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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696184#Comment_3696184
In fact, I wanted spine chill back more for the suspense factor that the perk gave, it activated and I didn't know if the killer was near or far, or where he was coming from, and when I tried to escape I would come face to face with him. ,
but I understand your concern and certainly many main killers would tell me that they would like the old "mement mori" to return, which killed with just one hook, only increasing its rarity, as a girlfriend of mine who promoted tournaments once said, I would say that even if only like this to have mori once a year there are unlucky survs who can face more than one killer with mori in a single day, there will always be criticisms of anything that can come back into the game
Maybe, if the one-hook mori would only work nowadays if the killer couldn't use perks or add ons, since survs have BT base kits, but it would still be strong, I just gave an example, so I'll respect your opinion against the SC, I even have other ideas that I mentioned in the post, you just have to see if you want and say what you think ^^
The idea with the revealing through auras weren't bad. But it would be kinda like a bad object of obsession i think (sorry I don't know what it does at the moment, but I think it shows the killers aura if he see yours), so it wouldn't be very nessasary to have it a second time xD
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@jamally093 said:
I hate facing her because of the fact she gives zero reaction time. She will hit me before she even appears after a blink even then when she hits she's still in the pose should be exiting a blink. So I have no reaction time facing her because I don't know what to do vault doesn't work because either A hit validation thinks nah you got hit from miles away or B. She lands right in front me. I don't want a major nerf on her all I want is just a delay between her exit blink and when she can hit that way a survivor has a chance to react and move out of the way she can still lands hits since it would be major but just enough to where she actually appears after her blink and does her hit animation because feel like Nurse just never has hit validation because of her power. Also hiding in a locker doesn't work since once you do a fast exit she still has enough time between the fatigue and the small amount and i mean small amount of distance to still hit you. I wish I could record my match because seriously she is hitting me way before she appears I get hit validation isn't 100% perfect but for Nurse it feels like it goes into the negatives of making even just a little sense of how it counts as a hit.
Is this me saying "Nurse requires no skill to play" no she does require some practice and skill this me just saying that it's hard facing her because of her power messing around with hit validation.
I'm gonna be honest: I never saw her hit me bevor appearing xD
Well besides of this I like to play against her, it's a unique experience to play against you won't find on any other killer. I have to say that I don't play against the best nurses so maybe that's the reason xD
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696063#Comment_3696063
The translator translated it wrong, I meant that I'm not playing the game, because it's difficult to play soloQ, anyway, I understand your point, thanks for the feedback, good play to you
Helping solo-queue and making an branch of killers useless is something else:
they have to do something to help maybe basekit-kindred or bond, but they shouldn't give perks that counter an entire branch of killers.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695885#Comment_3695885
Ok I understand, because of you I still don't play the game, right
Well I can't say that I like to talk to people like you very much, so maybe it's for the better. Was a nice discussion, I wish you a great day! :P
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@PilotBob654 said:
So, for the past month or so, I've been thoroughly enjoying Bubba. I've gotten many complaints over messages saying that I'm either 'camping' or 'tunneling' on account of going for the damaged survivor when they get off the hook. Also, telling me it's typical for a Bubba to do this sort of thing, having no surprise in the slightest. Am I missing something? To me, it makes sense, why would I not go for the only vulnerable survivor when they get off the hook? They're damaged.
Anytime I play survivor myself, the killer goes after me when I get off the hook many of times and it completely makes sense. Why wouldn't they go after me when I am damaged and vulnerable? I'm not bothered at all when they do this so called 'tunneling' because as I said, it makes sense. The killer can do whatever they need to get their kill. It's their job after all.
Another thing to point out, is that whenever I do this 'tunneling', I get complaints saying that it is not fun. If it is not fun, why is it an option in the videogame? If it's part of the videogame, you need to accept it for what it is. Complaining about it isn't going to change my mind nor other people who I've come across do it too, we will do it regardless. Survivors can do whatever they need to escape through the exit, and killers can do whatever they need to get their kills.
Stop complaining about it. It's a videogame, and we can do it as we please if you like it or not.
You did everything right, you don't have to play "fair". I played the game 100% fair at the start and was basically always insulted because I was "bad" even if I handycapped myself because I wanted to be nice. So now I don't play with restrictions, I just use the chances I get, if the survivor gives me the chance to tunnel and camp him without losing preassure I will do it. Interessting enough are some people even nicer to me since I play that way.
You can just ignore everyone saying that it's not fair or unfun, most survivors wouldn't let you win a chase for free or don't do a gen if they have the chance to, so you don't have to play like they want xD
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Do you care to explain what you find unbalanced? It's a pretty uninteractive discussion otherwise xD
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@Commander_Nefarious said:
when i play nemesis, billy, demo, i cant hit a survivor right in front of me when they crouch, how is that not an exploit? so lame, it not like if they crouch behind a rock or something, why does the hitbox shrink so drastically?
It is an exploid, they've already announced that they want to fix it as far as I remember. They won't ban anyone for it, so it's kind of a gray-area.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695888#Comment_3695888
That's the thing, you already know the maps.
If you don't know the maps, using WoO highlights all the windows and pallets, and basically sets your route automatically. You don't have to learn the maps, because the perk does the work for you.
I call it a satnav perk because its the same effect as a satnav when driving. If you drive somewhere without a satnav, and instead have to learn the route via landmarks, you can drive somewhere maybe once or twice, and you know the route.
If you use a satnav, you can drive the route 100 times and still not know tne route, because you never learn any landmarks or environmental cues, so the moment you don't have the satnav, you don't know where you're going.
Windows of Opportunity has exactly the same effect.
For higher levels players, WoO tells them pallet states and structure spawns. For low level players, it's a satnav, and it makes them worse at the game, and that is from my own low level player perspective.
So I want to nerf it so high level players can still use it how they would normally use it, but low level players can't use it as an auto path tool, it doesn't just light the way, they have to remember and recall the information WoO revealed to them after they take a pallet/window, which will ACTUALLY help learn the maps, and benefit them in the long run.
With this change I would start recommending WoO to néw players, as opposed to how it is now, where I recommend it only so they don't get immediately crushed at loops and can see the fun of DBD, at which point I tell to ditch it ASAP.
Well I guess it depents on the person how they want to use it. I'd say it's the same with the flanell-addon of nurse, you could use it permanently without ever learning the muscle-memory because you don't chain it together in your head. But you could chain it together and look actively for ways to learn the muscle-memory as well. You just have to want it.
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@UndeddJester said:
To be fair... the OP is not wrong. If you play WoO while learning, you won't learn any of the maps or how to get better at looping them, because your pathing becomes autopilot, so you never actually develop any of your pathing or looping skills.
I had to ban myself from running it, because it severely hinders my ability to assimilate and learn the structure of maps. It's annoying, cause when onboardimg a new player, I want to tell them to use WoO to help them be somewhat effective at making windows and pallets while in chase and experience tne fun part of DBD... but I also know this hurts them in the long run…
I would want it nerfed, not because it's OP, but because it actively hurts you from getting better at the game. It's the satnav of DBD, you never learn where you're going, cause you just rely on and follow the satnav.
I would prefer it even if it had a just had a flat 32m range, and a 10/9/8s cooldown after taking a rushed action or dropping a pallet, just so you actually have to briefly remember the layout of the tile/map in order to use it.
Why wouldn't you able to learn structures with it? I admit that I know every map anyways because I play killer more than survivor, but I can tell pretty good which palette aura is related to which structure in the map and therefore I know how to loop it from there. Of course that means you still have to think for that to work like that. I don't say there aren't any players that just autopilot it, but that's on them using it wrong and not the perks fault.
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@JoaoVanBlizzard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695439#Comment_3695439
Exactly, I really want to, but you're wrong that the speed reduction doesn't make a difference, it really doesn't for you because you're a main killer, but it's the same thing as me saying that Nurse's fatigue isn't a big deal, but whoever plays with her you know how boring this is. I think it works, that's why I already said, I wanted to see it in a PTB, but I don't think veterans would use it, there are better perks for them
Another detail is that no one plays with stealth killers anyway, but that's not the fault of the perk, they need buffs or new powers
I'm sorry but still no: You want this perk to avoid the killer, means you will leave as soon as your perk aktivates or closely after, so as long as the lowered actionspeed isn't 10 or more percent you basically won't feel it. So it's not even enough downside to be felt in the slightest against the advantages. That's not even comparable btw because you have to go through the fatigue every blink-chain, besides that it's 2 or 3 seconds.
And just because they are rare it doesn't mean you should have a perk to hardcounter them, that's a logic without any sense.
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@ilmiglioree said:
self-care 45 seconds,
Boon totem: 20 seconds look for the totem, 15 seconds turn on the totem, 35 seconds wait for the companion who notices you (maybe) and comes to you, 10 seconds of healing. 80 seconds ... bond: look for a survivor to heal you for 20 seconds, heal 15 seconds = 35 seconds... in reality, every time I turned on the totem no one came to heal me and I never used it again... It need a buff, which you can heal yourself at least 40% (self-healing is 35%) or you can see the aura of the nearest Survivor for to meet at the end of the aura of the totem and for understand if anyone Is coming for me or not.
Well it's a perk that benefits the entire team IF they use it like they should, bhvr can't do anything against your mates ignorering the totem. The selfcare-part shouldn't ever come back because it was just way to broken to have survivors that heal themself constantly. It just took away any preassure you'd get by injuring people without downing them.
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@AhoyWolf said:
By that I mean, Red Herring should give you a new temporary item when gathering Generator charges, when this item is used, it creates a loud noise notification for the Killer.
That sounds kinda meh right? The fun starts when you drop the item on the ground, when you enter a locker while your item is one the ground, it also creates a loud noise notification at the item's position and the item gets removed like if it was used normally.
This could allow you to place it literally anywhere without intentionally or unintentionally bming your teammates while trying to use the current version of the perk. It would also work if other teammates picked your item up from the ground >:)
Sounds like it will hurt survivors more than killers xD
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@BugReporterOnly said:
If I move away from them I should see them I'm sick of them going into me and making me loose them. If anyone gets in my face like that you bet I bloody see them IRL.
I mean at least they gave us basekit-shadowborn, so it's at least a little bit easier to see now xD
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@tyantlmumagjiaonuha said:
https://youtu.be/49RNZBzf0H0?si=8zexmw4kpw7j4Lg-
The streamer who started the match, which had one anonymous player but was otherwise a common CNPT, played against a group of people who were using infinite DS, DH, acceleration and aerial flight and made a video. Perhaps a cheat-granting hack, but they all engaged in uncontrolled behavior as if they were cheating of their own volition.
Normally, if you are a survivor player and you find out that you have been given a hack, you may choose to leave the match on the spot or go in front of the killer and abandon the match, but I wonder if there are more players in the world who take advantage of this situation.
I would probably let him kill me.
I've had a bug a year ago or something where my phasing-speed from spirit was permanent on me. I found it funny and downed 1 survivor with it but after that I just let the other survivors pick him up and let them do all the gens. I explained it in the chat afterwards too.
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@Thavus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695261#Comment_3695261
I'm a killer main, what is crouch tech? If it's a bug that people are abusing, then they should be banned for it. Did BHVR confirm it was a bug like they did with "Hug Tech"?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695320#Comment_3695320
It's many times more cruel that players were abusing bugs and ruining the experience for everyone else.
Crouch-tech is a technic where you crouch just before an attack, you can use it to make killer miss like: hillbilly, demo and blight (i'm sure there are more, but I don't know every killer).
It's confirmed to be a bug: Crouching should lower your hitbox on the top but shouldn't make it thiner like it does in the moment.
And still: No, as long as it's fun bugs that aren't gamebreaking like the one glitching in lockers to be invinceable, no one should be banned for using them.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695412#Comment_3695412
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3695427#Comment_3695427
This brings up another poitn I forgot to mention. You said that people who use it "don't know how to loop". And I agree. But the issue is that this perk disincentives learning to loop.
Because if you run a Killer through half the map by dropping every pallet you see and then you loose the game, most people won't realize that this use of Windows of Opportunity and pallets caused them to lose later in the game, they'll just think about the more direct thing it did, that it helped them run the Killer for so long.
Also, while me highering my MMR would help me not play with/face these people, others still would. It is a fundamental issue that makes games more difficult for every Survivor on that level, not just for me.
But just because a certain group of people don't know how to use it effective it doesn't mean it should be changed. Learning how to use perks, items and offerings as well as looping and decision-making is a big part of the gameplay-loop. Of course that does mean that some games are weird or lost because of this, but I don't think we should make everything as easy to use as possible or nerf it to the ground because of this.
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@Viper73 said:
When get we get killers to stop camping on Hatch when they camp on the Hatch survivors can't go through the Hatch it's the same thing as hook guarding which I like the update to try and stop hook guarding by the way but end game it let's the killer hook guard
I mean waiting on the hatch to look where the survivor is is very smart, sometimes the gates are just to far apart to defend them, besides that you have lost 2 chances already as survivor then:
- Chance of winning the game with your team
- Chance of finding the hatch first
And camping in endgame is fair, the killer doesn't have a reason to chase more than one person, the other people will most likely get out anyways, so it would be stupid to go away.
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@JoaoVanBlizzard said:
I realized that the problem with "Spine Chill" was the fact that it was useful in any game and in any situation, so a lot of people used it, this was due to the bonus in the actions that you got whenever the killer looked in your direction, so an idea What I thought could make spine chill more useful would be this:
-Buff: The perk detects the killer if he looks at you even through walls (as it was before the nerf)
-Nerf: whenever the killer looks at you, the speed of general actions will decrease (before it increased)
This way, the perk will be useful for less experienced players to avoid killers and stealth resources, however, if the killer doesn't have any stealth resources, the perk will become useless and even harmful, as it will slow down generators and other resources, causing that players who don't need it don't want to use it
Before the nerf, there was no situation where spine chill was not worth using, after the nerf it became completely useless, because it is not really effective at all, with my idea, whoever uses the perk will be able to avoid stealth moves, but at the cost of having your actions slower
Now that there is observation mode, the devs could test my idea, if it doesn't work they can revert it, but spine chill needs some adjustments, not only is it weak, but even those who put it in the build don't get any use out of it.
So you want it to be hardcounter against stealthkillers again (the mainpoint why they nerfed it). I'm sorry but the slower actionspeed is no disadvantage in any form, you can hardcounter an entire branch of killers and there's basically never a reason you should stay if the killer directly looks at you for long enough that this hurts xDDD
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@KayTwoAyy said:
There is "playing the game," and there is "trying to be the only one having a good time."
Surely it doesn't take a 20-minute player satisfaction survey, which won't even reach the thousands of dissatisfied players who have abandoned the game, to identify the numerous design choices that have made this game an attractive choice for the black of heart.
I don't play Killer enough to encounter the "4-man sweat squads" that others bemoan—I really couldn't say how common they are since recent updates. But this sentiment extends to them as well.
The massive power swing provided by perks and add-ons does not do this game many favors.
Well it depends on the person why they play like that, I don't play sweaty to be only one to have fun, I just learned after beginning the game that most of the people won't thank you and just insult you if you play nice (interessting enough some people are even nicer if you play sweaty). So I just play as good as I can without holding me back on my tactics depending on map-offerings and items xD
Oh btw: 4-mans are more or less regulary a thing, they really like to bring eyrie, the game, haddonfield or gardon of joy and to use a lot of flashlights, toolboxes and sabotaging. It's quite annoying but after a while you learn to kill them (you have to play really dirty for that sometimes)
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@chokingbones said:
This is my personal take:
- There is cross play already in the game, I don't see how this would cause an imbalance in the game. (Games like Apex, R6 etc, impose heavy restrictions on it's usage, mainly due to the fact that the games don't feature cross play.)
- HOWEVER, console players could use this to their advantage by disabling cross play, and using mouse + keyboard, so what I'd suggest, is this:
"Disable the feature to disable cross play, if it detects a keyboard/mouse is being used, this obviously would prevent players from abusing this ability"
Dead by Daylight isn't known to be a "competitive" game by any means, but allowing cross play between all devices (even including Nintendo Switch players) COULD cause a "unfairness" value to players on a less fortunate setup.
This can easily be determined from how a survivor/killer plays :
- Console killers tend to get stuck between objects while looping a killer.
- Inability to do game mechanics, especially on less experienced players.
- Limited functionality when analyzing the killers movements (such as looking back)
Statistics wise:
The ratio of PC/Console players are quite equal (I get at LEAST 1 PC player, and 1 Console player in every lobby, and more often then not, the killer often plays on PC)
Another thing to note is that there are players who accidentally toggle an action they didn't mean to do.
- This is very common when I'm playing on console, even setting different key binds doesn't help, as the game registers some mechanics into one.
- Sensitivity options on survivor and killer are also very robust:
- Console survivors and killers have to turn up their sensitivity, but this also toggles on the killer's ability, and the survivors item usage (such as Nurse's blink, or survivor flashlights), causing a very janky feeling when performing said actions.
One of the main arguments about this feature, is that:
"it'd be easier to just get a PC, if you're playing mouse/keyboard on console"
This can easily be put down into the same problems, such as financial issues, easier accessibility, comfortability, ETC.
All this being said, if this is a mechanic that COULD function (with no issues) AND be added onto the Xbox S/X and PS5/4 versions of the game, it will definitely give us console players our shine once again.
Thank you for reading - chokingbones
I'd say go for it, I never thought it would be a problem balancewise, I just don't know if the consoles on itself even have that support (sounds stupid I know, I just have a switch and a pc nothing more I'm sorry).
So I would be happy for you if you get it! :D
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@VibranToucan said:
Windows of Opportunity (commonly referred to as 'Windows') is a perk that allows the Survivor who runs it to see the aura of windows and pallets within 32 meters of themself. This can be used smartly, to scout the map or to know what pallets have been dropped by teammates.
However, a lot of times it makes the game frustating for both Killers and Teammates. This is because quite a few players are overreliant on the perk. They play chase by running to a pallet, dropping it and then just running to the next one, not really knowing how to run loops or keep chase without it.
For Killers this can be boring because the early chases are boring and long, and when the pallets are used up, the later chases are boring and short, because the Windows of Opportunity user is now easy to catch without pallets to run to.
In addition to that, a lot of times it is detrimental to your teammates. When I play survivor I had quite a few matches where fellow Survivors used Windows of Opportunity in the above mentioned way and used up a lot of pallets too early, making survival in chase not just harder for themself, but also for me and our fellow Teammates as we couldn't use them either.
In addition to that, it is by far the most used perk in the game and I am not a big fan of meta stagnation, where everyone runs the same perks.
My suggestions for the rework are either to make the radius smaller, give it a cooldown after dropping a pallet (and maybe increase the radius in exchange) or change it so you can only see dropped pallets, instead of both standing and dropped pallets (and maybe increase the radius in exchange).
You're talking about new players that don't know how to loop. I personally just use it as support to know where a palette is already dropped or gone and on which side they stand, so I just know how to loop it without the factor of rng. I don't think it's a problem as killer ether, I never thought I lost because of windows (I play around 70% killer and 30% survivor).
@Flawless_ said:
Windows does not remove any pallets so your teammates can still drop every pallet with or without it. You are advocating for punishing solo q players who can’t rely on teammates to keep track of dropped pallets. As a killer, that’s one less Adren/UB/Buckle Up to worry about and a perk slot that does nothing to advance the game so it’s actually a fair trade.
You should probably try to get your Mr up so you’re not paired with terrible teammates who don’t know how to loop. That’s an easier solution than requesting a change so that YOU can get better games.
I agree, I like survivors with chase related perks more than with progression or second-chance
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@Thavus said:
So now that Blight's Hug Tech is finally fixed in this upcoming PTB, can we please ban everyone who was abusing it?
Just after we fix and ban everyone that's abusing crouch-tech!
Do you see why it will never happen now?
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I mean after 1 hour you've won automatically if you want to wait so long xD Besides that there's only the chance of finding them or hoping the crows do their job ^^
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694403#Comment_3694403
I have Twitter of the same name C3_Tooth
I drew lewd sometimes, please process with caution.
Thank you! Could be a interessting combo with your artstyle :D
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694427#Comment_3694427
But it does not do that much once the survivors figured it out, especially because of the 1 time use per Gen...
Yes you're right, but he said before it's to hard to react to crossmaps from billy. It's only hard in any way with that combi (or any perk capable of giving undetacable or oblivious) outside of that it's really easy.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694418#Comment_3694418
Except she wasn't bad and looped him well during game, but in that moment we did not hear him til like a split second before she was hit.
Probably the one purple addon that makes his chainsaw silent combined with tinkerer. It's a really evil combo for crossmapping xD
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694402#Comment_3694402
It's a lot harder for Trapper or Bubba to down all 4 survivors. A lot harder. Especially for Trapper. If all survivors are downed by Trapper, most likely it's the survivors not being cautious enough. You cannot say the same for Billy. Not at all. Or even blight for that matter. Because I've literally seen him fly in and instadowned someone on a Generator so fast there was literally no time to react.
That was just the survivor being very slow to react, there's no reason be crossmaped against a billy, he could've heard his chainsaw and therefore direction and hide behind the gen. It's really easy to dodge.
And yes it is harder for a trapper, but as long as the people know what they are doing you wont be slugged by a billy too. Bad teammates are not killer specific and will loose you the game, no matter the killer like I already told.
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@SuperCop said:
"Just Position yourself better!" Yeah, because we always know exactly where the killer is going to come from at all times and its not like we're not doing anything that requires us to be stationary like repairing Gens or unhooking a survivor, healing, etc.
Even Billy players have bragged about survivors not having time to react to his speed.
You can hear his chainsaw (except with one addon but that's something different), you know EXACT from which direction he's coming, it's insanely loud. And your problem with being stationary is exactly the thing why I said you have to be attentive, if you're attentive he can't crossmap you, you just go behind a tree and you survived, a tree is literally enough.
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@OmegaXII said:
I've been playing Wesker & Unknown for a while now, and I find myself actually not using their powers much in loops. I mostly just go for normal mindgames, as most loops are pretty playable.
Although I still win games, but I don't really feel that satisfied LOL. In some games I might only get 1-2 hits with power, because I just don't see good situations for it.
Do you guys feel the same like me?
I really hate killers (the characters not people) where I can't use their ability very much. It's just different skins basically, I want to have different gameplay between the killers xD
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@C3Tooth said:
This was a comms I did 2 weeks ago. Time of work 32h
https://us.v-cdn.net/6030815/uploads/G0D93VBPRNF0/image.png
Best work of mine yet!
I like your artstyle and the picture a lot, it looks so sweet and peaceful! Do you maybe have instagram or twitter where I could follow you? :D
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694376#Comment_3694376
Because they are. They're pretending Billy not having cooldown isn't a problem or like Billy can't fly in at you from across the map without warning and could do so repeatedly. Even tried to say they'd probably get slugged by Trapper, who isn't even remotely comparable cause unlike Billy he can't just zoom across the map.
I bet if Sprint Burst had no cooldown (exhaust) they'd be crying for a nerf for that, though.
Because it isn't, it was never a problem it will never be one. Getting cought by a crossmap is your own fault if you're not attentive enough. You can even dodge his crossmaps more or less easy, if you fake one direction he only has the option to try and go for it or chainsaw in a straight line predicting you will run back into it, so you have a 50/50.
And yes I said trapper can slug an entire team too, because he said his mates where bad. My point was that bad teammates are not a thing bound to billy, if they all go down instantly and your entire team gets slugged he was just better than you and/or your mates. A trapper could do the same if the people are bad enough.
Sprintburst is an entire different thing, alone the fact that 150 is not a speed a killer can reach without power, and even with blight and billy it would be near impossible to catch. You can't comprehant one of the strongest exhaustion-perks (btw only reason it's even strong is the fact it has a cooldown) with an ability that is not even hard to outplay.
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@Chappers14 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3694003#Comment_3694003
I don’t deny I am bad as the killer hence why I am never them (except for rituals). But looping is not a skill it’s something I can do with my eyes closed. Its repetitive and stale and one of the two big things that ruined the game. it is just running around in a circle. That is not skill that is doing the same thing over and over. There is no tactical thinking as you already know how to get the V before the game starts. The reason this game has not grown is because the community is so toxic (not including you). It’s why a lot of veterans of the game left and then the children took over this game.
On the game not growing bigger we actually have proof on this site. When they released several ideas and put it to a vote. They come up with a lot of original ideas to make the game fresh and with different game modes. The whole community but about 10% votes for the modes where the game never changed. As they would rather sweat out a win then something fresh. This is the biggest problem with the game. Both sides use mechanical exploits in the game’s weaknesses in development. And mistake it for skill.
You won't loop a good killer with any form of usefull ability at loops with your eyes closed, you have to react or you'll die.
If we're talking about myers yeah maybe, he has literally nothing he can do, so as long as you know his range you can loop him pretty easy. But even against him there's a big difference of chase-time between players, if you predict or guess his moves well you can get MUCH more time, so there are factors I call skill that make the difference.
It's getting more aparent against strong killers like blight or nurse, they are both hated because you can't loop them like a myers, you have to know what you're doing to get a good chase-time against them. With chucky I can tell that I'll probably 180 you because it doesn't sound like you react, guess or predict very much, and that's the thing I call skill: reacting, predicting and guessing, all 3 are things you can't do very well without obtaining the skill to do that first.
Of course all of the things above is more theory than praxis so it's very case-dependent.
Like I already said, you're right it was meant as hide and seek, but they canceled that plan long ago. They could have deleted the loops and made the maps better for hiding, but they didn't and that's why it's not an exploit.
To the game-modes:
I'm gonna be honest: I didn't like any of the modes very much so far, so I can't say I'm very surprised they want a more normal mode. I'd rather have a perkless-, addonless-mode without offerings than any other weird mode that just isn't dbd.
@Chappers14 said:
Get over yourself. It’s a mechanical exploit not skill. If I can do it (which I am a terrible gamer) anyone can.
Maybe you're better than you think or your mmr is just worse than it should because of your mates, fact is that looping is a skill. I have a few friends that started to play the game as survivor, and not a single one of them would nearly beat me at an 1vs1 even if they played nurse or blight and I something like myers xD
I'm sorry btw if some sentences are hard or weird to read. I'm from germany and many sentences are formated differently in german than in english
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@opxtreme said:
Hillbilly is insanely good at slugging for 4ks now and before his overdrive machanic. Are there any plans to add a chainsaw use cooldown after a hit at least? I think it would be a healthy nerf for discouraging insta downs only back to back
Now is the question why he needs a cooldown: there is no reason for your team to go down back to back, it's purely your own fault when you go down so fast. Discouraging a killer using his ability is just stupid, he has it to use it and it's not like he wouldn't have any counterplay.
@opxtreme said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3692951#Comment_3692951
What im saying, bubbas got a cooldown, why not billy who is far superior to bubba? His mobility is crazy good for slugging with infectious, gear head, lethal and discordance. It just ends games way too fast and its really boring to die to people who know and abuse it
So first of all: bubba doesn't have a cooldown in any way, it's the complete other way around, he can down 4 people at once if you're grouped up (what seems to be your mainproblem).
And second:
Infectious is only effective if you're grouped up
Gear head only activates 30 seconds after a hit
Lethal just activates at the start and gives a boost to auras
Discordance only activates if you're grouped at a gen.
So your fix would to just expect him to have discordance and/or gear head and just try to not do gens together (and try to do gens with okay loops near it), infectious doesn't do anything anymore in this case and lethal would only work on gear head anyways.
@opxtreme said:
Ik how to avoid curves and i would expect my teammates to as well seeing as I get killers that are good but never good randoms, but thats off topic. The problem is his speed, he can catch you before reaching a fixed object or loop, which will let him hit you with an insta down, FOR FREE without even needing to know how to curve. Yes, billys who aren't even good do this, i looped a billy doing this on rancid for a whole minute and a half on a TL and haybales, it really isn't hard to do and theres not much I can do to hold them off for long.
I guess maybe a more fair change would be to allow insta downs only after a cooldown of sorts, high speed insta downs readily available always is not balanced, though that still wouldn't fix his high speeds for returning to previously downed survivors
Bad mates is a thing not bound to the killer, you will probably be slugged by a trapper too if your team is bad enough. So that's no excuse to nerf him.
If you don't reach anything in time you were positioned badly or in a zone where a lot of the ressources are already used. The first one is your own fault, the second one isn't nessasarily your fault but is fair.
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@bodilystew_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693988#Comment_3693988
This is correct but only for a hit that damages them. The initial hit gives them the opportunity to clear the weakened immediately without being injured or downed
Even then the time to remove it is longer than your cooldown, I think you have 3-4 seconds difference. So you have to be quick in the open: yes.
Edit: The wiki states a 7 second cooldown and a 10 second duration you have to look at him. So you have around 2 seconds to shoot and hit if you don't hide at all.
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@arcaneGospel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693988#Comment_3693988
This is more concerned with the first, weakening shot. I don't know if consecutive hits pause the timer but they do reset it, perhaps not to full and instead missing one second? Don't quote me on that, but that's the idea. The Unknown has a very thin margin of time to get the second hit though, unless it can find something to hide behind or the survivor moves their camera wrong, etc.
That short period of time to get the injury can be pretty frustrating at times. I don't know if he needs a buff to cover it, though—not that I'd complain.
Sure it's probably annoying if it runs out before you hit, but I didn't have a problem with it until now. It's making his gameplay a little bit quicker so I like it.
I have to say that I played a lot of huntress with a playstyle where I flicked alot, maybe that's why it feels okay to me.
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@darkshadows8326 said:
Does anyone know the max distance from Ghost Face to reveal him from stealth?
The wiki states that you can reveal him over 32 meters and it takes 1.5 seconds.
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@Chappers14 said:
I know this is going to get me hate from both sides (killers and survivors) but things need to change. So doing my daily’s and every time run into the same problem. The killers are so underpowered to counter a pallet looping team. It feels like a drag race with survivors in a 90mph vehicle. While the killer has borrowed his toddler daughter tricycle. If everyone in the team can loop games over before it has begun. As before the first hook you will hear Ping,Ping,Ping. And you got one hook within two to four gens already done. I don’t think gen rushing is a thing as our sole objective is to put on gens. But with pallet looping leaves the killer know chance. It annoys me that loopers believe they are winning by skill. When in fact they are winning solely by using a mechanical exploit. We all know the game was not to be designed to be played like it. But sweat players take the game to serious and practically have to cheat to win.
I believe the best cause to solve this problem is to have even less pallets. Know they took some of but take a few more of. And maybe the addition to an extra gen. To help get the killers back into the fight. And I believe this could half the problems with camping. If a killer is having a half decent game won’t need to resort to desperate measures.
Just no: You're right it WAS intended to be played as a "hide and seek"-game but they canceled it basically instantly after people found looping. Since they canceled it the entire game was based around looping and I think that's a good thing. I hate people hiding as killer and survivor (I'm playing mostly killer btw), it's just a very unfun way to play for me.
Besides that you're wrong if you think looping is no skill: it's a lot of guessing, prediction and knowledge: you have to learn the things the killer can do and you have to guess or predict what he will do. This game can't be played without it and you have to learn it to not go down in seconds.
As killer the same, if you struggle to down people you're just not good enough at anti-looping or you're using your ability poorly.
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@bodilystew_ said:
I think the Unknown should maybe have a grace period in between hitting the survivor and them being able to clear the weakened. For example, hitting a survivor with UVX would prevent them from starting the countdown for 3 or 5 seconds or something. It would make his power feel better and prevent those situations where you hit a UVX shot and then can't get another one off before the weakened is gone.
Correct me if I'm wrong, but I think you already reset their timer if you hit them succesfully and I think it even pauses for 1-2 seconds. So there shouldn't be a case where you don't have time to shot.
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@Yoshirama said:
Pig can just follow a survivor while crouching because that doesn't count as a chase and just wait until the survivor die.
You can also follow the survivor backwards and have the same result, that's nothing new and is a thing since I play the game xD
It's pretty useless: you can make it impossible for the last survivor to escape and you can finish someone with it, everything else just kills your preassure
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@MudSpit83 said:
The Unknown has one of the buggiest moris in the game.
If you’re slightly next to something the whole mori will be misaligned and look really goofy.This is even worse if you’re slightly in front to some wall or random tree, the mori will either be blocked from viewing or he’ll just morph inside of the wall which just looks really awful and stupid.
I think we need the remove the crawling part of the mori which sucks because thats literally one of the best parts about it.What do you guys think? Should BHVR change the mori or leave it as it is?
Well I never understood why they just didn't choose a place on each map and show the mori always there. It would fix a lot of the clipping and bugging xD
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@vypra said:
Idk if this should be an issue about The Unknowns power blasting through the walls & ceilings but I find it ridiculous. It looks funny being put into the dying state, should this be acceptable? or should they change it a little bit.
https://us.v-cdn.net/6030815/uploads/780E8N8Q54IA/img-8291.jpg
I mean he has to learn the places where this is possible and you have to learn where you have to dodge. Its really not that hard to counter, so it should stay
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@Doxie said:
Ive yet to even survive against him. Last match, 2 gens done, match before he two hooked everyone before a gen was even completed. Then he sat in the corner (I'm assuming to let us go so it looks like he is under powered) or just a nice guy.... regardless... He dominated every match I've played against him so I'm trying to figure out where all the crying is coming from. When I'm playing him (against not a killer main nor running sweaty) I usually win. Please explain the outcry for a buff?
All of you except of the freddy have to be insanely bad to a point where it's not even funny anymore. It's really easy to complete at least 3 gens, if you can't do that against an freddy he was obviously just much better at playing killer than you are at playing survivor.
His teleport isn't really good, his traps are countered by shift-w and even if you stay you just have to play safe AND his dreampalettes are easily found out if you look under the palette. So he barely has any power.
He needs a buff for sure, and before you come with "you're a freddy-main", no I'm not, I'm maining something between huntress, blight, unknown and chucky xD
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@okaayletsgoo said:
Her basekit ability is just so lame to go against. She can infect anything you interact with, spew and infect you to a broken and injured state while losing almost no mobility during the spew, you gain infection by moving and interacting even without being attacked by her, she negates any healing perks and medkits with her base kit ability, the only way to heal against her is the pools of water which gives her a stupid good ability with lots of range and janky hit boxes that can hit you just about anywhere unless you are lucky or at JUST the right spot. And if you do heal at the pools it's pointless because you get sick again right away from gens and unhooks. So you stay injured the entire game basically with no real way to counter it.
The idea behind her is cool but playing against it is absolutely miserable especially since she can completely negate tons of perks
I don't have a problem with her as long as my team doesn't cleanse next to my chase xD
She's really dependent on your mates, but it's a thing bhvr can't control
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@xexien said:
Onryo main here…. or former Onryo main at least..
She is just so weak in pubs now. I understand that she isn't a brainless spam TV power which I appreciate. But her only power (TV's) are so map dependent that she basically has no power outside of that. She is almost as weak as Freddy right now… Why did you gut her so much? Give her a chase power? I love this killer so much and it pains me that I am so reliant on perks to even have a chance when so many maps and their RNG are against an M1 killer like Onryo.,
As much as I could suggestion someting with the TV's as a solution, I would rather propose a chase power. Make it more fun to chase survivors. Maybe something like a static instant teleport 5 m closer or something on demand with a cooldown. I dont know. There has to be some better ideas. She is worse than so much of the killer roster and every other killer has gotten massive buffs.
The sad part is when I have an advantage of winning when playing Onryo, I have to slug a lot…. that's not fun
I mean she uses some kind of supernatural powers that she can use from afar. Maybe give her the ability to break palettes from 2-3 meters away through walls without letting her move while doing it. It would make interessting 50/50 for some situations or if you guess it you could just run.
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@sims2machinima said:
i am doing a documentary for my class on toxicity in gaming communities and was looking to collect data for dbd! you can explain more in the comments if needed
if you're interested in helping me with a more detailed response, here is a google form :) thanks so much
https://forms.gle/sitRmqJEBjBxrGqo6
in-game: end game chat, bm, disconnecting, steam-profile comments, etc.
community: twitter, reddit, forums, twitch, etc.
Well there are some people that are very rude in comments and endgame-chats. Often from russians, what doesn't mean that I think they are toxic in general. I just think some of them think they can be toxic because I can't read it (google lense is very helpful tho).
I awsered the google form: So I wish you good luck with your project :D
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@darkshadows8326 said:
Make Hillbilly's chainsaw go into cooldown after downing a survivor. 30 seconds as a starting point.
That wouldn't make any sense:
You'd just kill his mobility for slugging, now here's the thing... his mobility is fine, you shouldn't go down if he's running at you if you're positioning good.
And if were talking about downing multible survivors back to back: It's your own fault if you're grouped up and even then positioning can save you. So you'd punish the killer for you playing bad xD
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@JamJam said:
As the title says, with DS getting changed i feel like its an appropriate question to ask since new builds are about to be getting run. For me i feel like most killers are running a decent variety of stuff, at least in my games i do but i also dont face the same killers over and over again usually.
As for survivor i see lots of different builds too but usually a core of like 4 or 5 perks now more so then any others, Background player, Champ of light, OTR, Bond, and Distortion. Im also seeing builds not even running an exhaustion perk anymore a lot of the time.
What about your experience? I think with DS getting buffed we're gonna see way more OTR, DH and overall exhaustion perks too.It's pretty much the same for me, except you can count pop and pain res as stable as well as windows lithe/sprintburst.
I personally run
As killer: 1-2 infoperks (bbq and or lethal most of the time), 1-2 chase-perks (brutal and or bamboozle), 1 utility (mostly on huntress and trickster: iron maiden) and 1 regression perk (pop most of the time).
As survivor: I always run windows, lithe, botany and the new selfcare-like perk from sable (forgot the name xD)
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690145#Comment_3690145
lol yeah.
I have absolutely no problem with anti tunnel. I'd even love stronger anti tunnel, and have it base kit for that matter. I just don't want to be punished by anti tunnel things when I'm not tunneling and that's currently not the case. Every time I mention this abuse of the anti tunnel mechanics everyone just ignores statements like the above and says why we need anti tunnel mechanics and that I want to tunnel. It's like people have selective reading and just see what they want to see.
Well the easy and probably fair fix would be to remove the collision, but idk if they will ever do that xD
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690132#Comment_3690132
Yeah that's kind of where I'm going. We're already getting base kit or OTR blocks very often as is. Now with DS going back to 5 seconds we're going to see both being used this way. It's very obnoxious.
Like for how common people complain about tunneling, I would make the argument that I see more unhooked people body blocking the rescuer when the killers trying not to tunnel than I see killers tunneling. The irony.
Well weird people are playing this game xD
I have to admit that I usual also bodyblock with bt, but I know the risiko to get tunneled and also like to. I think it's pretty fun to try to survive as long as possible xD
P.S I won't bodyblock with ds and probably not even use it. I don't like it too much ^^
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@TheDavidKingMain said:
It's kind of funny watching killer players whine about the recently announced DS buff, saying that 5 seconds is too much. But, the DS stun time literally used to be 5 seconds and NOBODY complained about that part of the perk. The only things that were complained about DS were the old variations where you didn't lose it on conspicuous actions, but that was patched out a long time ago.
But now that DS is being restored to its former glory, suddenly it's a massive problem to some people. This is making me believe that killers have gotten so used to winning games by just hard tunneling since survivors don't have a strong counter to it.
New DS will not affect you if you simply don't tunnel. If you have an issue with new DS, YOU are the exact reason why this perk had to be buffed.
I mean I wasn't really annoyed by the 5 seconds specific. But I was really hard annoyed because the loose loose situations of ds/ub as bodyblock and that I sometimes got ds'd because I chased too quickly and downed the person after another hook before. So I was pretty happy to see the perk less used