.

    Now I don't know if their doing it so the killer can't see the hooks aura if so why do it directly at the hook site. If you had a flash bang it would make sense but you have a flashlight. I don't bring flashlights I think their the item I refuse to bring most times other then keys but that's mostly because I either die or exit gates are powered so their not entirely necessary for me but if for whatever reason I bring a flashlight it for a challenge or for myself when in chase.

    Overall I just hate flashlights because of the fact that most of teammates use them while the killer is moving while carrying someone when taking a protection hit is the better option.

    I hate people like that as a killer, it's not even harder to get to the hook looking up or down, it's just a mild annoyance. The only thing more annoying they can do is blinding me while hooking, often they don't even save then, they just do it without any sense xD

  • @bleep275 said:

    I hate playing survivor because of this. There’s so much camping, tunneling and slugging. The whole experience is miserable solo. And when it happens in swf it just ruins the fun and the vibe.

    I strongly believe the face camp meter needs and speed buff and range buff. I’ve been camped by killer just ever so slightly far enough where I can’t get off before second stage. There also needs to be punishment for toxic gameplay on both sides. Not necessarily a ban but punishing enough to make them think twice.

    In general if you, as a killer, have to camp or tunnel for the kill. You are playing out of your skill set. Take the loss and let that mmr to drop so you don’t have to play in such a terrible manner

    It's the other way around, if you don't have to tunnel or camp the survivors are way under your skill set. You will rarely win a match against survivors that know how to loop, manage hookstates and to play efficient in general without tunneling and camping, this game is not balanced to play without it if the survivors know what they are doing.

  • @ProffessorTV said:

    As the title states, why?
    New killers such as the Unknown and Chucky are really powerful and perks such as weave attunement are so powerful that it makes the game not fun. Many of the newer killers can either teleport, attack survivors from ranges, or vault pallets and windows. The newer killers turn anything that the survivors can use to escape or outsmart the killer are either nullified, nerfed, or used against them. Why?

    Could it be that you forget that they have a good amount of build in counterplay? Singularity has emps, vecna has items (not even talking about the laughable skeletons you can just crouch lol), chucky laughs in his stealthmode (not that much of a counter in difference to the other ones), unknown has to hide or be quick, xenomorph has flamethrowers and needs to hide or destroy them, the drones from skullmerchant can be deativated relatively easy and lastly knight has the flags that make his guards sometimes worse to use than playing m1 xD

    So they are strong, but they have couterplay for sure. Besides that no one would buy a killer that's just trash xD

  • @Akeeno said:

    it blocks 3 furthest gens but turns off if you get an down,

    i was playing nemesis and used ci to test it out,

    so i get in and find and injure someone, but i leave them so i dont lose corrupt so soon, {30 seconds in} look for someone else and a gen gets complete, halfway through corrupt.

    im in a lose lose, down too quickly, lose corrupt, dont down to spread pressure, lose a gen.

    the perk needs something else, because right now its not that strong i think dead lock is better,

    would removing the down condition be too strong?

    its kinda like the over nerf to ruin, when someone dies it goes away, thank goodness they got rid of that, but its still a weak hex.

    The purpose of corrupt intervention is to slow down the early game until you get at least you first down. In optimal case you injure 1 survivor and then get a down deactivating it, now you got a down and 1 survivor that has to heal, it's a great position to start.

    Well in nemesis case it's even better, you normally want to tentacle one survivor, leave him and tentacle a second survivor shortly after to get to tier 2 quickly, the entire time doing that the gens are blocked.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759812#Comment_3759812

    For the record, while I heavily disagree with OP's assessment of this perk, the problem with old CoH was ABSOLUTELY the speed, not the infinite self healing.

    Survivors currently have a source of infinite self healing, and it's borderline throwing to try and use it because of how bad it is. Speed matters, and the situation with old Circle of Healing was that the whole team got to heal themselves faster than someone else healing them as long as they met the exceptionally accessible criteria of "also bring a medkit". That was the problem, the already too strong medkits being supercharged by CoH, which on its own was still pretty alright.

    That is what made injuries not matter. If everyone was actually spending 22 seconds in a boon healing, after the time spent setting it up and the time spent running to it, your injuries would've still been a (fairly weak but noticeable) form of pressure because that forced survivors off generators for longer. However, everyone spent between 8 and 12 seconds to delete the pressure of your injury, which is both almost certainly less time than you invested to get the injury and barely any time to set up a snowball.

    This was also the problem with old medkits, which didn't require CoH to delete pressure from injuries. The two together were just a complete nightmare.

    Current CoH is pretty good. It's exceptional in SWF, and pretty alright in solo queue. It doesn't need the self healing back, especially if that self healing could be made faster than someone else healing you, which was the old problem. While that's less likely now that medkits are properly balanced, there's still no reason to buff CoH in that way because it's already pretty good.

    It wouldn't matter at all, while it's of course better if it takes less time to selfheal than getting healed by someone else, it doesn't change the fact that you don't preassure 2 people at the same time anymore. Even if you just use botany you're at the normal 16 second heal, so you have just one single survivor that heals himself at normal speed, while the other survivors still do gens without getting off.

    Of course the old version would be much more insane, but it wouldn't be less worthless to injure people with this version.

    That being said, I see your point and I agree it was stronger than that version would be.

  • @korrok said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760070#Comment_3760070

    What do you mean they can't? Don't they have the last word over their game?

    I don't know the exact reason, but I that's what I always heard. Maybe they just won't do it, Idk xD

  • @korrok said:

    I want to avoid doing repetitive movements to avoid straining my hand, and this would allow me to do housework while I spend my bloodpoints.

    It offers no advantage in game unlike filters and crosshairs, so I'm curious about BHVR's stance on this matter.

    Nope you are not allowed to level up with an autoclicker, while bhvr won't chase you for it they won't unban you ether if EAC bans you, or better they can't.

    I hope they make it quicker sometime but for now you have to click every few seconds in the middle and trying not to die of boredom xD

  • @Langweilig said:

    They should bring back circle of healing with 50% self healing speed and make the anti boon perk basekit.

    It is completely useless currently and the self care aspect was the only thing going for it, because it is simply not worth to run longer to the boon than it saves you time.

    It would make matches last longer in a healthy way.

    Since when is healing yourself infinetely and therefore making injures worthless a healthy way to extend matches?

    The problem on old coh wasn't the speed of the healing but the fact you could selfheal infinitely. No one had to leave gens because everyone could selfheal at any point, so injures didn't create any preassure anymore.

  • @AngelOfHope2017 said:

    Why not make the game fair so that SWFs and Solo's have the same advantage? It sounds like discrimination against people who don't have friends to play with.

    Because this wouldn't only buff solos but swfs too. Old coh was broken because it allowed infinite selfheals for anyone for one single perkslot of one single survivor. It made injuring people worthless and made the people on gens just stay on gens because the person heals themself anyways, this took any preassure injuring someone would give for basically nothing.

  • @AngelOfHope2017 said:

    Here is a suggestion for Circle of Healing… Yes, it should have been nerfed. However, it's worthless now. I suggest making it so that people who heal themselves in the Circle of Healing range only heal at the same speed as self-care (or even slower). Then it might be worth running again.

    It is worth it, but only if everyone uses it like they should, that's mostly only possible as swf.

    It still shouldn't get the selfheal back, it just makes injures worthless for only one single perkslot xD

    So it's for solo-q mostly worthless: yes xD

  • @vulter699 said:

    hello .. i hope everyone is doing great

    about the topic .. i know what some people will say

    go play childish games and that stuff!

    no please i'm adult man with almost 35 years old .. but i have a point my opinion

    i play horror games and watch horror movies and my favourite games are silent hill and alone in the dark 4 and the evil within 1

    but there is something that i think Dbd should consider while developing the game

    i think the characters of the game are mostly loved because of appearance and voices

    making a loved characters to be executed in some way isn't a good idea

    for some feeling reasons and mental health reasons for those who about to have relationships

    lets be honest .. most players are early twenties .. and this generation want to be more like fiction than reality ?

    what he like .. he will wish to do or at least in his imagination will do

    we are all safe because of the fear of the system .. once the society collapse for a revolution or any cause

    the imagination of the groups will be possible in reality!

    history said that many times

    so why we don't take action from now to be sure that if the system collapsed we still have the respect of innocence in our people minds?

    i'm not asking to make the game very cute or something

    i just want something that don't seems to be effecting .. for example

    the Unknown mori have that sense of Japanese ######### that end to kill in their deep dark pornography

    the robot mori is very intense .. the character face get exploded in painful way that make you feel sad for the character you love

    that's the what i mean about the unwanted violence

    lets make the game return to it own root when it starts

    safe with normal possible horror

    thank and please forgive my english

    It's own root? Hag eats your organs and clown cuts your finger off, licks and collect it.

    I really love the mori of singularity because it's so beautifully unnerving with him saying "your death will be quick possibly painless" in a complete neutral and calculated tone. I personally like horror-movies with a lot of blood and violece like terrifier so I'd love to have more moris as brutal as that.

    Besides that it's rated 18+ in germany, so I don't see a reason to censor it or keep it low, that's what 16+ or lower is for.

  • @BaschFonRonsenburg said:

    Everyone knows distortion is a great perk. But is it really? Is distortion good for solo, selfish playstyles? of course! But is Distortion good for team play? absolutely not. Consider this, you have two survivors who run distortion on a regular basis, they both load into the game and a hillbilly (me) is running lethal/bbq/enduring/bamboozle. I (the killer) now only know two count'em two (2) survivor's locales. Due to the token gain of Dist, they will continue to be hidden from my aura reading capabilities throughout the match. Given this, they likely will never be targeted until they run out of tokens (unlikely) or until they are the last two survivor standing (crouching (behind a rock) lets be honest).

    TLDR Distortion leads to ur teammates getting qq'd faster good job

    And the problem of that is? Perks that are not team-based are always just for personal gain. They decided that they want to get found harder by auras for themself so they use it, it's not like the other survivors couldn't use it too. It's same with anti-tunnel, if it's a big deal for you then run anti-tunnel yourself, is it not then don't run it and try to deal with it.

    After that logic are people that are good at looping killing their mates because they are less likely to be chased. Same with people running otr because they are bad to tunnel, so killer will probably switch and tunnel someone else.

  • @FerrariZT said:

    The witch don't have any delay when she teletransport to each point and she can basically attack inmediately, that really sucks and makes no sense for a survivor to keep running.

    that's the only thing she has going for her? What do you want her to do, chase you with 4,4 meters per second without any power? xD

  • @JoeyfromLegion said:

    2k, 3k or 4k? 20000 bloodpoints? Anything other than Entity Displeased/Hungers? 8 hooks, 12 hooks? When do you tell yourself "Yes, I won this match."?

    3k is win, 4k is better xD

  • @Nightram said:

    After we got BOTS. I honestly thought the DC penalty would get reduced or removed.

    In my opinion I think the game dosen't need the DC penalty anymore. Because we now have bots that replace when you get or you manually DC.

    Sadly we don't get a BOT killer if the killer DC. I hope we get that soon. But maybe best in the custom game arena.

    It is actually causing a problem. A small DC because ur network, or a power outage, or other reasons.

    What is the longest DC penalty can be?

    Imagine you have had many accidents with the internet. And you suddenly Get a DC penalty of 48 hours. And you were playing with friends. Then all of the group has to change to another game to play together. Or you just leave while they have all the fun. It isn't fair at all.

    Not everyone manually DC because of a reason.

    It's okay to DC if you can't handle a killer, or you get too many of the same killer in a day. Or just tired of tunneling. It's okay to DC. Even for the killer side. DC because survivors have become too good at looping.

    I think the longest MAX DC penalty should be 30 minutes, and then after another DC it refresh to 1 minute.

    And then after 12 hours the DC penalty stacks should refresh to 0.

    tbh I don't want any DC penalty at all. I don't see the point in that function anymore. Since we got the bots. You already lose all of the points, and then harsly get a timeout.

    DC penalty could get changed into if you get reported for a valid report in the endgame report system?

    What do you think about removing or reducing the DC penalty?

    Bots don't fix the problem that this game was ruined, the survivor will probably still loose on a early dc. Just because there are bots taking over it doesn't mean everyone should be free to leave the match because every little inconvinience. You already told the reason they leave sometimes and not a single one of them is right to leave on, it's problem you can fix by playing more or take a break, if you can't stand it then don't play for now.

    There's no reason to let people ruin games for free, I saw so many games as killer that would be easily winnable for the survivors if they'd just stay and don't dc instantly it's not even funny.

    We rather should fix the penalities on loosing connection or the server dying and increase it, there are way to many people just thinking about themself and ruining games for other with dc's

  • @Midnight_Hysteria said:

    https://us.v-cdn.net/6030815/uploads/VNEDP119L515/image.png

    This has been consistently happening to me every time I've been sent to the cage of atonement

    Ah yes I think I had it 2 months ago or something this also, it's like this for a while how it seems xD

  • @HerInfernalMajesty said:

    How do you feel about an Invocation perk that takes 120 sec to cast and that spends one of your hook states to bring all dead Survivors back to death hook state?

    Dbd is for sure not balanced for that, it's pretty normal to get to a kill at 2 gens maybe 3.

    What do you think will happen if the survivors gets revived? Exactly, I've wasted my time from 2-3 gens basically and did accomplish nothing. Now of course you could argue that it takes 120 seconds and one person that doesn't do gens, but I don't have the time to defend the basement while I'm on 2 gens, and even with 2 people doing the invocation I have one person at gens and 2 in the basement.

    Realisticly I'd probably just tunnel the person out instantly, I'll probably still loose and it's probably not fun for the revived survivor.

  • @HerInfernalMajesty said:

    It’s not just me right? All Yun-Jin Survivors are heartbreakers.

    Leons ether don't want to get found at all and die relatively fast OR are overconfident to get chased and also die pretty fast. I've rarely see a leon being good, most of them wear the re4 outfit interesting enough xD

  • @jamally093 said:

    So I was thinking of killers I haven't played as in a good while because I just don't want to play them not even for casual gameplay what about you dear reader what killer's do you not want to play as even if it was casual.

    Nurse: Her power is just really hard for me to master plus with how matchmaking is I highly doubt I'll even get a single hit using it.

    Skull merchant: Minus her Adept, any archive challenges, unlocking her perks and that one achievement that requires to hit claw trapped survivors I don't play her since well most people overall dislike facing her. To me she's not bad since I would use her for the purpose of an anti-loop killer but I've had survivors DC or let go on first hook because of some Skull merchant who still try pulling all the chess moves in the book so I don't play her because I don't have a challenge or any way of knowing new perks to use on her as everyone just doesn't want to face her.

    Trapper by far, I just hate him. He's so increadible boring to play as for me, I like to play killers where I can flick or do fancy throws, I just don't like his ability to set down a trap and then being the most basic m1 killer imaginable xD

  • @C3Tooth said:

    Anytime survivors have 4 gens done and killer has 1-2 hooks. Survivors start to do totems, chests, sabo hook, interact with killer's objects but not Gens.

    It's completely logical for me, it's the same for me as killer:

    Sometimes I just don't have time to pick-up invitations on the way or break every pallete or so on, so I just play until only 2 survivors are alive without distractions and then I do the things I didn't have time for.

    It's only natural for me to ensure I don't lose because of that, but at the same time still get the points.

  • @OmegaXII said:

    1. Survivor puts on DS/OTR, afraid of ‘tunneling’
    2. Killer plays nice and not tunnel
    3. Survivor feels their perks wasted as they didn’t get any value from it
    4. Survivor proceeds to bodyblock Killer to get value
    5. Killer commits the chase and ‘tunnel’ him out
    6. “Every killer tunnels, and perks don’t help!”

    Seriously that’s what happened in my Killer games. So many times I’m accused of tunnelling because someone decides to bodyblock me when I go for the unhooker.

    Anyway, I think with the new babysitter, this is gonna happen a lot more often.. TT

    That's absolutely no tunneling, the survivor did want to use his perk for a thing it's not made for and you punished him for that. That's just a try to make themself feel better for misplaying completely.

1 … 25 26 27 28 29 … 35