LordGlint
LordGlint
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996861#Comment_3996861
The survivors would be in a situation where they would have to chose between having a teammate that can not do anything without losing their anti-tunnel protection or having one that does help but makes it as if there's no anti-tunnel system because they helped. So either they contribute nothing or they do and cause the anti-tunnel protection to turn off.
Either way, there may as well not be any anti-tunnel system at that point. The only time it kicks in is when the survivors turn the match into a 3v1 themselves by having someone who is intentionally useless to keep the protection active.
Which would just be like any OTHER anti-tunnel protection. This was the entire reason for conspicuous actions to begin with. You ended up with an awkward situation where DS was essentially granting every survivor 2 minutes of free gen time if the killer tried to avoid eating it. That has nothing to do with tunneling anymore.
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Im just surprised no one else did it first...
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996829#Comment_3996829
I get the thinking behind making conspicuous actions cancel the protection but isn't that just handing out the benefits of tunneling someone out without the need to actually do it? The survivors would be in a situation where they can either act as if they're playing a 3v1 or it can just be made a 3v1. The other survivor may as well not even be there.
What do you mean handing out the benefits of tunneling someone out without the need to actually do it?
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@AcesSpeedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996548#Comment_3996548
i shan't. \\ i'm just over seeing people trying to make it out that they're highly intellectual in the hopes of getting a few upvotes and especially to manipulate ptb feedback. they're using ai slop instead of cultivating their own thoughts like a human being
Arguments can be made that using AI to craft forum posts for debates about Dead by Daylight is acceptable, particularly when focusing on aspects such as efficiency, intellectual augmentation, and the potential for a more structured discourse. The practice, however, requires a clear ethical framework based on transparency and proper usage to be truly acceptable. When viewed as a tool for enhancing, rather than replacing, genuine human thought and interaction, AI can play a legitimate role in gaming communities.
Efficiency and intellectual augmentation
One of the primary benefits of using AI in forum discussions is the enhanced speed and efficiency it offers. AI can process vast amounts of information, including patch notes, gameplay statistics, and community feedback, to quickly generate well-structured arguments. This saves players the significant time and effort that would otherwise be spent on research and writing, allowing them to participate in a larger number of discussions or delve deeper into niche topics. For a game as complex and frequently updated as Dead by Daylight, this ability to rapidly synthesize information can lead to more informed and timely debates.
AI can also serve as an intellectual sparring partner, helping users to refine their own ideas. By using an AI to generate a counter-argument to a personal viewpoint, a player can test the strength of their own logic and identify potential weaknesses before posting. This process pushes the user toward a more nuanced and resilient argument, ultimately elevating the quality of the discussion. This method transforms AI from a content generator into a tool for critical thinking and strategic analysis, which are valuable skills in any debate.
Structuring and clarifying arguments
AI's capacity for generating clear and structured arguments helps to combat the disorganization and emotional bias that can plague online forums. AI-generated posts can present points in a logical, numbered, or bulleted format, making them easier for other users to read and understand. This reduces the potential for misinterpretation and helps to focus the conversation on the substance of the ideas rather than rhetorical flourishes or personal attacks. By providing a clean, logical foundation, AI can make online debates more productive and less toxic.
This structure is particularly valuable in a game like Dead by Daylight, where discussions often revolve around balance changes, character abilities, and gameplay strategies. An AI can organize a complex argument about a killer's power or a survivor's perk, for instance, by outlining strengths, weaknesses, and potential solutions based on available data. This brings a level of technical precision to the conversation that might otherwise be missing, encouraging a more data-driven and less emotionally charged debate.
The ethical imperative of transparency
For AI-assisted forum use to be truly acceptable, the user must prioritize ethical transparency. As with any AI-generated content, failing to disclose its use can damage trust within the community. When players discover an AI-generated post that is passed off as a human's original thought, it can lead to accusations of deception and erode the integrity of the discussion. The solution is not to ban AI, but to be open about how it was used—for drafting, researching, or structuring a post.
Being transparent fosters a healthier community environment where players can appreciate AI as a legitimate tool, much like a writer uses a spellchecker. Furthermore, this transparency helps differentiate between a human's unique perspective and an AI's synthetic one, addressing concerns that online forums could become saturated with "robotic" and predictable content. By upholding the standard of honesty, AI can be integrated into the forum ecosystem in a manner that serves, rather than undermines, the community.
Conclusion
Ultimately, the acceptability of using AI for Dead by Daylight forum debates hinges on its application as an enhancing tool rather than a deceptive replacement for human thought. When employed to improve efficiency, augment critical thinking, and clarify complex arguments, AI serves a legitimate and constructive purpose. Provided that users maintain a firm commitment to transparency, the practice can help elevate the quality of discourse in the gaming community. Rather than fearing AI's presence, players can harness its power to foster more organized, informative, and intellectually rigorous debates.
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Found another one
MAYBE the penalty shouldn't be a thing if someone is cranking the gens...
https://youtu.be/EWvyko3y4lU?si=ebGF7Se9A7M91393The Taurie here definitely never got tunneled and is just blatantly gaming the system.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996643#Comment_3996643
From the amount of things ive seen covering this from reddit threads to videos to posts on here. Not a high chance a majority of it is gonna go through. Personally my problem is the 6 hook thing and the hook blocker. Killer can still proxy camp if they really wanna win making the blocker pointless. And it kinda incentivizes you to heal under hook which we all have learned has never been the play. And the 6 hook thing the amount of times I see people trigger it on accident by literally hooking 2 survivors between the 3 on the first survivor. And the fact that doesnt even make sense from a tunneling standpoint because if you are hooking 2 other people between how are you tunneling by nature? The killer incentives and the very long protection is fine though. I have no quarrels from them or the hooking the same survivor twice in a row so they die penalty. Hopefully they do this in a way that works for most people.
The big flaw that I've seen is the penalty is ONLY tracking hooks. It doesnt matter how much you chase other people, if it doesnt result in a hook... I guess you're tunneling.
https://youtu.be/Z8JhUmS3rGo?si=djpE44g7JEcTvOkbIf you watch the 2nd game here, a flashlight save is what changed him from being a person playing casual to a dirty tunneler who deserves nerfs, lol. Something tells me he MIGHTVE had more than a 2k if those didnt kick in.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996757#Comment_3996757
It’s more likely that some killers will just get so frustrated at the situation, that they’ll slug the survivor, and just go somewhere else to find a different target.
How is that a bad thing? They all have basekit unbreakable now. If the killer isn't around anymore, you just get back up.
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@Coffeecrashing said:
It’s probably because killers might purposely slug survivors that are on death hook, because they are afraid of the tunneling penalties.
Which means a survivor, that might have normally just gotten removed from the game, is now just getting repeatedly slugged because the killer doesn’t want massive penalties.
And then that survivor crawls away and gets up... I dont really see it a normal thing for a killer who was hooking originally to camp a slug for 4 minutes in an attempt to avoid tunneling penalties. 4 minutes of no pressure is WAY worse than a 25% buff and locked gens.
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@rvzrvzrvz said:
I agree but when do you want it ? after all gens are done is anticlimactic, usually you can still get 1 kill or more at this point, right now survivor can only abandon when it's over
With the new anti-slug, are we still saying its over? If everyone is going to have basekit unbreakable now, being left on the ground is an opening for a comeback.
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@crogers271 said:
Everytime someone suggested killers being able to abandon, it typically gets shot down since they still have a chance to make a comeback.It's not quite that.
It is easy to draw a simple, easy for computer code to determine line where the survivors have virtually no chance of a comeback that simultaneously is not easy for a toxic killer to circumvent.
It is very hard to draw a line where the killer has virtually no chance of a comeback that would not simultaneously be very easy for toxic survivors to circumvent.
But on this issue, yes, I don't know why we're getting it.
With the new anti-slug thing though... is there even a period where survivors have no chance of a comeback anymore BESIDES during the sacrifice animation?
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@supersonic853 said:
Yeah this makes no sense. They have reason to stay in the match now the game isnt over. Infact they are occupying the killers time by keeping them on them with their ability to get up now.
The note doesnt mention any kind of time restraint or anything, so... 2 teammates getting you up ASAP with a full loadout of healing perks and and cracked medkits would be treated the same as you waiting 90 seconds for the new basekit unbreakable. Thats weird.
Besides that, does popping conviction and plot twist satisfy the requirements? That would just be nuts for a killer to lose track of you for "slugging" you for 6 seconds, then have a person abandon after getting downed on their 2nd chase of the game. I wish I had the PTB so I could test these things.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996598#Comment_3996598
As a tip, you can edit if you switch your browser to desktop mode.
It still a pain cause your autocorrect seemd to keep butchering your inputs and you have to keep screwing around to edit it, but hopefully this helps a little.
THANK YOU!!! I've been struggling with that for awhile. I'll catch that autocorrect butchered something 2 seconds after posting.
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@Rulebreaker said:
Grab your sleds people, here's the slippery slope we all saw coming
On a serious note, this really shouldn't be a thing
If anything, I could see them reverting the abandon if everyone is slugged thing since now everyone has tenacity and unbreakable basekit. The game isn't over until its over. This just seems really random. Curious if itll count plot twist and conviction as going down and recovering.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996278#Comment_3996278
More likely he did a Google search for Peanits to see what he could dig up. Just weird.
A part of me is giggling at the idea of spellcheck making his first few attempts to Google "peanits" quite uncomfortable.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996263#Comment_3996263
Thanks! definitely a reach calling that an insult, reads more like have fun.
Wish people would stop being weird and personal towards the devs. Alot of the behaviour I've seen is embarrassing enough.
Its kinda creepy for someone to remember such an obscure detail from a bugfix post from 4 years ago... Who does that?
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996258#Comment_3996258
I think they mean this, but also that its the opposite of what is intended by OP:
This will result in some totems being snuffable through collision, but we are erring on the side of caution to ensure that all totems can be snuffed by the killer until then. Enjoy it while it lasts, Killer Mains!
If I'm reading it right, it looks like they were erring on the side of favoring the killers so that they weren't disadvantaged and then saying have fun. If anything, survivors would have more of a right to be angry that instead of being 'fixed' they were favoring the killer side (which, presuming a fix was impossible in the time frame, would have been the right call between those possibilites).
I wasn't actively playing then so if someone else was an remembers this being treated as an insult I'd be happy to hear the explanation.
Definitely a stretch. Peanits has a pretty squeaky clean reputation when it comes to talking with the community.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3996148#Comment_3996148
I wonder if the OP considered that teens actively had weapons and could fight the monster.
To date, Survivors have no weapons. Unless you count the foot that you kick Victor with as a weapon.
You have the glass shard thing from DS and I'd include locker doors with Head on. They can ALSO use explosives with blast mine and chem trap. My head has caught plenty of pallets, and you can also drop kick killers with last stand. Can we toss in Steve's aggressive screaming as a weapon of psychological warfare?
Alot of this kinda just makes things more reminiscent of Home Alone than a horror movie slasher, lol.
Here's our next licensed killer
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995100#Comment_3995100
I mean tunneling never once created a feeling of tension or horror. It just created frustration and annoyance.
Thats true, but protection FROM tunneling can kill any sense of threat. If you know the killer won't bother chasing you until they get another hook or 2 from someone else... all of a sudden, your not too worried about that approaching terror radius. Thats why DS was so effective before conspicuous actions were a thing. You could sit on a gen and the killer was punished if they did anything about it.
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@Jacknalls_Paw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995959#Comment_3995959
That's why it need adjustments, but many here are acting as if it needs to be scrapped despite people having been requesting this feature for years.
I feel like a big problem is that they added like 7 anti-tunnel things at once. Between the boosted endurance and haste time, the hidden aura, hidden killer instinct, hidden blood, hidden scratch marks, no grunting and hiding the unhook... you've pretty much already countered getting tunneled off hook.
The penalties just feel like they're mostly going to hit ppl who are doing what they're SUPPOSE to be doing. Not every chase results in a hook. If I pressure the other survivors for awhile before finding the last hooked guy 2 minutes after his unhook working on a gen... he hasn't been getting tunneled.
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@Jacknalls_Paw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995280#Comment_3995280
In fact, with this update, they are trying to balance the game around less experienced players by helping them against aggressive tunnelling.
Except Its hitting a more than just aggressive tunneling...
https://youtu.be/Z8JhUmS3rGo?si=9fHP4T-4h5dQ1oEjSpookyloopz accidentally got it in his 2nd match here. Unfortunately a flashlight blind negated what WOULDVE been his 5th hook on a still living survivor. Since the game is only tracking hooks and not downs or chases... that doesnt matter. Killing the guy who had plenty of time off hook and was never tunneled resulted in a hit.
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@Flopkween said:
Can we not nerf hope and tenacity please?
pretty sure tenacity was nerfed because your already getting part of that speed increase basekit. Essentially if you were running it before, it should feel very similar now when combined with the basekit change.
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@BbQz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994174#Comment_3994174
This is a completely understandable take. I think it's definitely gonna get tweaked as time goes on. And maybe even exceptions to the rules like your conspicuous action point. Or having the second hooked person running around making dangerous hook saves.
Im not holding my breath too much on BHVR programming the game to notice intricate things. They're tracking HOOKS rather than chases. If I hook you, then chase all 3 of your teammates before hooking you again, the defining factor shouldn't be if I won my chases with your teammates. I feel like at least with conspicuous actions though...thats already programmed into the game.
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@BbQz said:
This is something people don't seem to get tunneling can't exist in a healthy game period. For long term success and to keep the players from the FNAF and TWD people who are new can't be kicked out at a few minutes. There's no learning curve that's going to justify something like that happening and trust me I'm at 600 hours and it still happens to me.
To make it worse a lot of these new players are playing duo or with friends being in spectator mode for 10 minutes sucks especially when it happens back to take. All of this applies to slugging as well it's unfun and unhealthy for the game long term. The people on the forums are die hard players who behavior absolutely can't even consider when deciding the games long term health why should they care about a 2000 hour player when balancing for them results in 50 new players quiting.
While I agree with the sentiment, I think the "anti-tunnel net" is abit too big here. Its kind of like how they tried to punish "go-next" but found themselves ALSO catching ppl who were left on hook. Its completely normal for survivors to get hooked at different rates than their teammates because survivor skill levels are different. If I spend equal time chasing everyone and YOU got hooked more than your teammates, thats not a tunneling issue.
I also feel its weird how they forgot about conspicuous actions for this. For previous an T i-tunnel measures, they at least had the sense to realize killers should be free to chase people who are progressing the game. Its not toxic to try to down the person you found repairing a gen, its to be expected.
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What gets me with that is the addon they chose to attach it to. It shouldn't be an ultra rare addon if ppl want to play classic Mikey. If its going to be via addon, they should be using a brown addon so its something available every match if desired.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3993867#Comment_3993867
Did you watch this game? I'm going to point out that you chose this example here. Let's look at this game:
They got an early kill at 2 gens left, like you said. They also 4k'd the team with 2 gens left.
They had a literal meme build of random perks. I'll quote his exact words at the end of the match:
We have managed to win a game with the worst killer in the game, the most underused perks, and no add-ons.
He also mentions this is his second try to win using this "build".
He kicks a gen exactly once, so the anti tunnel literally doesn't come into play here whatsoever. That kick didn't do anything, and the survivor speed boost would've been meaningless here because getting the early elimination was still so powerful he easily won the game.
The survivors basically had no chance to touch gens after that first elimination. Which is why the value for a repair speed will make or break this, a value I might add, that we don't have yet.
So, I think if someone can turn their monitor off, slam their face in the keyboard, and basically win with no effort, then it really sounds like the game could use even just a bit of something, anything that would make this not just a "free win".
That should've been a "challenge for content" and he accidentally hit a home run while actively trying to sabotage himself.
It was a match where he WASNT hard tunneling anyone and the first kill DIDNT occur early on. He was doing the kind of gameplay that should be encouraged, which is bouncing around to apply pressure without wasting too much time on 1 survivor. Just because he didnt HOOK every survivor he chased, doesnt mean he singled anyone out which is the major flaw with the tunneling detection. Your not going to end every chase with a hook. The fact that the survivors dropped the ball does NOT mean its OK to add penalties and buffs to gameplay that involved no tunneling in the name of anti-tunnel.
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@RpTheHotrod said:
I took a 6 month break and just recently returned. Depending on how PTB goes, I might just retire permanently and move on. It's one of my favorite games, but they just seem absolutely obsessed with making the weaker m1 killers as obsolete as possible every patch. I don't tunnel and rarely double hook, so maybe I might enjoy these changes, but there's so many reasons why a death can occur within 6 hooks that don't entail tunneling. The number of times I've hooked a survivor, and instead of resetting, they just run straight back to a gen is not insignificant. Usually I just down them so they stop repairs then leave them down so someone can save them but I get SOME pressure from it without double-hooking, but even THAT is getting punished. I think it's silly BHVR is going to be punishing killers for survivor bad plays.
Was watching this earlier and the very first match was like that where someone died "early". Wasn't really tunneled or anything, but even with the killer being pretty tame and just getting hits in where they can, by the new updates rules... they'd get hit with both penalties while there's 2 gens left...
https://youtu.be/u_lG1vnIvRw?si=-cZZmIBHw-bgYUqPI feel like they're going to have to have better detection on what constitutes tunneling.
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Im sitting on a crap ton of shards so...might as well. Even if I dont play a single match, I can quickly buy and prestige.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990676#Comment_3990676
I'm kind of surprised it works that way but I do think it's the sort of thing we need to see play out in some matches to see how ridiculous it is in reality. I don't know if in an actual match you're going to need to keep the same survivor down on the ground multiple times for longer than their recovery timer that time + 60 seconds overall (since recovery takes 30 seconds and runs concurrent to the pick yourself up timer: 90-30=60)
Also, mechanics are comparatively hard to change but numbers aren't. If 90 seconds seems too short they could easily up it based on PTB data.
I feel like the better route would be to just have it reset each down. I wouldn't want someone to have a ridiculous long wait time their 1st down just cuz they just tweeked the number.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990628#Comment_3990628
https://us.v-cdn.net/6030815/uploads/AWR0ZJ4G5SK5/image.png
It really looks like it's infinite unbreakable, after the 90 second timer fills up once, because the timer doesn't reset.
That ain't good...
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989953#Comment_3989953
That's just typical patch notes. It's being on the floor for 90 seconds and then being able to pick themselves up. What is missing is if it's 90s in one go or cumulative. The notes make it sound like it's cumulative and every time they are slugged after that they can pick themselves up after reaching max recovery. An unlimited Unbreakable.
There are less and less reasons for survivors to get off a gens. Any inconvenience solves itself.
It SOUNDS cumulative, which is kind of big... but it could just be weirdly worded. If it is 90 seconds per down, Im not really worried about that. Thats plenty of time to handle flashlight users and such.If a dev already commented and clarified on this, would love to see where that is.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990087#Comment_3990087
If every survivor goes into a locker every time you hook someone then no one is on a gen are they? Use that haste buff you got from your hook and start patrolling. I think you're overestimating the number of survivors that will notice you're hooking someone, think to hide in a locker, and have easy access to a locker right when they need it though.
If you 'unintentionally' tunnel someone out early on you've still turned the match into a 1v3. The match isn't exactly going in the survivor's favor.
Keep in mind, its not necessarily "early". An "anti-tunnel" mechanic can kick in at 1 gen left, even if hooks were spread evenly if that 9th hook was on the wrong survivor. I feel like conspicuous actions should at least remove this. If someone is working on a gen, they should be free game to chase.
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@jesterkind said:
I think you might've misread part of it, regarding no longer being able to regress generators.
It's not - as I understand it - that it's any time you kill a survivor, it's if the survivor who was on hook last is hooked again + killed.
To put it another way, imagine your last four hooks look like this: Jake most recent, Dwight before him, Meg before him, Claudette before her. Now imagine they're all on death hook.
If you hook JAKE, you're locked out of regression. If you hook anyone else, regression still works for you.
Thats STILL dumb since even in that scenario, its not tunneling. The idea that you can 2 hook everyone and get hit with a tunneling penalty for killing the "wrong" survivor is kinda ridiculous.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989788#Comment_3989788
Ryan clarify it was 90s after being down not the second thing you said
Where was this stated? If its a 90 second timer per down, thats completely different.
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@TheGoone said:
I think it's nice Survivors get basekit Tenacity.
However I believe 90 seconds until you can pick yourself up is to long and a more fair time would be 60 seconds
I feel like the big issue is the word "total". If it DID mean you got to get up 90 seconds after being downed, that would be one thing. This sounds like itll trigger once the bleedout bar hits 62.5% full no matter how many downs it took to get there. On the ground for 30 seconds 3 times? Same thing.
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I know this was an issue with last stand before in that it was giving I frames during vaults. Other than that... kinda gotta accept the BS on both sides. Its kinda like how survivors will notice the hits that hit them seemingly around the corner, but obvious to the hatchets that SHOULDVE hit but dont.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988817#Comment_3988817
Now that's a fair point.
I'm sure it could be coded in that Frenzy just ends if the same guy's stabbed twice, though, or that it just doesn't have an effect so all it really does is waste time.
Im just using this as an example Legion game with multi-stabbing.
https://youtu.be/L5GJoLT07lY?si=RAvMVJspxez9ickWThe Legion in this gameplay was able to take advantage of the David immediately mending several times to stab him again and prolong the frenzy. It was a misplay on the David's part doing this while in the center of the map repeatedly. Im just wondering if there's a way to figure things out to prevent obvious cheese while ALSO punishing survivor misplays like the David who's ALLOWING the multistabbing.
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Keep in mind that deep wounds isn't JUST a thing that wastes survivor time when it comes to Legion. Deep wounds is also the difference between if feral frenzy gets refreshed or if it ends. You'd have to come up with a prevention to Legion just stabbing 1 guy back to back with feral frenzy if you removed the deep wounds.
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988775#Comment_3988775
Omg dont take it too info, would be certain killers of course
Even if its "certain killers", there would never be a reason for me to try hitting someone twice while leaving the other killer alone. It would be much more efficient to go after any survivor the other killer injures to ensure they can't get points, hence... it would just be filled with kill stealing.
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3988761#Comment_3988761
Uhm no, best killer wins? like on hooks or downs or something?
Which would just result in killstealing. Imagine following a Deathslinger around and getting the M1 anytime they shoot someone.
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I feel like if you wanted them to work separately from each other, your best bet would be to have it setup as 2 teams of 4 survivors and a killer. This'll have survivors try to have more gen repair than the other team. You can help out your team by bodyblocking the OTHER team to aid or interfere in chases.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/454448/legion-in-2v8
Well that would require a soft rework and I doubt devs will do that however I do thing if we just shorten mending down to like 3 seconds it won't be much of a problem
That was essentially the idea last time. They lowered the mending timer from normal version, but made sure to keep it to prevent Legion from stabbing the same person multiple times. I feel like no matter WHAT it gets lowered to, ppl will still call it a mending simulator because mending isn't actually ppl's problem but rather just the convenient thing to complain about when they really just hate the injuries.
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This would allow Legion to double tap every survivor using Frenzy. You'd STILL be mending, but the Legion would get to the lethal stab faster. You're ironically asking for a Legion buff.
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He's not REALLY 110% speed since thatsonly the speed you're at while carrying the axe. You can ditch the axe, move at 115% and just resume on it when its actually time to chuck it.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3986499#Comment_3986499
Is that what the dog does to his clear coat? 🤔
Thats what anyone would look like after spending time on Dagobah
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The star wars chapter must have come early cuz R2D2 is making a forum thread.
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@tes said:
Other support killer just too weak. Like Ghostface? His exposed doesn’t work on half of killers, yet he doesn’t have bonuses to pressure people who is marked
DeathSlinger and Nemesis weak on their own
Spirit not that strong to pressure 8 people, despite having strong 1v1 + sound bugs (still) and silent rush
It’s just unattractive to play someone else except Legion, Wesker, Oni and Huntress maybe. Maybe Blight and HillBilly, but u need to be good player on them (which is hard)
Probably it’s only one mode, where Legion can shinePpl hate on Legion in ANY mode. This was the same reaction for lights out.
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Im guessing its tied to queue time. They probably dont see a reason to offer it to ppl who are going to get into a match soon rather than ppl who will be waiting.
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Popped up as soon as I hit the button
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@PigWithTvs said:
remote breaking was too op tbh i gotta agree, i loved it as a killer but it was too much as a survivor
remote hooking tho, i don't see why not, as long as it has limited tokens or something to make it fair
I feel like remote breaking COULD work in another form. The reason it was so powerful in the event is because you could break pallets while still looping. If they instead made the perk form still make the killer go into the kicking animation, it might work. Instead of limiting where you could kick a pallet from to 2 locations, the perk would allow you do go into the pallet break animation from anywhere within like 6 meters of the pallet.
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@100PercentBPMain said:
remote hook could maybe work if it placed on the closest hook as an anti pallet choice but I wouldn't want the killer having any choice over hook placement. I feel that'd be stepping on Agitations toes for hooking people in nasty places
I feel like agitation would still get SOME use from being able to get hits while carrying. Free injuries from ppl who think they can help their teammate is nice.


