KingFieldShipper
KingFieldShipper
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/412581/bhvr-will-only-fix-things-for-money
Talking poorly about Bhvr doesn’t get your posts taken down at all. 95% of the posts on this website is people crying about things and trashing the Devs. Honestly it’s exhausting how negative people can be on these forums.
QFT I feel like the forums and Reddit and etc actively kill my enjoyment of the game because of the negativity. Usually the only posts that get taken down are usually ones that are calling out specific mods, devs or ex devs, etc by name, or ones where it’s.. like, maliciously critical, for lack of a better term.
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@Jangles said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3708734#Comment_3708734
So theyre impersonating a fog whisperer? Wild that BHVR are ok with that.
don’t know what bhvr could really do. Fog whisperer is not like a legally protected title or something.
btw, has an up to date list of streamers in the program if you ever want to cross check. -
Have not played since the week Singularity came out from massive massive burn out (haven’t really even been on the forums either.. last post was around then too), I played a bit during the blood moon, had some fun and did some achievement hunting for post-singularity chapter ones, and haven’t played since. To be honest, I’m still really burnt out after playing for 2.5k+ hours in such a short period of time (2020-mid 2023) on top of other things.
I don’t see myself ever regularly playing anymore ever. On the plus side though, I’m having a good time rediscovering interests I had before this game though that I’ve neglected, as this is the only game besides Zelda I liked, and been focusing on myself :) -
@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492504#Comment_3492504
Yeah but if you had proof that your Steam Achievement was unlocked on or before the Legacy cut off date they could at least award one, two, or three pieces (depending on achievements) as compensation alongside bloodpoints.
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492504#Comment_3492504
Steam stores the date of when you get an achievement.
There are 3 achievements: P1, P2, P3 - those do not tell you what character was p3 at that point, just that you had at least one full legacy skin.
For the record, I think they should just give legacy to everyone at this point, and I think the fact that legacy recovery isn't a thing suck. But I see why it's not proof enough for them, nor is a screenshot.
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@ReverseVelocity said:
It's really not all that difficult to check when a player got the Prestige 3 achievements. Unfortunately they're probably never going to do this.
The possibility all hinges on it they stored the date, otherwise it's pretty difficult? You have to be specific when programming it's not going to just assume you want to store a date.
Also I'm pretty sure that's the entire issue, because progress was stored locally, no? If that file was corrupted, the record is gone.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481931#Comment_3481931
The problem with Pinky Finger is that it completely changes Clown’s playstyle.
It’s still a valid streak, but I don’t really find it impressive or a Clown streak but rather a Pinky Finger streak.
And we can’t really draw any conclusions about MMR from this streak because even if it were working, most high MMR teams would still lose to Pinky Finger + Gin Bottle.
@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481931#Comment_3481931
I mean, its still a streak, you just shouldn't use that to say "ah yes the average everyday player using normal add-ons is complaining too much because of this other person only using the best add-ons possible every match". A streak is a streak even if you manipulate MMR too, its just silly to use that to draw any conclusions about balance.
Lets assume it is pinky finger for sake of argument.
The same people who are saying "well its not a SWF every match" are also saying in essence "this 500 pinky finger Clown should be proof the average killer is stronger".
No, at most that's evidence that pinky finger is strong, not that Clown is a strong killer in general. But we already know that there's busted add-ons. Myers isn't considered strong because of tombstone is he? No he's considered bad. Same standard for streaks, not proof of a killers general strength or lack thereof. An exception, not the rule.
I tagged you both because I think this reply covers both comments because I think he said kind of similar things.
For the record, I don't think that streaks are a true indication of balance, general representation of public matches as a whole, or killer strength. I do think streaks can signal inbalance - which factor in add-ons. But also I didn't watch the clown streak, so I don't even know if the dude used pinky finger or not every match, so I don't even know if that's really even the case. I don't think it's that balanced of an addon as compared to the rest of his kit/addons, and much like tombstone/tombstone piece I think the existence of it actively hinders the possibility for either killer to get buffs that they need.
I do have an objection specifically with 'streak is a streak even if you manipulate MMR" though - because I wouldn't consider it a streak is, say, the guy deranked for hours on that killer offline. That's essentially what the guy who did the demo streak did, and when question about it he said "on steam streak". Which I think by definition is not a true streak at all.
But going back to MMR - I think MMR should have two jobs specifically: actually have a balance match, meaning you're put up of against opponents who are going to be either at your skill level or equipped to handle you (which would give a more normalized playing field and preventing someone from going on streaks like this), and to separate brand new players from everyone else (which, in general, it does, to a certain point). I actually think that MMR system itself is somewhat decent, and I understand their reasoning for kills/escapes being skill by proxy..... but it's pretty well known at this point that the cap is way too low and also that the system just throws the entire thing out to prioritize queue times. Which I also understand why they did, because no one should be waiting for hours for match, but at the cost of MMR not working properly, or as good as it can be.
I really do think that in the cases of these streaks right here from the op are entirely caused due to matchmaking issues. I do feel like you are sort of downplaying that, busted add-ons in the equation or not. There's no doubt in my mind. mmr malfunctioning is something I see anecdotally. I have close to 3,000 hours now in this game, 2000 of them are on killer, and I'm constantly matched with survivors who have less than 500 hours in the game that get absolutely decimated, and it's getting to the point where I don't even find the game fun to play that much anymore. But that's a rant for another day.
Also, edit, because I hit submit like a dummy immediately.
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@MrPenguin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481673#Comment_3481673
Well no I didn't say that.
We just also can't assume every streak is legit. Reasonable doubt exist. If something looks odd, like Clown for example, then its reasonable to suspect somethings off unless somehow proven otherwise.
Maybe they were manipulating MMR, maybe they were running pinky finger every single match match, maybe both. Either one kinda voids the results to a degree, if not completely, when talking about the general player base and killer.
Just another reason why I don't think we should be taking win streaks for anything other than, as you put it, a passing mention. Cool trivia with no bearing on power of the overall role or balance.
Killers aren't stronger than perceived just because of win streaks as some have asserted in the thread. Maybe they are, but win streaks are not good proof at all.
I feel like people are uneccisarily gatekeeping what constitutes as a streak.
I can see the argument on the other page about 3 genning being hard nerfed, because doing a streak in that way is no longer possible.... But what would it matter if the clown ran pinky finger? Where are we drawing the line of what constitutes a valid streak, and why?
A streak is a streak, regardless of how it's done (whether you hard tunnel, use perks, use add-ons) - regardless of if you are talking about the general player base or not. And if we're talking about in general, big streaks also shouldn't even be a thing, anyways. So I'd honestly consider it part of balance, as well as MMR not working properly.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480782#Comment_3480782
It would have to be a significant amount of time as well considering they are winning a ton of games in a row.
Yeah, I think people are vastly underestimating how much time it takes to actually drop MMR, not that it means anything if they did.
But also, I think what you said earlier was pretty on point, it's incredibly unlikely anyone who plays this game for a living is going to spend hours off stream deranking. At least not without causing massive burnout.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480613#Comment_3480613
You really do like throwing catchphrases around, don't you? That's not a correct use of Occam's Razor.
When a player is a streamer, that literally makes money off of people watching their games, then yes, it is valid to question whether or not they spend extra time off stream lowering their MMR, for the sake of "better streaming content".
And WE don't "already know that the MM is really bad". That's a YOU statement.
I mean, if they are deranking for hours off stream it would be very obvious by looking at devotion levels between the end of streams with the start of the next stream.
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@Juicyman said:
The problem with using the Hens streak as a measurement is that it had just way too many restrictions to say "only 200" when the Killer lists typically bring their A-game. No game altering offerings (maps), can only use what items they find in chests (usually garbage, and lost on death anyway), and no more than two of the same perk between the sixteen. It's much easier to tip the scales in your favour as a killer since it's only one loadout which is why there are some crazy numbers, but if all four of them brought BNP? Borgo/Garden offerings? Green Medkits? Whatever perks were mental at the time? It's not uncommon for that nightmare scenario to happen.
I've read this post a few times, but I still don't understand what the issue is with using it as an example, and I am trying so hard to not misread what you typed as you trying to imply large winstreaks are the norm for survivors so therefore the 200 means nothing, or reading it as they weren't bringing their a game during the streak - both of which I think is.. weird things to say?
Anyways.. if we discount their streak because there were restrictions, do we discount the twins winstreak listed on the graph above because they only used bbq and no addons? Or any of otz's winstreaks because he restricts his addons/perks? Or knightlights (current? dunno if it's over) streak on nurse because he isn't using perks or addons?
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475704#Comment_3475704
0K is often terrible lose and most likely you depip so it does matter a lot more. On survivor however you can easily pip even while dying unless you got hard tunneled/camped but that happens rarely. Worst case would be every 1 of 8 games if that happens 50% games to someone.
Survivor is notoriously hard to pip on compared to killer, especially once you get to iri, what do you mean? You can 0k and still safety, but if I die in iri/gold it's likely you'll depip. Especially to double pip.
...And since when do pips even really matter, now that killer adepts are based on kills, anyways?
This is a very low stakes game, winning or losing - or pipping, or depipping (which, by the way, should be removed since it's no longer RBMM), ultimately mean nothing. And everyone has different win conditions. That's what I mean is it's really not big deal.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475346#Comment_3475346
Too much to do on killer and you don't get a break. On survivor you can just relax and do gen and it's not big deal if you die or escape.
I mean.... It's not a big deal if you 0k or 4k on killer either.
I don't find survivor relaxing personally. I personally find the stress and constant things to do on killer cathartic.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468086#Comment_3468086
Ok, so I don't bring Flashlight either and play like the killer has Lightborn? Should I also being the strongest toolbox and gen perks and assume the killer has some sort of gen slowdown? If I play a certain way, what guarantees my team doesn't play another way? The counterplay to Plague is to not cleanse to deny her power. Should I follow that even though my mates are cleansing?
If I don't bring Bond, how do I know where my teammates are working on gens as to avoid Jolt effect reaching their gen? Or do I now play with 3 perks, since Bond becomes permanent?
How is this first paragraph relevant to what I’m saying or have said, though? I may also be not communicating my thoughts properly too, mind you, I am in the spectrum and really don’t communicate my thoughts into words very well. As long as this game exists, whatever is in the rules is allowed, I have not said otherwise. Part of what you keep saying is explained by game sense, part of what you mentioned there is what you want out of the match yourself. You are never going to be completely coordinated in solo q, but that still doesn’t take away from how your actions or motives effects you team, and the actual goal of the game, being to get gens done. like flashlights and going for saves are incredibly fun, but I am not going to lie, a toolbox is going to be inherently be a better thing to bring. I’ve thrown matches for saves that never worked, and have had it happen to me.
But your average swf is not playing this in a high level, your average swf is hardly going to be able to properly communicate positions properly, your average swf is still going to have their own goals and intentions - whether they are going for challenges, dailies, whatever, nd each with their own strengths and weaknesses.
I feel like we’re also getting into the territory of what’s still missing from solo q. I have stated in multiple times on this forum that I want bond and kindred basekit, among other things, for this reason. I have very radical ideas to fully bridge that gap on what swfs can easily communicate and what solos know immediately. But that’s all wishful thinking and this is still relevant under what I keep saying, in game sense. Meaning where gens are throughout the match, what gens are done, what gens are remaining and where, among loads of other things. It’s not apparent all the time or immediately, you are correct. Game sense is… just the most important thing in this game that you could ever learn. And it comes with time. And having proper game sense is game changing, not just for survivors, but it’s equally, if not more important, as a killer too.
And please do not take my comments as I am defending solo queue as it is right now because it is not OK, largely unfun, and still needs a lot of work, especially for newer players, and your average team, and changes like bond or kindred base kit would still be helpful for the rest. I am not going to lie and say I’m like the best survivor because I’m very much so not, or lie and say I win every single solo q game, because I don’t. But yeah, solo q needs love.
And, again my original point to what you responded with is that four very good solos will play exactly the same as they would with or without coms, perks being called out is irrelevant to whether or not a killer is going to win or lose, and is often used as a crutch statement to excuse their loss, and the strength of swf is choosing your teammates.
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468023#Comment_3468023
In solo you don't get to witness every killer perk. If you're healing a survivor and a gen explodes on the other side due to Jolt, you can't know. In a SWF that would at least be communicated. If you also see only 3 perks on the killer, you can assume and prepare for the 4th one to be an end game perk. The possibility of NOED could make people cleanse totems before they pop last gen. As it is now ,this never happens in my solo games, despite how common NOED is. Or recognizing a play for Blood Warden. You can't let your team know that they should leave asap.
Ofc this would require your SWF to be playing for some time, since if they play once or twice a week they obviously cannot communicate and co-ordinate on that level, but being able to teach your teammate that sort of information is good for the game. Solo having you matched with players who don't know they are not supposed to attempt 4% unhook chance should not be acceptable. Being able to tell them this piece of information would do solo huge favors. Or telling your teammate Bubba is camping, do gens. Then we wouldn't have the absolute bullshit playstyle that is face-camping Bubba.
You can identify jolt from the hud, even if you are not directly seeing it, as long as a survivor is working on the gen that was jolt'ed. I think I should preface the rest of this comment not every perk needs to be called out either because your strategy for dealing with perks in play should essentially be the same with them existing or not. IE jolt. It's not a real game perk thing and your strategy while jolt is in play should be the same regardless of it's existence in the match or not - being, stop looping near generators, and if you are on a map (such as midwitch, the game, etc) where it's affects are unavoidable, what use does it have to know when it pops across the map and you don't see it? It's regression isn't that great.
Same with perks that can be hidden, like mad grit, which should absolutely never be getting in value because 9/10 taking hits while someone is being carried is an awful idea. I also think, with the existence of pentimento, most people shouldn't bother with dull totems, and since NOED now reveals itself, I think that it is insignificant enough to not ever touch a dull totem. Totems were already a waste of time not spent on gens, and part of game sense is/was noting where dull totems were in the first place/potential spots, in case of NOED activating down the line.
So, re: blood warden. On the off chance this is in the match, you can still tell from game sense whether or not the killer is trying to make a play. Such as the gate opening without anyone touching a gate on the hud, or it happening very close to a down, or by who is being chased. The other day I ran into a huntress with blood warden, she opened the gates right before hooking someone and I just stayed away from the exit gates for the duration and then me and my teammate got the third person out. If there is any suspicion you should just go asap. But also, the ONLY way this changes in a swf is if someone has a stack of distortion and loses it stepping into the gates.
That being said, swf or not, stuff like end game builds are usually niche, and you should NOT expect them to work completely. They are very high risk/high reward.
Again, re: bubba, you can tell this from game sense and using the hud a lot of the time. Such as if you notice no one is being chased, or if you see someone get off a generator, in an attempt to rescue, gets chased for a short amount of time, and gets back on a gen. If they try to kobe/intentionally kill themselves on hook, I mean, a swf ain't gonna change that, it's more of a nice thing to do for your team while you are being camped than a rule, and it's definitely something you learn not to do down the line. Shrugs.
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To be honest I people saying how much of an advantage comms grants is quite overblown, the real strength is choosing your teammates. I also think calling out perks doesn't truly offer that much advantage in the large majority of the time, perks are incredibly easy to identify 95% of the time. Or calling out the killer. Most of this information can be quickly acquired from even just a minuscule amount of game sense through out a match.
In the vast majority of cases, a group of 4 really good solo players together will be just as effective as the same group with comms.
@[Deleted User] said:
Not unfair. A good killer won't have a problem with it. Bad matchmaking happens. But putting 4 bad survivors on comms won't make them good.
"But putting 4 bad survivors on comms won't make them good." QFT
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467485#Comment_3467485
360s abuse aim dressing. Is abusing a bug okay for you?
If it adds depth and skill, it being a bug doesnt justify its removal. Bugs become features all the time across gaming. being on the nether roof in minecraft is a staple of the game and its a bug. Blights buggy tot he point that using the bugs in the right ways is a form of skill for him.
Aim dressing isn't a bug, and neither are 360's.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3467401#Comment_3467401
I got that question too. But I expressed I play a lot of Killer and only killer mostly and I played the newest Killer too- so that's probably why they wanna hear me out. What did you express in that regard?
Its like when designing Cars, its a good idea to hear what people who drive cars think of driving cars and not bicycle riders?
I answered mostly killer and played the newest killer and didn't get that. I wonder what the branching path was to get best represents dbd question then. I did get the buff/rework/nerf question though.
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@Sharby said:
I would rather them not neuter Blight tbh.
I just think basekit pallet break and alch ring should get removed. Everything else is fine.
I agree about alch ring, but I wouldn't really consider c33 'fine'. c33/alch ring/(and imo stacking crow/rat is just ever so slightly overtuned) being addressed wouldn't neuter him, he'd still be a still be firmly S tier.
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Honestly, biggest issue right now is matchmaking is not strict enough, and I'd love to have this addressed, but I know it's not going to be, so I'm just going to copy you, which is my big issue #2, in that I want blight's addons to be addressed. Although I hesitate to say it's an expectation, because I really don't think they will be doing that.
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I like to watch dbdleague sometimes, but who is casting really makes or breaks it for me. I do watch tofu's scrims too (side note, I love his casting), not that those are really truly the same as tourney's or whatever.
I've debated whether or not to try to join because I feel like my brain is rotting in public killer matches after game after game where I get most survivors and teams are bad no matter what time of day I try to play, and then I get sprinkled in a few teams here and there that know what they are doing which is really fun for me, but then it's back to the bad survivors again, and the entire process just makes killer not even fun/exhausting to play because I'm not challenged or stimulated enough because matchmaking is just not that strict.
But.. I feel too old mentally to do it, and have a lot of stuff going on in real life these days and can't consistently dedicate time to do it, and don't know if it's even worth trying to anymore. Big sigh.
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@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466321#Comment_3466321
again the devs have a discord set up for players to play with eachother. You know what discord also has? Voice channels to talk to eachother.
@Mandy is having communication cheating?
I'm not Mandy, clearly, but official rules say this:
So, it's within the rules, therefore not cheating.
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I run mostly aura perks, and pain res. I've debated about changing pain res with deadlock, but pain res is perfect imo.
Lethal, Pain Res, Floods of Rage, BBQ.
I use either a combination of either leather loop/infantry belt, oak haft and shiny pin. I've been real addicted to shiny pin lately and that has been really doing wonders in a lot of loops.
I'm going to give a disagreement with the two people above me for darkness revealed and let me tell you why: this is THE most map dependent aura perk you could ever run. If you get something like badham, for instance, good luck getting any aura perks if they are not in or around a building. Or the game, where most lockers are on the bottom floor. And so on and so on. It also feels like it has frustratingly a long cooldown.
Floods of rage and bbq get you much better consistent information the majority of the time. You could argue a case about scourge hook spread too, but I find getting to a scourge hook is far more consistent most of the time than actually getting (useful) information from darkness revealed, and the aura reading for the most part is a lot better. I tried to make it work for a long long time, but I just don't think it is that good of a perk.
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Marry trapper. He’s always smiling :) and could hold me real tight after a long day.
F Minotaur oni. I do not think I need to elaborate.
kill the rest. I don’t care about the rest :)
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To be honest no one is obligated to change how they play during an event, I don't, but I do wish people would chill a little bit (including myself, btw, I sweat on her because she's the only killer I remotely care about my mmr). Tunneling isn't really toxic either.
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@burt0r said:
Sorry, I didn't read this long goodbye letter but from the comments I gather the game got stale for you.
And that isn't surprising at all.
Survivor DO THE SAME EVERY MATCH against one of 30+ characters that bring variety.
Meanwhile killer all play a little differently but ultimately AGAINST THE SAME EVERY MATCH.
It is inevitable that DBD becomes stale for lost and I am fascinated that so many people can stuck to this game for thousands and tens of thousands of hours without dying of boredom.
My personal longest time in one game is league of legends with something around a few thousand hours and that ONLY because i had friends to play it with.
Can we not pretend like this is not true of both sides? It's not like survivor is the ONLY side that does this. A lot of killers tunnel (including me, if I care about winning) because oftentimes it's the best thing to do to win and that makes up a lot of matches as solo q survivor where you or your teammate gets hard tunneled out to get a 3v1 which is objectively an easier game. It's not some magical whimsical thing that survivors are the only side of the game that tries to win and bring strong things/do the best strategy.
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@drakolyr said:
Oh i forgot the mention, instead of making the masks casual, devs even try to push people in to playing hardcore.
You only get masks if you escape AND Killer only get masks in the endgame.
I'm sorry what scenario aren't you ever getting to the endgame as killer?
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@jesterkind said:
Why do people think Ormond is so big, anyways? It's gotta be something to do with the shape, right?
The funny thing is I don’t even think Ormond feels big. Like, storehouse and purgation are the same size as Ormond but those feel.. bigger to me, especially storehouse. But yeah I don’t understand when people say this either. It’s like, the most average size of map there is.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458729#Comment_3458729
You would stick to gens but there is a flashlight in your hands rather than a tool box. A point for the killer. Also every pick up is now a near certain hook , no saving survivors. Also a big point for the killer. Gaining distance after a pallet will only burn through more pallets in the map faster , instead of stalling the killer as much as possible at each pallet , one more point for the killer. Looting chest might give you one more useless item beside a key, a flashlight. Another point for the killer. A single perk doing all this is decent considering a lot of times perks see no usage in matches.
I don’t see how a lot of that is relevant. I typically don’t bring items personally, so I’d be doing gens regardless without a toolbox, and you can still finish all gens regardless without items or toolboxes. that’s also not indicative to how a lot of lightborne users say they play, being they pretend they don’t have it, so therefore they are still probably looking around, which is really a smart thing to do regardless, because you can get a lot of pressure and multiple downs from survivors trying to save. But it’s pretty obvious imo when you don’t see the flashlight thin if you have a basic grasp of timing and then you lose that pressure you’d have gained if you didn’t have the perk.
I don’t really see the correlation of not blinding at pallets making it faster to burn through pallets faster, because that just is not how looping works. Take the scenario of me, stunned and blinded at a pallet. The survivor tries to blind me, the distance they lost going towards the next loop means I’m catching up to the survivor quicker, and possibly downing or injuring them than if they started heading towards the next loop. It’s literally a hinderance in looping and I love when survivors do it. I can’t count how many times I injure or down people at loops who don’t realize I can hit them while blinded, because with headphones it just really isn’t that hard.
but all this to say, I think people should run whatever they want, if they think it helps them, and maybe it does. I just think you lose A lot of pressure against decent survivors who are running flashies, and lose a valuable perk slot if you run this perk. But again, run whatever you want. Shrugs.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3458701#Comment_3458701
Oh but you do need to deal with it. Once a survivor is picked up there are no saves except sabotage (which wastes tool boxes rather than using them on gens). Body blocks are barely viable. Also every pallet takes less time without a stun with a flashlight. And .... all survivors who brought a flashlight or looted one just wasted a tool and gen repair speed.
Wdym, if I have a flashy and notice a killer has flashlights I just stick to gens like normal. I’d I wanted to sabo, I’d bring a sabo build not a flashlight, the people who have flashes generally aren’t running that. Also, if they blind you at pallets, they are losing distance in a chase, it’s generally a bad thing to have happen in chase lap I’m pretty lost on what you mean with that. I’d I brought a flashlight, and that caused a killer to bring lightborn instead of a more useful perk, that’s a big W imo
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@LiveBritishReaction said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3456241#Comment_3456241
Yes. Licensed content is a gimmick meant to generate hype and money before it's a healthy addition to the game in 9 cases out of 10.
Well... Yeah? That's sort of the point of getting licenses, to bring in players. More players = more money, more players = healthy live game, and bhvr is still a company who exists solely to make money.
Edit: I reread this thinking you were saying originally it wasn't healthy in 9/10 cases, but I think I misunderstood and I think you are saying it is healthy, which I agree with
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@Killing_Time said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3455493#Comment_3455493
Undying Nerf was bullshit
Yeah, I loved cleansing ruin 5 times. Nah, wase pretty busted and deserved the nerf.
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This specifically is why I REALLY hate all blindness perks and other perks like knockout. They explicitly exist only to screw over solo survivors and beginners/the extremely casual, and are always used as such.
At the same time, what do you realistically do with blindness that couldn't be considered oppressive, without being completely useless? Blindness is a hard, hard counter to bond/empathy/kindred, which realistically somewhat bridges the gap of information , but if those get removed blindness, it becomes entirely useless.
And then on the other hand, if we go with the theme of blindness and doing something with vision, it's effects need needs to be considered based on every killer and their power balance-wise, on top of accessibility things too (like my mind jumped to how doctor used to have things flash on screen that they removed for reasons, or like how clicky clicky got removed too).
I just sort of don't know what to do with it, but I'm also not smart enough to think of things nor am I creative enough to think of alternatives. Big shrugs.
@Spectralfx said:
Imagine if blindness removed the red stain and actually obscured the survivor's vision.
that would be impactful.
Probably why they won't do that, gotta let survivors get their free wins.
I mean, guaranteed "free wins" isn't a thing right now either, so. But that being said, I'd be more inclined to think this would be a neat idea in some ways... but only if the three s-tier killers didn't exist. And even then I think it may be too strong with more than just those either, especially for babies to the game (which I'd consider like, the first 600 hours).
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Actually I don't agree, I've tried to make this map work for snipes and hitting over loops and find too many things too tall compared to other maps and many objects get in the way of your hatchets despite feeling like you should throw through or over them. This map is really rough for her cause of that. I mean it could very well be a skill issue (tm) in my part but ya.
But that being said, I think her ability to throw over loops and stuff is completely ok and fine as is and part of her pretty high skill ceiling. Sort of like doing trick shots as slinger through the teeny tiniest of holes.
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@Chocolate_Cosmos said:
I think the problem is that people think Singularity is a set-up killer while playing him like this is not a good strategy = you feel like the killer sucks.
You have to play him like a chase killer, you want to use your biopods (cameras) in mid-chase to infect them and then they will never outrun you as long as you have line on sight on them. His power is also a chase power, better than SM. SM is just M1 Killer while Singularity can burn survivors resources much faster and counters hold W againts him once infected (which isn't usualy that hard).
So much this. He sucks as a 3 gen killer or set up killer when his power really shines in chase. And to add to that, even if they use an EMP in chase you can quickly reinfect them in the same chase and then teleport, to catch up very quickly, depending of course on maps and placement of the pods. It's a killer that NEEDS map knowledge to be good at, and a lot of trial and error on how their power can be used and where - but that is realistically something that is inevitable with any new killer that has a decent amount to their floor/ceiling/kit/whatever you want to say.
I'm personally having the most fun with him than any (new) killer since I started playing over 3 yrs ago. I love love love him.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454080#Comment_3454080
depends if window above basement was open or not.
Then it went from "bad time" to "I want to DC".
UGH you are giving me flashbacks LOL. I think towards the end one of their patches removed that window from ever appearing, which was really nice.
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454073#Comment_3454073
There is the vault on the top near the generator that connect to the pallet in the green room ( and a window or door on the right ) or the red room with the vault, also the stairs going down somehow act like a jump and can be used for balance landing. There's the pallet under the base and if you jump on the window on the right you can run under the tunnel, up again on the stairs, again window rise and repeat
I don't know if I would even count that scenario as an infinite. The pallet in the green room and that window in it as well are really the only safe parts of the structure, once you get the pallet in the green room the building becomes much more unsafe, since the one underneath it is a pretty bad pallet. It's sort of like the filler pallets that autohaven and macmillan maps have, but only very slightly better because it's a capital L shape, but ultimately you don't even have to break it immediately because it's very playable and you can easily walk around it depending how you are chasing the survivor. I still don't think this structure is really that strong compared to GOJ or some buildings in haddonfield and I mean, I think what is there is perfectly fine - I mean, the building should have some form of defense and things that a survivor can use in chase, where as GOJ especially, is not fine.
Also - if they vault this window while you are coming up the ramp, all you need to do is walk right back down, and they literally fall right there. Even if they wait to vault it while you are fully on the roof, it might still be better just to walk down the ramp, but I haven't really ran into that situation because everyone is just prevaulting the moment they see my head coming up the ramp.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454073#Comment_3454073
I thought so. Garden has way more save gen imo.
One god pallet, One god window, one decent pallet, once decent window
Haddonfield is random, but can get some nasty setups.
Yeah, even with the nasty setups it's still even better than the original version. I was watching some old gameplay I recorded recently when I was learning huntress and when I got somewhat decent with billy and made me shiver how nasty it used to be.
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454046#Comment_3454046
Yeah it is, the gen on top is just a free gen for survivor, there are 3 god windows, one infinite loop, 3 pallets and probably i've miss something
If it didn't have two entrances I'd agree with you that is strong, but the second entrance that leads right to the room with the ramp to the roof DRASTICALLY decreases it's safety (and that specific vault is kind of unsafe because you can bait that window and literally just go down the ramp and there it is). The other window is somewhat safe but even then it's hardly as strong as the top floor window in the garden of joy main building, or some of the windows on haddonfield. There is no infinite, though.
edit: I quoted the wrong reply for you, I meant to quote this one:
@Blinckx said:
As i said somewhere else, this map has the strongest main building in the entire game
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I got it fine last night, I think it might be situationally bugged though because I think I saw another post somewhere someone else didn't get it either.
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3453040#Comment_3453040
I main huntress and as I was randomly assigned this map 5 times in a row (literally no offering just pure rng) while playing the new killer, all I could think was, "This may be the most unplayable map for huntress they have made yet" Like, honestly, who the hell approved this map out of QA?
Ugh I know, it is so upsetting. I can *almost* sort of excuse the rework of autohaven and red forest because you can still hit over tiles or do long range hatchets still despite random clutter, and I think they are in general still very playable. But this map is completely unacceptable for her, it feels like everything eats your hatchets and you can do very little in terms of playing a lot of the non standard tiles. It's aggravating because I feel like everything is on point in terms of sound, graphics and overall aesthetic but it's just like, objectively terrible to play on, and I swear they aren't keeping in mind how maps interact with every killer power.
It's not like it's something new, like how billy gets stopped by some random stupid branch on a tree on a few maps, or how they make maps without any grass for trapper. Or just random collision things with various killers that seems SO apparent. I don't even want to play her until this map stops being boosted. Which is a shame because she is my favorite killer and I really don't like playing the rest of the cast (other than slinger sometimes).. I guess luckily I am having fun with the singularity right now...
Shrugs. Hopefully we can have some good matches soon enough with regular map rotations :)
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Wanted to update real quick from my last reply, if you get the slip storm score event, that means it counted towards the achievement
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I played a couple matches as huntress on this map, pure misery. It's not even the LOS blockers in chase, it's just I play for cross maps and snipes and it hurts my little heart with all the clutter
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There are usually two hotfixes in between the chapter release and midchapter, I'd expect the next patch next week at the earliest, two weeks at the latest..
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I am finding it REALLY lenient, like at least 8-10 seconds it feels.
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Did a clown daily and I got this achievement by hitting intoxicated survivors as well.
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@ThanksForDaily said:
P100 doesn't automatically makes you good at the game. Putting hours on the game doesn't mean skill.
This is the correct answer. They could very well be a killer main who pours their bp into a survivor. Like me. Also, I swear p100's are the FIRST to dc on first down.
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I got it solo q first try, no nap offering, flip flop boil over, did a 1:1 on a camping tunneling slugging killer . Got wiggled out from him twice actually.
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On the contrary, I don't like them and I find them incredibly annoying and repetitive (especially after 10 weskers in a row), and I really wish I could mute them, pinhead's in particular. I'd be fine with more as long as they can be muted. :/
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@Beatricks said:
Good thing that our beloved content creators didn't IMMEDIATELY drop the topic the moment they got preferential matchmaking so they can get back to making money by clubbing babyseals. Some pillars of the community.
Or, here's the more likely situation: MMR is not strict enough and if it was stricter the survivors that get would be better. Tofu and others have complained about this many times and would be absolutely livid if they were getting "preferential treatment" like that
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449738#Comment_3449738
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449698#Comment_3449698
See, this is interesting and why I wanted to do this. Exact opposite of my experience. I usually escape the overwhelming majority of the time in the afternoon/early evening, and my team rarely even completes the gens after 8 pm EST. I've loosely tracked my results before but only for a few days. My afternoon escape rate was ~70% and my night escape rate ~25%. A massive, otherworldly dropoff.
Normally, actually I have the same experience as you, but my teammates quality go down around 4pm est. But tonight was different, I had good teammates until around 11pm est and then it dropped completely. Killers did remain the same around quality except I got a baby wraith at some point.

