Langweilig
Langweilig
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@SoGo said:
The changes to Boons overall seem mostly fine, although I can't really get the reason to add in the radar suggestion, tbh.
With the rebuild mechanic, I think Boons breaking after one use would not be that much of a problem.
I think it would be better to just use one of the CoH buffs, either the healing speed buff or the Self-Care.
I still stand by my opinion that Dark Theory should get a total overhaul, but that just comes down to personal preference.
The rest seems ok.
Thanks for the feedback.
The radar thingy was mainly because of blueberry that complained about, how am I supposed to know that one is in play if I miss the global Audio que and how am I supposed to find it when they are so silent.
I would prefer the COH buff with self care rather than the altruistic healing speed if I had to chose. My teammates almost always refuse to run into the boons radius. While sitting in the boons radius I could at least heal slowly until someone comes to finish it or I do my self.
When they rework Dark theory your idea would be nice.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916754#Comment_3916754
Thats what Ive heard yes. It also feels necessary imo.
I hope he isn‘t getting chuckied and isn‘t continuing #nerfpig with #nerfkaneki.
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I want that skin! It looks so cool.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916771#Comment_3916771
It's especially problematic when you consider how strong recent killers and their reworks have been. Like what am I supposed to do against Ghoul on Haddonfield? Playing against this killer is already difficult on a map like Badham. On one of the weaker maps the game is just over at the start. We have weak maps and the overall strongest cast of killers the game has ever seen. The design philosophy here does not make sense at all. Not to me anyway.
To be honest it’s not just the ghoul. Playing against any killer on haddonfield is a nightmare.
We have weak maps and the overall strongest cast of killers the game has ever seen. The design philosophy here does not make sense at all. Not to me anyway.
I don‘t get this philosophy too. You should either buff the weaker killers or nerf the stronger killers and make maps weaker. Both is overkill and only frustrating.
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I would play more survivor if maps weren‘t as killer sided as they are. I got temple of purgation 10 times yesterday and borgo a few times. I hate these maps with passion. They are tiny with nothing on them like a lot of the current maps.
I really wished behavior fixed que‘s finally. I don‘t like playing survivor and killer takes ages to get a match.
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Congrats. It’s funny how you switched the names.
I hope you haven’t given behavior a good idea and they are not going to add the dead by daylight plus thing.
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@UndeddJester is back and alive again. We missed you.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916719#Comment_3916719
"This first round blows, because it makes him more bullyable to good survivors"
Firstly, please show me how a GOOD Ghoul (someone that actually puts effort into playing that character) is getting bullied. I REALLY want to see that.
Secondly, every nerf to a killer makes facing it an easier and less frustrating experience for the survivor. That is the entire purpose of a nerf. Doesnt matter if its on survivor or killer end.
Hitting through walls are not a bug and still happen. Why? Its because dbd´s funny ping issues and the core design of this killer dont work well together. Iff you have any additional information, please feel free to share.
The killer received 6 nerfs AT ONCE and is still extremely strong and in line for additional nerfs. Even the most biased people have to acknowledge that the killer on release was too strong at this point.
You also hit people through walls, because you attach to someone while you have clear line of sight and then you slide behind a corner.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916503#Comment_3916503
Because its 4 v 1.
If every survivor had a 50% chance to escape, then the killer would rarely ever win (32% chance, in fact). If this was a 1 v 1, then sure, 50/50 is great. However, it's not. The killer is going up against 4 players...not 1. The killer is entirely alone in his goal. The survivors have 4 people.
Think of it this way. If you have a coin, you have a 50/50 chance roughly to get heads. Now imagine you have 4 coins. How often do you think you'd end up with at least 3 heads after flipping all 4 coins? Not very often.
If you have 4 survivors going against the killer, each survivor has to have a lower win rate. The more the survivors, the less each needs to have a win chance.
Let's put it into perspective. Let's say there were 4 million survivors and they each have a 50% chance to win vs 1 killer. How often do you think the killer would win if 4 million of them each had a 50% win rate? Pretty much winning would be numerically impossible except after a few thousand years. It's a crazy example, but the point is - the more survivors the killer has to face, each of their escape rates would have to be reduced to make it fair for the killer player.
It's an asymetric game where the killer is outnumbered. That means the killers chance at winning naturally has to be higher than an individuals survivors chance at winning.
Now, let's say hey, that's a good point. Why don't we view it at a survivor group level (and ignore the fact the gsme isn't designed that way). We would then need to define what a survivor teams win is. Considering a killer wins by a 3k, let's say survivors win with a 3 escape. In order to have a perfectly balanced 50% chance for both the killer team and the survivor team, then the escape rate for each individual survivor would need to be 38.5%. That puts both teams at a 50% win rate. Now that being said, that's not how the game is designed (survivors being on a team and winning or losing together), but if that's how it did work, that's how the numbers would fall in line.
First of all I‘m not advocating for a 50% escape rate for survivors, I‘m for 55-60% kill rate (40-45% escape rate). I get that for the game to make sense the chance for dying needs to be higher than escaping, but there shouldn‘t be a 20% difference between dying and escaping. Giving the killer a 10% higher chance at doing so is enough.
Can you please before we continue decide which type of thing we are arguing with team vs team or 1vs1vs….? So I can respond without you being able to switch to the other side.
I also don‘t get how you come up with the numbers, but please don‘t write a super long text for that again. Let me respond first.
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The minimum required distance should definitely get lowered. It would allow to do so many cool things. They can nerf the vault for me it is useless either way. It rarely ever gives me a hit.
The lock on auto aim could be little smaller agree.
Another thing I find frustrating is the cooldown while using his power when you miss attaching on something, after which his crosshair disappears for a short time. I wished that got removed.
And I want this skin:
https://forums.bhvr.com/dead-by-daylight/discussion/443557/new-skin-for-kaneki-please
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@lord_of_dogs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916514#Comment_3916514
That was supposed to be an example. Take the ghoul auto aim reduction instead. That was a nerf that buffed him in high mmr.
I don‘t think Freddy has something like that.
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@Blueberry said:
Overall agree.
Shadowstep is good enough, it doesn't need changes, especially since the range is getting increased.
Definitely do not decrease the boon sound. This would be annoying to not even realize it's active if you miss the initial chime.
Nothing but Misery is extremely bad. Remove the hits to activate entirely, it's already a hex, that's bad enough. The Hinder % needs to be higher as well, especially with the stacking changes. This is already primarily an m1 (aka weak killer) perk. To illustrate how bad it is, you could take it's current form, remove the hit requirement, remove the hex component, and even then it's barely better than Rapid, and sometimes still worse depending what killer. That's how bad this perks current form is.
Gift of Pain typically seem worse than Sloppy to me, even on many m2 killers. Like the occasional m1 on m2 type killers averages out to more procs to me then even this does. Plus we got the Mangled/Hemorrhage nerfs. Honestly for how easier Sloppy is to apply (and its improve hemorrhage), make Gift of Pain apply to not only the unhooked but also the unhooker if they are injured at the time. This gives it counter play and makes it trigger a bit more often to be more competitive with Sloppy.
All hexes should be active but just not light onto any totem for the first like 90 seconds of the game. This guarantees some value.
You didn't mention it but make Leverage 90 seconds like We'll Make It. I already find it weird that this perk is 50% for 30 seconds when We'll Make It is 100% for 90. if anything these % and time active for these 2 perks should've been reversed.
Boons sound decrease: I would like if they made it as loud as hexes, but gave killers (like with hexes) a little icon at the status effects which changes colors depending on how close you are. That way killers could locate it via a radar and it isn‘t completely obvious like at the moment.
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Hex nothing but misery is now worth the slot.
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@lord_of_dogs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916508#Comment_3916508
Not necessarily, for example the ghoul reduction of auto aim helps the higher level ghouls.
A good change would be making snares faster for example. A buff, but you would have to start doing more prediction skillful shots rather than zoning. He would be stronger and more dígito use. (Just an example, maybe not the optimal change)I don‘t think that is a nerf-buff. It’s just a flat buff and he performs perfectly fine according to the current kill rate in high MMR, so he definitely needs no buff there.
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@lord_of_dogs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916425#Comment_3916425
They don’t need nerfs, they need to be made more difficult. Freddy is c tier and has an overly high kill rate, not because of his strength but because he is easy.
The devs target for being too strong is more than 65% and he is 4% above that.
Making him more difficult to play would also be some form of nerf.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916435#Comment_3916435
Thank you for the question.
No, my point is we should aim for killers to win 50% of their matches (which is 62.5% kill rate, but 60% is close enough). This means nerfing killers like blight and buffing killers like myers (and NOT bring back that darn tombstone).
All I'm doing is explaining that kill rate does not equal win rate - it's a common misunderstanding and I was merely clearing it up. A 60% kill rate is roughly a 50% win rate for killers and is a fine kill rate to strive for that BHVR has set up. We have some people demanding a 50% kill rate thinking that translates to killers winning half the time, but all that means is them on average never winning and only getting a 2k. I also saw people demanding that survivors have a 50% escape rate, but that would be awful for the killer considering that there would be 4 players each with a 50% chance to escape which would result in killers having a 32% chance to ever get a 3k+.
Why should killers win 50% of their matches when survivors aren‘t. Both sides should be relatively close to having the same win rate. At the moment killers win 20% more than survivors, that‘s nowhere near being competitive or fair.
The target I would find the fairest is a 55-60% kill rate. Currently we have 60-65%, which the devs stated themself.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915789#Comment_3915789
"Ausgewogene Landung", "Frontal", "Nachsorge", "Durchdringendes Zittern", "Erzwungendes Zögern" und "Hebelwirkung" um nur ein past zu nennen. Habe mit dem spiel auf englisch angefangen, weil die perks da genauer sind, und ich finde die deutschen namen einfach zum grußeln zu hören xD
(Hab ne weile gebraucht zum antworten, bin krank und joa... nicht so geil gerade alles xD)
Find die Namen nicht so schlimm. Ist halt einfach deutsch zu nem gewissen Teil. Mein einziges Problem mit den Namen ist das Forum hier. Ich weiß durch die deutschen Namen manchmal nicht welches im englischen gemeint ist.
Gute Besserung. Hast du Lust mal ne Runde zu zocken, falls es dir gut genug geht?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916440#Comment_3916440
Yeah most people ignored me saying not to post that lol. Shapeshifter does sound cool though. Make it copy the cosmetics of survivors on the team. Them getting the license for The Thing is the perfect time for it.
I would love it to be a behavior original to be honest. I don‘t know the thing, but original chapters get better skins…… After writing that, l came to the realization that the skin wouldn’t matter much, because you would use the survivors skins to chase people (most likely).
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Shouldn‘t the fourth deadliest killer be higher? (Sadako)
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@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916441#Comment_3916441
Very minor bugfixes on a technical level pretty much. Basically stuff insignificant to the players, and not deserving of a patch note (and perhaps too technical to patch note)
Thanks
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@Goblin_BHVR said:
Hello!
It was just a backend update on our side, nothing that will affect your playing of the game
What‘s a backend Update?
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At first I thought, we shouldn‘t comment on what we exactly want as power. After many did it, I want a shapeshift killer that can turn into a survivor, do gens with survivors, have nice interactions with survivor interactions and do basic survivor things.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916412#Comment_3916412
The irony. People can hate facts and math all they like - it doesn't change reality.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916416#Comment_3916416
If you don't understand these basics, then I don't know what to tell you. I tried explaining them as simply as I can. If you don't grasp it at this point, well, it is what it is.
Let me try dumbing it down for you further:
If you view it as 4 different 1 v 1, a tie is impossible for each 1 v 1 due to the nature of 1 v 1. If you view it as a team, then both sides must both equally neither win nor lose. Killer wins with a 3k+. You cant have a killer get absolutely no win and the survivor "team" get some winning (2 winners on their team). That by definition has survivors winning more than the killer and in turn is not a tie - the survivors would have made out better than the killer IF you viewed it as a team game.
What is the point of your argument now? Killer should win even more ? What do you want to prove?
At the moment killers win 60% of the time when you use the 1vs1vs1… logic and in the team vs team logic it is, separated the draws and the rest needs to be equally divided, because a draw is in that case not a win for survivors.
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@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916343#Comment_3916343
Killrates do not necessarily mean a killer is overperforming. There are countless factors to how a match can go wrong in the killer's favor. Freddy is a good example, being the deadliest killer and having a trash power, only because of high mmr players who for the most part don't rely on a power to win, instead just their raw skill and game sense, but also because people often fumble against freddy's new kit, since they dk how to counter it yet
I don‘t see the difference to be honest. If a killer has a too high kill rate, it needs nerfs. That‘s what balance is after all. I think it is good to give players a bit of time to let them adjust, but 70% (69) is too much. We don’t know what Freddy currently has, maybe it dropped, but if it is still 70% he deserves nerf.
Edit: I think I‘ve understood your point now, but why doesn‘t trapper overarchieve in the same way (if it is just about m1 skill)?
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916406#Comment_3916406
A 2k is either a draw (team vs team) or 2 wins and 2 losses (mmr and the 4x 1v1 method). Stop with this stupid slight of hand.
You want to take the killer win rate from the team vs team comparison and set it against survivor escape rate in a mmr sense. It's an apples to oranges comparison and I'm beyond tired of seeing it parroted constantly.
The reality is most killers are winning (3-4k) far more than they lose (0-1k). A draw is not a loss and no amount of mental gymnastics will make it one.
100% true. Either argue about team vs team or 1vs1vs….
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916400#Comment_3916400
There are no draws in 1 v 1. See my response above.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916398#Comment_3916398
The whole 1 v 1 v 1....etc thing is just how the game is. This is based on BHVR's own comments, and the ingame backs it up in post match. It never says survivors win or survivors lose - it's all about your personal escape. Thats also why there are some perks literally designed around being selfish such as solo survivor. Considering it's 4 1 v 1 matches going on, see my comment just above this one which outlines why there are no draws. Killers either win or lose. Same as survivors.
In a 1vs1vs1vs1vs1 kill rate equals win rate! Only in a team perspective it doesn‘t.
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916387#Comment_3916387
"You forgot 2Ks.
50% 3K+ is not really the same as a '50% winrate', because it's not just 'win' or 'lose' for killers. There's a third option that takes a slice of the pie.
If you aim for a 50% winrate, killers would be winning far more than they lose, due to 2Ks taking a slice of the remaining %. If you want killers to win as much as they lose, you'd need to split what's left after deducting the 2K rate.
Take Nightlight's stat breakdown for Deathslinger, for example, who's sitting at a 50% killrate. His 3K+ rate is about 41%. But that doesn't mean he loses way more than he wins, because his 0-1K rate is 43%, which means he's way closer to balance than what would be implied by just flatly comparing his 3K+ rate to 50%."
Since i keep seeing this blatently deceptive "math" posted every time it's noticed that killers are overperforming, I'm just going to add this consice explanation that Firellius made in another thread.
Thank you sooooo muchhhh!!!! I‘m not the only one who thinks about draws. Draws are not a lose like most people say in those type of discussions and only use it to prove their twisted idea of win rates. I‘m fine with it not counting as win (even tho I would say it is half a win). Like you say to make it fair Draws should be separated and the rest needs to be equally divided.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916343#Comment_3916343
A 60% kill rate is slightly under a 50% win rate. You're confusing kill rates to win rates. If someone had a 25% kill rate, would you say they win 1 out of 4 matches? Of course not. Thats only getting a single kill. In case you're still confused, a 75% kill rate in a match is a 3k.
At 62.5% kill rate, killers would have an even 50% win rate on average. However, they balance around 60%, so it is more like 49%. At the moment survivors have anywhere between and 40% - 48% escape rate on average according to the official stats (48% being SWFs).
Essentially, killers have an intended 49% win rate (60% kill rate), and swfs currently have a 48% escape rate (at high MMR meaning everyone has experience in the game). With 4 survivors being in play, and to keep killers at around a 50% win rate and survivors at a 50% chance to get a 3+ escape match, each survivor would need to have an escape rate of about 38.5% (since there are 4 survivors facing the killer). As an example, if it was 1 v 1, then obviously both sides would want a 50% win rate, but since one side has 4 team members, they each need a reduced escape rate to maintain a 50% balance of both sides.
Long story short, survivors are overperforming IF we wanted to keep killers at a ~50% win rate and survivors at having a ~50% chance of getting a 3+ escape.
Now bear in mind, that's with a 60% kill rate. For killers not at 60%, whether below or above, adjustments should be made.
After reading a lot of the comments about kill rate, it is whatever you want it to be. It‘s not rational at all. If you argue about team vs team, they argue with 1vs1vs1vs1vs1, but in both situations killers are winning way more than survivors.
In 1vs1vs1vs1vs1 the kill rate equals win rate and in team vs team draws don’t count towards win or lose, which means if draws count towards it killers shouldn‘t have 50% win rate. With 10% draws, it needs to be 45% win rate for both sides NOT ONLY ONE. I would even say that draws should count as half a win.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916250#Comment_3916250
Thank you for responding!
Monstrous Shrine currently shaves off 12 seconds from a hook stage, if the killer isn't in the range, which sometimes just happens. With my buffs, it would shave off 20 seconds exactly, so not much of a buff there except making it less clunky.
I don't think that making players unable to self-unhook (which would include Deliverance, Wicked and Up the Ante), is a nerf.
Huntress Lullaby tokens are imo a really excessive part of the perk, considering it takes as many hooks as Devour and only influences half of the effect.
Now, with Boons, I wasn't really sure after how many snuffs they should break, so I just gone with one. There could be a way to make it after two, but idk, really.
The thing about monstrous shrine is that it only works with blindness and against soloq and when it works it is extremely frustrating. It‘s probably just me not liking the perk.
I don't think that making players unable to self-unhook (which would include Deliverance, Wicked and Up the Ante), is a nerf.
It would remove hook suicides which is a nerf in soloq, but this was more meant as a joke.
I don‘t think current boons justify having shattered hope basekit. They would have to bring back old circle of healing and buff all boons across the board for that change to make sense.
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@OPXtreme_ttv said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916189#Comment_3916189
So 3 or 4 killers of the almost 40 need nerfs. People only playing thes characters because they feel they need to in order to win, because the game is survivor sided. Which btw is old news
60% win rate for killers vs 40% win rate for survivors.
= survivor sided XD
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@Waynesl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915922#Comment_3915922
If you all want to win then go play a PVE game your in a competitive asym game that's a 1v4. 55% is to low of a standard to have for killers since it's a 1v4 statically it should be 75% yet y'all are complaining about 60%
You have clearly no idea what competitive means
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Alternative playstile killer. I don‘t want more anti loop, dash or what we already have killers. Something new, interesting and unique.
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That‘s much to go over XD.
I don‘t think monstrous shrine should get buffed and not that much. I don’t deny that it isn‘t that good, but it can be pretty devastating.
Gift of pain should get its last nerf reverted. (Now applies mangled and hemorrhage until healed and maybe increase the percentage by 2%)
Your hangman‘s Trick 👍 „Unable to attempt to self-unhook“ would be a nerf tho. I would love get the slower unhook and faster hooking speed as general buff to scourge hook perks.
Hex changes: I feel like behavior will never ever look at the spawns, but making them appear after triggering their effect sounds great.
Huntress lullaby is fine in my opinion. It is a huge pain to play against especially with the tokens, which change the timings all the time and make it extra confusing. I don’t think the tokens make it worse.
Hex Nothing but misery should just work like every normal hex and it would be great (especially with spawning after its effect activated). I tried this perk, but requiring hits to activate, makes it useless for most of the match.
Penti 👍. The aura they want to add really bothers me. There also was no reason to remove the exit gate part when they make the effect so easy to remove and small.
Ruin👍
Two can play shouldn‘t be a hex, but your version sounds good.
Wretched faith 👍
Boons: „Now, totems automatically break after being snuffed“ You haven‘t compensated them enough for this change. Without meaningful buffs to each boon perk, it would make them more useless than they are now. The other boon perk changes are good. I would probably not rework dark theory, however your effect for the rework is nice.
Invocations: Good changes. Weaving spiders should make you lose a hook state. Then it would be great.
Teamwork 👍 Make them also activate after unhooking and getting unhooked.
Shattered hope 👍
Rockie spirit should work for the whole team and I would equip it from time to time + your changes.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916238#Comment_3916238
Mainly because of the framework of Teamwork perks, them working off of healing and such. Ofc, that's just my opinion on that perk.
Collective stealth could work so much better better if it hadn‘t this restriction. The only reason for it is power of two which needs it, but collective steath doesn‘t need it. It’s probably doomed to stay bad because teamwork perks have to have the same downsides.
To your idea I would add unhooks to it, so it can help against tunneling.
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@SoGo said:
I mostly agree and could see these being added, except Teamwork: Collective Stealth. The healing requirement is fine, imo, it just needs to trigger off of both getting healed and healing someone.
I'd also make it so it muffles footsteps and blood pools.
Another thing that worries me a bit, is Hardened and Calm Spirit becoming practically the same.
Otherwise, nice ideas overall.
Why are you against this change to collective stealth? Your idea about muffles footsteps and pools of blood sounds nice, but I can‘t exactly imagine how that would look like.
Calm spirit are already almost the same perk, sadly. I don‘t know why behavior released hardened.
Thanks for the feedback😊
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915993#Comment_3915993
Becsuse the game is designed where the survivors have strong resources at the beginning of the match. Survivors have to be good at resource management. As the match gets longer, the resources begin to dwindle. Essentially, the killer gets stronger indirectly the longer the match, so survivor survival depends on utilizing resources efficiently and effectively. For example, avoid dropping killer shacks pallet at the beginning of the match where a survivor elimination isn't at risk. While you could use it to stop from getting downed early, it's better to save it for someone who is on death hook which creates a safety area later in the match.
Many maps are already extremely empty from the beginning or have terrible loops. What am I supposed to safe when the map has literally nothing on it!? Or should I just accept that I hold w in a line and die 3 times. Prime looping I guess.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915990#Comment_3915990
They do not have anything on them because they are so small.
If they did have strong tiles on them, they would be easily chainable and wildly OP. Instead, we have small maps with mostly bad tiles.
Bigger maps with the same number of tiles but higher individual tile strength is the way forward, I think. No more of these awful Coldwind tiles.
If maps are so small they should have at least decent loops. The combination of being trash and small is just frustrating, unfun and unfair.
Agree maps should become bigger again. It would finally buff pigs traps and of course allow for what you said. The sad thing is, behavior only touches maps that don‘t appeal killers. I haven‘t seen them do one survivor favored map change in my 3-4 year experience of dbd. They were only nerfing one map after another.
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@RpTheHotrod said:
They want to focus the game more on chases then people just hiding all the time and not doing objectives.
That being said, I still use distortion - it's incredibly useful for information, as you'll be able to figure out what aura reading perks the killer is using pretty fast and then can adjust your strategy accordingly. For example, if you're near a gen, they kick, and you lose a token,you know to not hide near gens when the killer comes a knockin'. You can easily get the tokens back to if you're doing your job as survivor by taking chases to buy your teammates time to focus on gens.
„They want to focus the game on chases then just people hiding“
So why are they making maps where you can‘t loop and have to hide, because all the loops are either burned after a short time, super bad or don‘t exist at all?!
It doesn‘t make sense to make hiding super bad and making the other playstile super bad as well.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915958#Comment_3915958
I think that the game needs larger maps brought back, desperately.
We did not foresee that shrinking maps would in-turn cause greater tile density, greater gen density and greater ability to camp/tunnel.
Maps being larger, with more spread-out loops/gens/hooks/objectives, would alleviate a lot of issues, imo.
Funny enough a lot of maps don’t have anything on them while being insanely small. Despite your points small maps look terrible and feel awful to play on. You never have a moment without the killer and they can reach you very fast where-ever you are.
Agree with everything you said.
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Pyrmid head is getting a skin soon. They‘ve confirmed that in one of their live streams and it will be a behavior original Pyrmid head skin.
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I want to see the full list of higher and lower MMR kill/pick rate.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915486#Comment_3915486
I agree on that, but something that benefits the killer is never really worth running. I think you mean something different, but the wording contradicts the entire purpose of a survivor perk. Its supposed to help you as a survivor. Not benefit the killer.
Something can be beneficial to the survivors and to the killer. The killer gets time, you get a health state, which also equals time in a chase later and give you some safety. I would run circle of healing and just equip another healing perk to speed it up. The problem of current invocations is that they only really benefit the killer. The crow perk is worthless and weaving spiders puts you permanently in a situation you don‘t wanna be in (broken).
Btw: Behavior released kill rate stats today and Sadako was in the lower MMR section 4th. You know what I want to say by that.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915741#Comment_3915741
Ich wusste net mal, dass es eins gab. Aber hätte ohnehin das englische genutzt, stimmt schon - Zumal die deutschen perknamen schrecklich klingen im gegensatz zu den englischen xD
Welche Perknamen meinst? Ich fand die bis jetzt eigentlich ganz in Ordnung.
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@buggybug said:
Calm spirit makes no sense since day one, if your not running iron will and moaning, the whole bless/cleanse/open silent becomes redundant.
Great suggestions overall but couple things
Harden = it is superior to calm spirit yet falls off cause of its current requirements. Maybe let it be finish a gen/ get an unhook or complete a heal or stun killer but totems and chest requirement is too much.
Bite the bullet already stops all grunt of pain and even the dying grunts of pain of a slugged teammates and oddly of you and someone is double healing and the other fails the skill check, it still stops the back snap sounds. It already works for healing yourself.The only thing it needs is when others heal you, you keep quiet xd.
Self care = heal icrease to 70%
Strength in shadows= umm well a rework for self care buff. Maybe it stops anything to put you in mend but then this would kill
Distortion = ok killers can't say this would be unfair but here is the best I can think of
Complete one gen
Unhook or heal a teammate
Cleanse one totem
Open a chest
Once all of that is done distortion permanently blocks all aura reading similar to harden revealing killer aura if anything they do wad to make you scream. Killers can't tell me this is NOT fair since this has 4 requirements to do to get the value.
Overall all your advise it good specially the no mither one I had the same idea lol.
Thanks for the feedback.
I don‘t know why the devs released hardened. It was just a calm spirit copy from the beginning. I guess the reason why you would play one over the other is either the aura reading or crows, silent chests/totems, depending on what you want.
I actually forget that bite the bullet removed missed skill checks notifications. „Bite the bullet already stops all grunt of pain“ My idea was to make it a iron will for others and keep the current parts of the perk.
Self care with 70% is too much, but I agree that the current number is too low. Something like 45% could work and strength in shadows should be twice as much as self care.
Current distortion is okay even tho it could be better, but there is no way behavior is going to do your version of distortion after nerfing it a few months ago.
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/443557/new-skin-for-kaneki-please
This skin is a must, also makes the most sense with the kaneki we have in game, the kakuja makes him unhinged very close to the dbd version. I would love this as a visceral
Completely agree. This skin looks so cool and insane. It is also the best fitting for him.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915669#Comment_3915669
Dachte mir schon die ganze zeit, dass du vermutlich deutsch kannst, ist aber besser fürs forum english zu sprechen xD
I mean, they have a similar physic than the rest of the tentacles, I assume that wouldn't change much. But yes more objects have a higher chance to bug out xD
Ja sonst versteht uns ja keiner XD. Finds weng schade, dass das deutsche Forum weg ist, aber es gab eh keiner großen Grund es zu benutzen.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915651#Comment_3915651
I mean I'm starting my apprenticeship as salesman for e-commerce with a focus on webdevelopement, but that's not really helpful anyways in this discussion xD
The programming part of that is probably the least work, the modelling of the skin should be a lot more.
(the sentence is supposed to mean "ich beginne meine ausbildung als kaufmann für e-commerce, mit einem focus auf webdevelopement" in german btw - judging on your name that should be better understandable than my horrible translated version.)
Es ist immer wieder lustig jemanden zu finden der deutsch spricht und den Namen versteht😅.
My thoughts were at first, that the tentacles have more potential to bug with a different skin and therefore take longer to polish. Behavior probably has more experience with doing male/female skins, which should make the process faster than doing other stuff.
Viel Erfolg bei deiner Ausbildung.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915628#Comment_3915628
I mean they had to model a completely new character with rize, so that's not really a good reason for me xD
Maybe I´m not a programmer.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/443557/new-skin-for-kaneki-please
I was actually surprised that this form of him wasn't a legendary or purple skin on release, I thought it was a no brainer xD
Probably becuase they have to remodel his tentacles, which would take quite a while.