Avatar

LordGlint

LordGlint

About

Username
LordGlint
Joined
Visits
10,121
Last Active

Comments

  • @JackOfTrades said:

    Good BP event right now, so people will spend more bp.

    I know that much, just wondering just how big those piles are. Do people have hundreds of these yet?

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965699#Comment_3965699

    But there are systems that many games put in place that prevent stuff like I am talking about in my OP.

    LoL has all of these. With detection software that analyzes thousands of games through replays of player behavior they have. The honor system rewards positive players. And placing leavers and throwers in their own que in low prio

    Theres stuff we can do furthering a system around giving up clearly.


    Reasons for it are definetely another route, noone wants to play an unbalanced mess of a match. Still dishing out punishment (like in my OP) Kaneki is absolutely god awful to face, as are most of the "top-tier" killers because what makes the "top-tier" is around the fact that they are just unbalanced messes or unfair (in most cases).

    I'd be TOTALLY down for replay systems and such. That would be GREAT for catching cheaters too. Stuff like that would be nice to integrate into a "go next" prevention system. Im not a LoL player, so maybe YOU can answer this question. Is it perfectly balanced and everyone agrees? Do they not punish griefers if specific characters that are OP get played? I wouldn't mind if DBD took some notes from LoL, but it sounds like they ALSO dish out punishment.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965669#Comment_3965669

    But that sounds like a reason to keep working on the problem, not to stop. Your message comes off as "well we tried so I dont see a point in going anymore"

    Thats …. giving up on hook lol. Lets get away from that mindset

    Saying, “people always find another reason to go next” doesn’t mean we should just throw up our hands and accept it. That’s the whole point of game balance and behavior systems, they’re ongoing, not one and done fixes.

    No one system is ever going to solve 100% of frustration or griefing, but that’s not a reason to stop further changes. It’s a reason to keep developing them. Or continued balancing.

    Players finding new workarounds to disengage (like refusing heals, baiting killer attention, intentionally throwing) just shows that current systems aren’t fully addressing the motivations behind that behavior. That’s not an argument against fixing it, it’s a reminder that behavior systems need further development, just like balance does.

    For sure they can continue changing the game to try to make it better. Im MOSTLY talking about the idea of "we should find out WHY ppl DC instead of punishing DCing" isn't a good approach. We can do both. Ppl have proven for 9 years that no matter how many changes happen, they'll still DC, so holding off on punishment until the game gets to the perfect state of balance just means the punishment will never come.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965646#Comment_3965646

    I never said anything about when it started or stopped. I just gave one point where she had blinks reduced.

    Her cooldown though was never touched.

    Seriously, if you check her patch history, its one of the longest in the game covered in nerfs or bug fixes... which is kind of the point. People still make threads titled things like "Why dont they ever nerf Nurse".

    This is a bit off topic from the post now so, lets keep this discussion about the topic on behavior in game, and less about nurse balance, as this is not really related to the thread.


    There was no step wise "and everything will be fine" after any change really made to this game. This post alone doesnt even have that message underneath or expressed anywhere.


    Changes happen as changes are needed. Updates to balance are never done with the idea that they will never have to happen or needed again, they are reactionary to a lot of things in game.

    New perks come out, map changes, killer additions, gameplay changes, perk behavior or strength changes, problematic playstyles or workarounds even in light of those changes(this thread)

    All warrant further work be done on them.

    Im actually NOT drifting off topic. My point was that they DO address things that are complained about, which never leads to people going "yup, we can stop DCING now". Its always ANOTHER reason to give up. The list of reasons to give up never shrinks no matter how much gets addressed. They've been trying to address WHY people "go next" since 2016, and it doesnt stop people from doing it.

  • @ChuckingWong said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965618#Comment_3965618

    I dont think people claimed any of this was fine in this stepwise idea you have.



    The reaction we have to when nurse gets changes are:


    "good she needs less blinks"

    Not

    "Good she needs less blink everything will be fine from now on"


    Thats not something that happened.


    And the less blinks thing happened…. jeez WAYY long ago in 2019.



    The only thing that was ever talked about with nurse was "Im so sick of starstruck nurse"
    Which was fixed when her blink attacks were made special and not basic.

    then it was the range addons... then it was the cooldown... then it was that she could use basic attack perks


    Her cooldown never changed, or was talked about.

    The other two you have listed here were done at the same time, where her blink attacks were made special and range addons completely removed.

    More importantly though:
    No meaningful or long discussions ever really seem to go anywhere with her for the most part. As that would be suggesting to nerf a specific killer and that is not something people like to discuss. I made a whole post on what needs to happen to her to bring her in line with restriction and it was met with vitriol and "shes fine" comments.

    Or was met with "just remove aura read during her power" while I post, video proof by the way, of not needed aura read during power to show that wouldnt do anything. And the conversation went nowhere.


    When people ask for changes or suggest them its usually not with the line "and all will be fine" attached to it.

    Afew things...

    The reduction of her blinks started back on patch 1.1.2 which was 2016, which was why I listed it first. There was a second nerf to it in 2019 though. The cooldown complaint was that she didnt have the charges mechanic she does now, so after the fatigue... she'd have full blinks ready.

    Seriously, if you check her patch history, its one of the longest in the game covered in nerfs or bug fixes... which is kind of the point. People still make threads titled things like "Why dont they ever nerf Nurse".

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965522#Comment_3965522

    Well, friend, you might recall that we made an attempt to understand why, exactly, people were giving up all the time:

    https://forums.bhvr.com/dead-by-daylight/discussion/448508/understanding-the-go-next-epidemic-why-did-it-exist

    Based on this discussion, it doesn't seem to me that the goalpost was changed, mostly because many things that were causing frustration were not even addressed.

    The easiest example of a moving goalpost is Nurse. Ppl claimed that as soon as those extra blinks were removed shed be fine since it would just leave the skilled players who didnt need a crutch... then it was the range addons... then it was the cooldown... then it was that she could use basic attack perks. Even after all that, you STILL have ppl claiming BHVR doesnt nerf her. Every time they nerf an aspect that ppl claimed they'd be fine with her if she didnt have, they'd jump to wanting something else.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965495#Comment_3965495

    It is, but besides new players, attempting was really used to get to that second stage.

    I feel like if anything, the better tradeoff would be the incapacitated status effect to even out the fact you saved your team time they'd have to use to get you.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965522#Comment_3965522

    Just because we can't address all of the reasons doesn't mean we shouldn't try to address some of them.

    For sure... and they did. They kept addressing things and the goalpost kept changing over and over and people pretended that nothing was addressed.

  • @GeneralV said:

    Unfortunately, there was always the possibility that this would happen.

    Getting rid of "going next" without addressing the reasons why players would choose to go next in the first place, inevitably will make these players look for alternatives.

    The problem is the list of reasons was endless. Every time and item on the list was checked off, the list would get expanded to add something else.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965436#Comment_3965436

    The unhook could stay as long as it was limited to 3 attempts base and didn't progress the bar. To balance out the free unhook (no downside for attempts) the survivor could become broken for some time after if successful.

    You just described deliverance, lol. Broken as a downside is much perfered over a lossed hookstate because you hit 2nd.

  • At least when the killer is a cheater, its usually over quickly. Survivor cheaters would be alot less annoying if they teleported from 1 gen to the next, did them in 1 second and immediately left. Both suck, but at least you get to move on quickly.

  • Wow... I know you're trying to make a joke here, but this isn't even CLOSE to being right. There isn't a single skillcheck involved.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451408/botany-self-care-questions

    Yes the increase counts with a medkit. You basically heal at the same rate as someone else healing you.

    When using Self-Care and Botany together the plus 50% from Botany is 50% of the Self-Care healing speed. So you gain plus 50% to the 35% of Self-Care. Meaning with the combo you heal at 52.5% of normal speed. Or about 30.5 seconds assuming you don't hit any great skill checks.

    Selfcare+botany=85%

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965149#Comment_3965149

    I already addressed counter play.

    The closest thing honestly would be more like xenomorph turret, where the killer power is interrupted and goes on cooldown and can't be immediately used right away.

    And turrets take more than just equipping a perk and nothing else: collection, set up, and going your chase can capitalize on that prep.

    And just look at how much fun killers tend to think the turret mechanic is, it's not popular. And it doesn't remove the entire power from play for the entire match, not even close, even with all of that investment.

    They purposely stayed away from perks and items countering powers so they didnt feel needed against those killers. Instead of flashlights erasing hag traps, you could do it by hand for example. They didnt want it to feel terrible going against the killer if you DIDNT bring a specific item or perk.

  • @ChaosWam said:

    My question is, why not just have it remove a charge every time it's knocked outta their hands if they're changing how it works, when it comes to items with set charges?

    Not really the best option, but at least it's something.

    Thats essentially how it originally was. Everything they dropped it, they lost a %.

  • If anything, the game should move AWAY from gen slowdown and speed up perks. This idea of both sides having to out do the other on stacking slowdown and speed up is dumb.

  • @AmpersandUnderscore said:

    If there was even a hint that a survivor perk would do the equivalent to franklins, people would burn these forums to the ground.

    Even the tamest version, which would be something like "puts the killers power on cooldown when hitting a survivor" would make people lose their minds.

    Let alone "go back and pick it up so you can use it at all", or even "just go drop it in the corner to play around the perk, duh".

    These are already limited use items, many with just one use at all without some heavy investment.

    The survivor equivalent is generally basekit. You can disarm bear traps and hag traps, use EMPs against singularity, antidote against nemesis, use alarm clocks against Freddy, ect.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965088#Comment_3965088

    It will definetly be used like this, but it's only different way how to achieve result you already can.
    While counter is same as always, you just look around and chase if you see someone.

    Antislugging perk is the one I am worried about. Not this one…

    Introducing things like this is really bad when they're TRYING to do AWAY with slugging. Bringing even more stuff to the game who's only counter is "slug them" is a terrible idea. They've been pretty open that they want to introduce basekit anti-slugging, but they can't really do that with abunch of things in the game to deny hooking.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964927#Comment_3964927

    Make it work in the reverse, give a "Swap places" button, where you can have victor and charlotte swap places during switching to one of them. So if you say, leave Charlotte somewhere, down a survivor with victor, swap them, and now you are charlotte and near the downed survivor.

    Could also be used the other way for some interesting setups, and actually be able to function as "2 killers in 1"

    Yeah, Deadman was suggesting that as well. Feel like that would work out pretty well. Most of the reason Twins is so slug heavy is because it generally takes at least twice as long to hook with them as anyone else.Making it easier to hook ppl would definitely lower how much slugging there is compared to other killers.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965075#Comment_3965075

    Yeah, but hitting the vault near killer is also part of requirments. While killer can see different animation when you vault and can hit you before you stun them.

    If the perk was STRICTLY a chase perk, you'd have a point. Its not though... and realistically itll just get used as another anti-hook perk. Its kind of alarming to me that they released both a perk to deny hooks and a perk that lets a survivor pick themselves up after being on the ground after like 6 seconds...and its even on the same character.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964927#Comment_3964927

    thats true tbh, there has to be something they can do to incentivise hooking tho. Maybe tp charlotte to victor then so you can't force basement.

    That could work

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965070#Comment_3965070

    Those killers are usually top tier, so I don't see the issue with it working better against those, quite the opposite…

    It's definetly not going to be that easy against stealth killers.

    No... even then, its pretty normal to be within the TR while they're chasing your teammates. Its why old distortion regained stacks so well. Just playing the game normally will have this requirement done like 90% of the time.

  • @PetTheDoggo said:

    I don't think it needs to be nerfed… it happens once with not that easy requirments.

    The requirement is "be in the killer's TR for 60 seconds" which is ridiculously easy with more and more killers getting a 40 meter TR.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964983#Comment_3964983

    well have to treat every window as a locker now. one more tool like head on/flashbang is no big deal really.

    encouraging bullying is passive slowdown and acts as a window of opportunity for a mistake; I'll take these guys over the zero interaction, split rush gens and leave type.

    The issue Im seeing is ppl want to do away with slugging, but tools to deny hooking keep getting added into the game. This is my biggest gripe about adding basekit unbreakable and such. Ppl are really vocal about how much they dont want to be slugged, but when we have things like remote hooking/caging ect to encourage hooking... they REALLY hate that because it bypasses anti-hooking.

  • It'll probably get a harder activation method. Existing in the killer's TR is something almost everyone is going to do from just normal gameplay. As it stands, it kinda reminds me of original release MoM, a perk that had a very easy activation requirement and gave a 1 use per trial effect which can be quite strong and resulted in everyone using it.

  • @DestroyerBG said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957294#Comment_3957294

    Perhaps but maybe if Behaviour makes an actually accurate MMR maybe it would work to force people to be in matches otherwise the rational people like me won't bother killing themselves by being matched with stupid teammates. In any case enjoy the system I won't play that though I'd rather have freedom than being forced to stay in a lost match since you can tell pretty quick when you lost.

    The entire point of the system is to discourage ppl from constantly DCing if they want to play DBD or force ppl who constantly DC to not queue up. If you're not going to queue up because you can't handle not being able to DC 50% of your matches... the system is working great. I celebrate not having someone in my lobby who has a 50% chance of sabotaging the match.

  • @Deadman7600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964768#Comment_3964768

    yeah their power isn't slugging but it absolutely encourages it. The best thing I think they could do is give victor the power to sacrifice himself to tp the survivor onto charlottes shoulder, that way they can easily use their power to get hooks.

    That would be nice, although might need some testing. You'd essentially be able to hook them on any hook you want with that. Planting Charlotte in basement before picking up with Victor would be a thing.

  • @thrawn3054 said:

    Their power doesn't revolve around slugging. That's just how alot of Twins players like to play.

    If I down someone with Victor and their teammate is RIGHT THERE... I kinda have to hit the teammate. If I swap to Charlotte, its just making a huge opportunity for that 2nd survivor to pick up their downed teammate before I get there.

  • @meg_solos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964506#Comment_3964506

    Wesker has a 1.5 vault with a 3 second cooldown. The ghoul has a 1 second vault with a 1.25 second cooldown. Weaker gets a survivor slow vault and the ghoul gets a survivor medium vault. Weskers works because its a hefty cooldown the ghoul doesn't tho that's the issue.

    Im looking at the wiki page and it shows a 1.5 second cooldown for Wesker. Where are you getting your stats?

    1000001805.jpg
  • @meg_solos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964486#Comment_3964486

    I meant 2 seconds. the .5 was already there but my point still stands.

    They were probably trying to more or less give him a similar vault to Wesker. Unlike Chucky, both Ghoul and Wesker have a cooldown time after the vault.

  • 2.5 second vault doesnt make sense when it takes less time to break the pallet.

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962922#Comment_3962922

    its the opposite for me, 4 custom game bots, are easy to deal with and i always 4k while in game i feel like im playing against the actual damn entity

    Do you give custom bots perks and items to work with?

  • ReReminds me of the event pumpkins. Could squish them to get haste, could get hindered though too.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961584#Comment_3961584

    Then I dont get why you dont feel he needs more lockers in key positions like around gens, maps like shelterwoods (skullmerchant one) and coldwin (the one where strongest structure is shack in the middle) are quite exsample how some maps have bad rng in lockers and then maps like midwithch where is locker on every 10 meters exist. I think this change doesnt only needs dredge (more lockers on map) but huntress and trickster too and if you think it would be busted for dreadge he is weaker killer, and huntress/trickster reload time isnt smal plus they are slow with no mobility like spirit.

    I never said I'd be against more lockers. I said I was against your idea of immediately being able to teleport across the map 3 seconds into a match. I feel like thats VERY different. Personally, I feel like adding lockers for Dredge in the same spot other killers have their Pigtraps/fountains/tunnels/ect would be a nice change.

  • @Shot_thru_a_cannon said:

    Button mapping would be a godsend especially those of us on PC and if you use programmable mouse buttons as well.

    Theres plenty of unused buttons on console as well. No clue why BHVR looked at a controller and just said "yeah... we only need half of those buttons".

  • Yeah... this is the issue with mapping multiple things to 1 button. Its the same issue as when your trying to heal avteammate, and pull down a pallet instead. Allowing more button mapping will get some hate though since it would ALSO effectively kill CJ techs and similar stuff.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961640#Comment_3961640

    that awkward moment you and the struggling survivor watch as that survivor runs away.

    At least with AFC, I might be able to help them unhook themselves.

  • You GOTTA stop calling basic killer lunges "heat seeking missiles"

  • Reminds me of the times I'll let someone wiggle off my shoulder after walking to their hooked teammate. Alot of newbies will run away instead of unhooking.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961197#Comment_3961197

    Idk what you hate that much on c-tier killer despite his mibility in terms of power against avarage 1000 hours survivors he is just big turkey and he is in like bottom 15 killers in terms of power only dredge mains overbuff him.

    I DONT hate him. I play him quite abit, enough to know what buffs would be busted. Im not gonna go with the typical "killer main" mentality and grab for any buff that I can get my hands on.

  • @ChuckingWong said:

    Is this what we allow now? This is the trade off of hookacides?


    You can freely play the game as long as you touch a generator, everything is fine. If you want out just stay on the generator and let the killer get a free hook/kill, a report wont do anything you touched the objective youre fine. Role play and ruin everyone elses match in a different language now.


    As an aside BHVR look how common this crap is literally the next match

    https://us.v-cdn.net/6030815/uploads/5BD3VBB47CXQ/image.png



    Your legitimate players have to sit in a match with 2 bots now. Hooray so glad hookacides are gone, what an amazing implementation


    I'd rather have bots and know those 2 players are staring at a timer than not have ANYTHING and those 2 players are in another match that they MIGHT decide not to ruin.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961184#Comment_3961184

    Still this doesnt change the fact he needs more lockers especialy around/near gens.

    Sure... would be nice for getting initial hits easier.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961159#Comment_3961159

    Map mobility is good on him but it lacks with rng aspect like coldwind maps with few random lockers away from gens. He is m1 with not that good antiloop just wait and run to other loop if thers no locker in your way then you are fine and nightfall is only good thing on him.

    Im not talking chase at all...which includes talking "anti loop". STRICTLY talking map mobility. His is by far the best. You have to nit pick maps like coldwind so killers like Billy can cross them in a straight line. If Dredge loads in on Coldwind, the chase starts at roughly the same time as it would if he loaded in on any other map. Within 3 seconds of his teleport, he's in a chase.

  • Isn't that just affecting aim during ADS? I could see that being nice for killers like Deathslinger or Huntress, but something like Xeno wouldn't be effected. WOULD be a pretty sweet change so you can quickly turn for normal movement while still having more precise control while the hatchet is up.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961124#Comment_3961124

    Same goes for springtrap and sometimes ghoul,blight,billy,vecna there are many killers that can start chase in first 10 secods of the match, rng is factor true but theres huge difference being in chase against dredge and other killers are mentioned earlier they are far stronger and can get downs faster than dredge he is still c-tier only dredge mains claim he is something more maybe in nightfall but without some addons you get nightfall how many times per game like 2-4 which isnt that game changing and nightsfall is good but only ones that are hurt by this are less experienced players.

    Im in no way talking about chase potential. Im not having THAT discussion. When it comes to map mobility, he's the best. His cooldown allows for the initial chase to happen at roughly the same time as other killers with map traversal.

    Dredge doesnt really have an RNG factor for that first chase starting. 3 seconds after his power is off cooldown, he's in a chase no matter what map.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961064#Comment_3961064

    Onryo is bit trickier she can kill you with comdem if dredge gets like 6 seconds then its not that op he is still m1 and blight and ghoul can do the same but better. More lockers mean more use of his power and not being so dependent on rng factor (rng factors in dbd are not strong and are big non no,when killer depends too much on rng his power is weak like trapper).

    Blight and Ghoul can cross a field quickly, but they still have to deal with the map geometry when doing so. Get a map like RPD or something and they'll still have to take abit to get to survivors. Dredge doesnt really have that issue which is why maps like Midwich where you'd NORMALLY have to find stairs are so strong with him. Once that initial timer is up, Dredge is essentially IMMEDIATELY getting into a chase.

  • While I get where you're coming from since I ALSO find it annoying to have to wait while I can SEE the Survivors with Lethal, I get why they dont want him to have it right away. Unlike other killers, he would be in the middle of 4 Survivors in 3 seconds of the match starting before anyone can even THINK of locking a locker. Its similar to why Onryo has to wait too. This is way faster than anyone else that has their power immediately.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960981#Comment_3960981

    Aim assist, aim smoothing, individual stick sensitivities, dead zone adjustments, etc etc

    Things like aim assist is something that would be HIGHLY argued against. Ppl dont want to go against a killer that just never misses a M2. As far as stick sensitivity goes, im pretty sure "camera sensitivity" already affects only the right stick. I dont see how they'd effect the left stick since thats just killer movement speed. Maybe im overlooking something there.

    Dead zone adjustment... is that a thing other games have found a fix for? Thought that was just a flaw of the hardware itself.

  • Do you swap between these survivors often or could it be that maybe you were using different survivors during different patches?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960965#Comment_3960965

    Any news on proper controller settings for people who don't have/don't want to use KB&M?

    What controller setting are you missing that you'd want?

1 … 16 17 18 19 20 … 185