Langweilig
Langweilig
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- Langweilig
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No more haddonfield 🥳🥳🥳🥳
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I agree. A while ago I made a comment in the forum feedback section about this topic, because Devil and some others got banned. I suggested a deescalation process to the current system, where you gain back lives after a long period of good behavior. Sadly no one responded.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037260#Comment_4037260
That's me with just about every pallet or window on any map. I don't know if it's a skill issue, ping issue, or what. I tend to avoid windows entirely because I know the Killer would get me before I reach it anyway. And they usually do.
I can relate. There is so many windows that are just pointless to use and the hit boxes in this game don‘t make it any better.
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@CrypticGirl said:
Am I the only one who finds it odd that there was no pallet in this entire tile? Or am I blind and just didn't see it? This was like a tunneler's dream…
https://www.twitch.tv/cryptgirl1981/clip/PrettiestObservantHumanWholeWheat-3he5b1B9Qkg-DUW6
I hate this new jungle gym. The window is so bad and the killer hits you most times no matter what you do.
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@BongoBoys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036967#Comment_4036967
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036935#Comment_4036935
The Devs said when Ghoul was in his prototype phase his tentacles were a skillshot/projectile based but apparently it was so bad to use they had to make it hitscan and autoaim.
While I wish they would change it think they gotta just soft rework it by making him kinda like Nemesis where you have to infect them first before being able to injure you with your power.
At the very least they could reduce the hitscan hitbox by 25%. That way if he misses he jumps at a wall past you, which would make him dodgeable like Wesker.
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I said it since launch but all ghoul needs is making his first injury attack a skill shot to make it possible for him to mess up and a QOL to reduce his minimum required distance for a leap to 3 meter from 5.
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Maybe you could change skull merchant’s undetectable to work like the one addon from her first version. → Whenever she is in the radius of her drones scanlines she gets undetectable. I liked that about her back then even tho I hated her. Players could build a stealth net with the drones for an advantage later.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4036797#Comment_4036797
If you're able to, it'd be incredibly helpful to see screenshots of the dead zones and unsafe pallets you're referring to on these maps. That way, I can share them with the team.
Not necessarily about the pallet density changes, but would it be possible that you discuss bringing back the one house you removed a while ago from haddonfield. The map feels too small and the Myers house is all alone on the other side of the street.
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It didn‘t let me vote. 😢
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Can you keep this in game please? It‘s funny
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I would prefer that effect to be basekit, but getting it on slippery meat would be nice as well. The unhook notification makes tunneling too comfortable to use and without it, it would at least be more annoying to do.
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I‘m 100% sure they won‘t touch this addon and they will just let it rott (same as fog vials and other things). Hopefully I‘m wrong this time.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4033211#Comment_4033211
But shouldn't we all aim for being positive about improvements of the game itself (of course they first need to happen) instead of new content which - looking at the recent past - will also be released in some bad state?
I personally could wait another 3 or 4 months before ANYTHING new gets released when they freaking get a grip and REPAIR their game.
You are too optimistic. I don‘t think chapters woukd be twice as good if they had twice as much time. We would get the same content just half the amount.
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@ggsk said:
while the thread makes it seem like many people are quitting,
strangely enough, at least since the 2v8 buff ended, the player count feels like it's trending upward compared to last year.The reality is that most people are addicted to this game and will play regardless of how good/bad the game is. Also this forum is not representing the whole community. There is like 5-10 people posting in this thread.
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I really dislike that she gets almost permanent undetectable. You can never be sure whether she is close or not and my teammates constantly get grapped of Gens.
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I‘m joining the boycott team again. I‘ve stopped playing after fog vials were nerfed, came back to pallet density and now I stopped again after the last awful update. I‘m not playing for the other sides power trip.
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They should just revert it like the anti tunnel/slug or give it a completely new effect. We don‘t need 20 have more charges addons.
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Hopefully robin as a survivor
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I‘m glad I found better games to enjoy
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These new pallets are a joke
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@CrossTheSholf said:
Any survivors want to address the genuine problems killer mains had with the ptb? Or just sling strawmen around?
Additionally, I would like to hear your definitions of slugging and tunneling. Is it tunneling to hook meg, kate, Meg, Adam, Meg? What if a Steve who was just unhooking bodyblocked for his unhooker. Is going after Steve tunneling? Or what if the last survivor who was unhooked jumped on a gen in the killers face? Would hooking them be tunneling?
For me there are three types of tunneling.
- Going for one from the start.
- Getting one out at a later point in time when the other survivors have a lot less hook stages.
- Forced tunneling that is the survivors fault by blocking me with the basekit endurance.
I generally have nothing against slugging because I think it has enough counterplay, but I wished the survivors would get faster crawling speed when pressing a button at the cost of bleeding out 2 times faster. It would also be nice if survivors woukd get basekit unbreakable when the killer does refuse to pick any survivor up after having all 4 slugged.
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They even nerfed of the record
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030134#Comment_4030134
an extra 5 seconds won’t do much in the average game. the least they could’ve done along with the 5 second increase was add in Elusive.
Agree. I don‘t get why they scrapped elusive and they should have added the effect of wicked basekit that the killer won‘t get a unhook notification.
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Nah at this point I will stop playing. Second patch with 0 content while getting hugely disappointed.
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Most stuff but they will announce that killers will get more stuff for unique hooks.
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I agree the minimal leap distance should get reduced to 3 meters. It would allow him to do a lot more things and make him more interesting to play as and against. I also agree with the auto aim hit box getting reduced. I‘m still hitting survivors through walls or when I don‘t want to hit them and if the ghoul player misses it would lead to some funny situations.
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My only problem is that I sometimes make stupid decisions.
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Double ghosty would be cool. Same with some other killers
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Monitor needed a buff and not a nerf. It happens far too often that things get unnecessarily nerfed.
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As someone who loved the previous haunted by daylight events, I have to say that it was really lackluster. Nothing new, they actually removed content and as survivor there is no reason to go into the void ever. Going in the void was mostly a death sentence for survivors sadly.
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@SoGo said:
So, with the November PTB, we are getting the second variation of Anti-Tunnel.
Here is the summary of what was changed:
- The removal of colision after an unhook is no longer. (This is good, as it didn't fulfill the role it was supposed to)
- The aura reading now works through Undetectable. (Big nope, this is OOO basekit, remove this)
- Immunity from Instinct removed. (Good.)
- The hook states are no longer hidden (good, it was unnecessary) and the unhook notification is no longer delayed (bad choice, this would be very good)
- The reward gen regression was removed (a shame, since even a small help would be nice, like a 5% pain res?)
- The basekit BBQ was removed (an eh change, at least the perk stays untouched)
- The Haste was reworked into (apparently) 15 seconds of Bloodlust 1. (I mean, it's good it doesn't work with powers, but 15 seconds? Really?)
- An additional BP bonus per unique hook was added. (Good.)
- Both punishments for tunneling were removed. (I would say they should've stayed in some form, but since the rewards are so miniscule, I say good.)
What I would change:
- Remove the aura reading survivors get.
- Return back the delayed unhook notification.
- Give the killer a small gen regression boost as a reward for unique hooks.
- Improve the Bloodlust slightly.
- Maybe readd the repair speed buff as a punishment, but only if a death happens at 3-4 hook stages.
I agree with you. Only on the aura reading I have no opinion on. The biggest lose is the hud and unhook notifications working like before. This was the most important thing, I was mostly looking forward to.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020291#Comment_4020291
They do seem to be like that.
For the killers, there is now too little of an incentive to spread hooks.
Everything that was encouraging spreading hooks was removed. Only a very faint haste and some pity BP.
I really hope they add some of these things at a later point in time. It‘s probably fine that they aren‘t added all at once, but I doubt the next patch will significantly improve the tunneling situation.
The bloodpoint reward is funny. I don‘t think you can buy people that easily. As for the haste I‘m glad it will no longer help mobility in chase, but 5% is a bit meh.
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@SoGo said:
Mostly agree with you.
What do you think about the new versions of these features?
I think they removed too much, yet the aura reveal that survivors get and that really seems like Object, was kept.
I‘m not a fan of the changes. The hidden hook aura and hook notifications were such important things as it causes the most tunneling and they should have kept the higher gen speed when someone dies too fast. The update while appreciated will not do anything against tunneling. It will still stay the best strategy for killer and most people are going to do it like before.
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Because permanent undetectable is obnoxious on a extremely silent killer
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I like that they will add more fog to it
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So many people would be pissed if they changed the core gameplay loop of ghost face.
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He really needs this „Increase normal rite speed from 4.2 to 4.3m“. 4.4 might have been too fast but 4.2 is way too slow. Ever since the change walking around with his rites in the ground makes you lose too much distance.
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They should revert it. The map is now tiny af.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010161#Comment_4010161
We were never told the anti-hiding mechanic has been finalized, and it still might be a work in progress.
Also, Go Next involves a lot more than survivors just manipulating button presses while on hook. It’s also a rework of how the penalties functioned.
Actions speak louder than words. By not addressing the hiding they say….
They addressed everything they could about go next. There isn‘t much more they can do and that they have to do.
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Hopefully they revert tier 3 and make the slaughtering strike an addon.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010121#Comment_4010121
The phase 1 changes including anti-hiding and anti-ragequitting, declared them both as problems.
They declared hiding as not a problem by keeping it the way it is. It was also not called anti ragequitting it was called anti go next, which refers to the action of survivors killing themselves on hook.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4010112#Comment_4010112
Neither of those is actually true.
There are still way too many people ragequitting, and people have claimed it's because the penalties are way too light.
And excessive hiding is officially considered to be problematic survivor behavior, and should be taken with the same seriousness as things like camping, tunneling, and slugging.
Who officially called hiding a problem? Just search for them or equip perks if you have such a problem with it. As for ragequitting, you can‘t solve that people will quit when they don’t want to play. The go next reduction tried to solve people killing themself on hook, which it did archive.
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@ReverseVelocity said:
I honestly hope they have some kind of change lined up for Fog Vials soon. A lot of people were really unhappy with the nerfs.
I‘m still….. They release a cool and useful item only to nerf it into uselessness.
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@Coffeecrashing said:
I'm still waiting for the phase 1 stuff to be fixed. The AFK crows got nerfed into uselessness, and Go Next was nerfed so badly that a lot of people are still ragequitting for selfish petty reasons.
The go next stuff did work and the afk crow stuff was never needed in the first place.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4009636#Comment_4009636
My god that's a name I haven't heard in a LONG time.
I wonder what they're up to now…
It would be cool if some of the old forum users got unbanned. I really miss DevilHitMe.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/457803/revert-the-tenacity-changes
Tenacity should get the increased crawling speed added back, but delayed by 10 seconds, so that it's actually anti-slugging, and not "let's weaponize the perk to immediately crawl under an undropped pallet" perk.
This a real wild take. There is nothing you can weaponize about tenacity.
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They should have made slaughtering strike an addon first to see how it is received. If the text woukd have been positive they could have made it basekit.
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Why are people downvoting this? Tricks as a skin would be cool.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4008831#Comment_4008831
Yeah, let's talk about MFT.
While I'll admit this "got past the PTB" like the original person you quoted mentioned, the history and surrounding information about MFT is really not a good look.
It launched, and was around for about 6 months before getting gutted. During those 6 months, players screamed at the devs to change it. The most common complaints were:
A) "effectively free, permanent haste breaks the game"
B) "haste stacking is too strong, MFT+hope is broken".
So the devs listened, and nerfed the perk completely out of the meta. And since that patch, both of those main reasons have been proven to be complete lies and manipulation:
Haste was given to SM, trickster got a base kit 5%, and clown haste was buffed. And these were more than 3% haste values, defended by most of the same people. So 3% haste demonstrably doesn't "break the game".
Haste stacking was given it's own update to revamp and remove stacking across the board. All because the devs listened to feedback that haste stacking was "broken". Then, once they announced that it was universally being removed, people screamed again and asked them to keep it. So, apparently hate stacking doesn't break the game either.
So, essentially, a loud part of the community didn't like MFT, made up reasons to get it nerfed, was successful in getting the devs to listen, and then they screamed again at the devs for actually listened to what they said (haste is broken, stacking is broken), instead of listening to what they meant (please nerf MFT, I'll say anything to get it deleted).
The only fair criticism about MFT was that it did really hurt m1 killers that have no means of catching up or no anti loop. All other killers could deal easily with it. At the very least the devs could have reduced the haste to 2% and make it like an exhaustion perk.