LordGlint
LordGlint
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949191#Comment_3949191
I mean, I would not mind to have a Bonus for Survivor depending on how long you survived. So I dont know, the first Survivor dead gets nothing, second gets 5k BPs Bonus, third gets 10k BPs bonus and the last one gets 20k BPs bonus or so. Would encourage to stay in the game as long as possible, but I dont think that BPs would be enough to trigger rat behavior.
Would not work for the Killer tho, since they are always in the game until the end.
@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949197#Comment_3949197
would very much disagree with this.
mostly because it would discourage people from playing autruistically. "They die means I get more bps."
and you already get more points from surviving longer, because you get to do more stuff.
I didn't even think about THAT approach. If you gave bonus BPS depending on the order of deaths, ppl could make it their entire strategy to sandbags their team, lol.
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What im getting out of this is... Steve-gull is OP
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@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949426#Comment_3949426
What are those Cheater score events for out of curiosity??
It says they arnt used. Im guessing all this info was gained by data mining.
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Kinda curious how Cloud gaming would factor into this too since the game isn't running on my PS Portal itself, but rather through Sony's cloud servers and streamed to my portal.
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@DevLinky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949485#Comment_3949485
They already log IPs. Like almost any online thing (websites, games, apps, etc…).
The system doesn't have to be automated, just like they do with other cheats. They can review things manually if someone gets reported a bit too much.
Changing location (country) doesn't mean that you can't flag them. If I'm in Paris and all of a sudden I'm in Marseille… weird. Even tho my location would be the same on the VPN (France). And a VPN with static IP costs more than dynamic ones.You make it sound like the magic VPN box just picks a country at random. Why would you pick Marseille when logging in one day, then keep picking random countries everytime after?
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@DevLinky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949452#Comment_3949452
Not really. A truck driver, for example, will see his location move a tiny bit with time. A VPNing person will jump from a country to another. If they stayed in the same country or one too close from theirs, they would get no latency advantage.
Your expecting alot from BHVR on this one. You want them to log each account's IP addresses (something that tends to change in residential addresses) determine the location of each IP address and have an automated system to think logically about who to ban.
Why do you think a VPN user would pick different locations anyway? Why would they use a VPN to pretend to be in London, then stop using that VPN to show LA instead? Wouldn't it make sense for the VPN user who is trying to cheat to keep the same location they've been using?
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@DevLinky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949424#Comment_3949424
It's not about knowing the personal IP.… It's about knowing USED IPs. Just like I said about 2 times in this thread.
Please, read before commenting.That would catch anyone who plays in multiple locations. With the game being on laptops, steam decks, switch or what I like to use sometimes... A Playstation portal, its not uncommon for people to play at locations other than home.
I know alot of truck drivers will often set up TVs and consoles in the back of their rigs to gameout before bed on the road.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949402#Comment_3949402
There is? I genuinely didn't know that.
You see my overall point regardless though, I hope.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949380#Comment_3949380
While that's definitely true (and probably most relevant to what it seems OP meant), I think there's also situations where encouraging people to stick it out is potentially appropriate.
For instance, if you got some extra BP for being camped (defined as the bar filling up past say 25%), whether you'd agree or disagree with that specific situation, I think it's fair to say that is sticking out a difficult match above the baseline expectation.
Same with, say, someone DCing early. That's a more difficult match, in a very annoying way, and encouraging people to stick it out with an extra reward is at least worth discussion.
I'm not sure where I'd fall on that myself, for the record, but I see where the conversation could be had.
Just a quick note, there actually is a score event for every player in the match if someone DCes.
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@Scarlett1111 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949185#Comment_3949185
If he just couldn't use the doors for the duration of the reveal from the camera it would be extremely balanced. He is only revealed for 10 seconds. But this is just a blanket fix for bigger balance issues he has.
That would be enough for a lost chase entirely since he couldn't follow survivors through the doors. Survivors being chased could just run through the first door they see if he chased them.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949191#Comment_3949191
I mean, I would not mind to have a Bonus for Survivor depending on how long you survived. So I dont know, the first Survivor dead gets nothing, second gets 5k BPs Bonus, third gets 10k BPs bonus and the last one gets 20k BPs bonus or so. Would encourage to stay in the game as long as possible, but I dont think that BPs would be enough to trigger rat behavior.
Would not work for the Killer tho, since they are always in the game until the end.
Killer is the 5th player, gets 40k BPs obviously.../s
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949183#Comment_3949183
Yes, OTR still has the blocking of Aura and the grunts of pain reduction. And those are decent, I dont want to deny that. But they dont really help with tunneling. If the Killer has line of sight on you (which they will have if they tunnel), you not making any grunts of pain or having your aura hidden will not really do anything.
And I honestly dont know how to solve tunneling. I wait for their Anti-Tunnel measurements, but given their track record, they will probably not be good and only work against the most extreme edge cases (like AFC does). But I was always a fan of DS disabling the Killers Power for a bit or DS hiding Scratch Marks, grunts of pain, blood for 20 seconds or so. The first would hit the stronger Killers harder, it is more impactful for a Blight if they cannot rush than for a Trapper to place a Trap (for lets say 20 seconds or so). The latter would make it possible to maybe even hide after stunning the Killer.
But this would be one Perk…
There is the feature in 2v8 that Gens go faster if the Killers have many Hooks and they go slower if the Killer does not have many Hooks. But I am not a big fan of that, because to actually discourage tunneling, the Slowdown would be so big that it would be worth more to not tunnel than to just remove one Survivor - which is more impactful in 1v4, so the Slowdown would probably be massive. And I am overall not a fan of this mechanic, since it should not really debuff the side which is playing well.
The 2v8 mechanic actually worked to incentivize tunneling, lol. If Im giving survivors extra speed for each hook, I DEFINITELY dont wanna 2 hook everyone. They also gave extra abilities to survivors after their first hook, so... your just making the game way harder by spreading hooks.
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Considering the massive bugs going on with springtrap, I feel like any changes should wait til its fixed. Atm, a huge reason no one is using cameras is because they dont want to trigger a bug for the rest of the match.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949160#Comment_3949160
But this is not even the case with Anti-Tunnel Perks? I mean, just look at OTR. Its description says that it has 80 seconds of Endurance, but in reality, it can have exactly 1 second of Endurance after you are hit off the Hook. Why even introduce Perks which sound good on Paper, but can be negated by a single M1-swing?
Even DS with 5 seconds was not really good as Anti-Tunnel, because it has ALWAYS been the best idea to just push through it. Anti-Tunnel Perks need to be a big middlefinger for the Killer, not some mild inconvenience you can mostly ignore.
And it is not like Killers actually NEED to tunnel. You can win most of your games without tunneling, yet some Killers decide that they want to tunnel every game, because they want to win every game the easiest way possible. But most of the time you have another target nearby when someone gets unhooked… And yet, despite Perks which are supposed to be Anti-Tunneling (aka making tunneling harder), Killers decide to tunnel, since it is still the way easier way to go.
And last but not least - even if the main purpose of those Perks is to buy more time, the 1v1 experience should not be forgotten. Sure, the game is 1v4, but you cannot ignore the 1v1. Which we can see with OP here - the one Survivor who got tunneled out will not have had a good experience. I dont think many people will think "Oh, at least my team had more time, even if I did not have fun or much reward for the game". (Let alone that they wont win a 3v1 with 4 Gens to go… Basically at this point everyone can give up, since at this point the Survivors become BP-Pinatas because tunneling is just too strong)
Just throwing this in again since ppl keep insisting perks turn off once the endurance is off. OTR, just like many perks were discussing, has multiple effects. Those other effects are still in play even after being hit, which can do wonders for given the slip to a killer.
Now... since no Anti-Tunnel perk is good enough since Killers have the option of spending extra time to down someone, what solution could you POSSIBLY have that would solve that? Actual question here, because aside from being obviously broken stuff like "stuns the killer until the survivor in question leaves the trial, and writes a letter to BHVR saying they forgive the killer for their crimes" I dont know what they could POSSIBLY do to. Anti-Tunnel Perks are meant to offer some protection, but they can't go full godmode or something without completely breaking the game.
Saying a perk isn't enough because if the killer spends extra time, they'll eventually down me... can include every chase perk including the exhaustion perks.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949155#Comment_3949155
You can use your Offering-Spot for anything you like. But dont pretend that only Survivors have the ability to use a Hatch-Offering.
No, they just have the ability to use 4 offerings...
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949146#Comment_3949146
I mean, yeah, but the big problem is that Anti-Tunnel Perks are really bad against what they want to stop - tunneling. If the Killer really wants to tunnel, the Perks just outright fail and are more of a nuisance, at best. But sadly this is a theme with Survivor Perks which are Anti-Something.
That's kinda to be expected. They can't introduce a perk into the game that just says "push W and win if that dumb killer is foolish enough to try to chase you for you are immortal". Generally the idea behind perks is to buy your team more time by extending chases, or speeding up actions like healing and repairing outside of chases.
If we go with the idea of a perk being trash because if the killer spends enough time chasing you, you'll go down... what perk is actually good then?
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949149#Comment_3949149
Yeah, but your argument is completely invalid. Because those "free Hatch Escapes" can be at least somewhat countered by bringing a Hatch Offering on your own. At the very least you know where the Hatch is and in best case scenario you have brought a different one from the Survivor (in my experience Hatch at Shack is used more often) and can close it while they are at the wrong spot.
But for some reason a Survivor burning an Offering is a "free Hatch Escape", but it is IMPOSSIBLE for the Killer to do the same, since they want to use their BP-Offerings or Black Wards.
Most killer offerings anymore just feels like "you can use this just incase the survivors use a specific offering". I have one offering spot... what's wrong with just wanting to use a BPS instead of figuring out if I should counter my hooks being messed with, the map being picked, the hatch being pick or the spawns being messed with.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949141#Comment_3949141
What hinders the Killer to use a Hatch Offering themselves so that they know where the Hatch is? I mean, sure you can always go for the "guaranteed hatch escape"-card (which is cheap and wrong, lol), but for some reason Killers forget that they can also use Hatch Offerings to know the location of the Hatch and to close it.
Personally, I'd prefer offerings NOT skewing the match in anyone's favor. That's kinda why things like moris were heavily nerfed until they've essentially just been reduced to finishing off a survivor with style points rather than a hook. This idea of counter offerings is just dumb. Im glad I dont have to keep using sac wards every game to avoid being spammed with map offerings anymore. Instead, now we have a NEW counter offering in the form of the new shroud...joy.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949029#Comment_3949029
I was running BT for quite a long time after they implemented Basekit-Endurance, because I thought it would still be good and valuable to run. And whenever I got an Endgame Save because of BT, I justified myself that the Perk is still really good, since Killers only count to 10 to counter Endurance and nobody expects BT. However, this was all confirmation bias, since I stopped running it, I feel that I got more value out of whatever Perk I used instead.
Because aside from Endgame Situations, BT does not really do much, since Killers just hit after the Unhook and negate everything Endurance-based on the spot. Like, with one hit after the Unhook you get rid of:
- Basekit Endurance
- Off the Record
- Dead Hard
- any potential Endurance done by others (e.g. BT)
So saying that BT exists is a bad argument and this is coming from someone, who used this Perk for a very, very long time after basekit endurance was introduced.
Was mostly just including it to complete the list. It's also on a free character, meaning someone brand new to the game could equip it on their very first match. I feel like the extra haste time shouldn't be looked down on. Sure you have the counter against killers who can count to 10, but having 10% haste for 20 seconds also shouldn't be scoffed at. Against most of the killer roster, you could essentially hold W for the entire duration.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949138#Comment_3949138
Hatch offerings being hidden is abit much.
Why? They should have been hidden from the start. (Or better they should not have been implemented in the first place, since they are Bloodweb-Clutter, but it makes way more sense to have them hidden)
Because its a guaranteed hatch escape unless the killer slugs for the 4k... One player is searching the whole map while the other knows where it'll spawn before it ever does. D
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Hatch offerings being hidden is abit much. The rest though I kinda get. If they dont have ENOUGH stuff hidden, people can make fairly accurate assumptions on what was used.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949029#Comment_3949029
Consider this, I hit you off hook, limiting your options in where to go.
Now you don't have BT, OTR or DH.
2 things here...
Im not trying to argue getting tunneled is fun. Im just adding to the incomplete list of options.
Second, getting hit only uses up the endurance part of those perks. BT still gets the full effect of the extra haste time while OTR has the aura blocking and lack of injured sound. Personally I wouldn't consider DH an anti-tunnel at all since it can be used 5 minutes after you've been unhooked if need be.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948856#Comment_3948856
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948873#Comment_3948873
DS, OTR, DH for the person being tunneled, two of those are endurance based and are incompatible with each other (as well as base kit endurance off hook for anti camping). Making these trivially easy to bypass.
Babysitter and StB for the unhooker.
Despite all of these, tunneling is meta, and these "light suggestions" do literally nothing to stop people from tunneling. It's a speed bump while running one person over, that most killers don't even consider for a single second.
I don't control my teammates perks or loadout choices.
Tunneling also ruins the match for all survivors. One person gets tunneled out, doesn't get to play a well rounded game, maybe 5k BP, and if they add the "go next" penalty back might get a DC penalty to boot.
The other 3 get "gen progress bar simulator" and have to hope that the matchmaker lottery and RNG game their 4th teammate enough time that they even have a chance at escape. Because if any of those factors say "not today" you just lose the match at the 3rd hook.
And that's a modern match of dbd in 2025.
You forgot the OG anti-tunnel perk, BT. 20 seconds of haste and endurance is nice and its available on a free character.
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@Feather said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948578#Comment_3948578
As i said, soloq. No comms, no info except HUD. Survivour chased went to area with 2 other survivours (That was the only mistake). 1 made a gen and other gens were being destroyed by pain res. Tunneled surv was unhooked when killer wasnt nearby (high mobility). Its stupid that when killer Hard tunnels u just need to leave that survivour to die. Either way killer gets what he wants
If the killer was only going after 1 person, pain res only activated once against 1 gen. If its hitting multiple gens, it means he's hooking other people too.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948812#Comment_3948812
That has SIGNIFICANTLY more impact and less risk than using a door.
Way more lockers than doors = lower odds of being grabbed
Locked Locker = Way longer for Dredge to break out
Scanned John Trap? Okay, here's some half-baked aura reading that is outclassed by Alert.
The risk of using the doors lie in getting caught in the office. If you know he's in a chase with a teammate because the HUD shows that, hopping on the camera to give your friend aura reading is fairly safe and can significantly help a teammate in their chase.
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@Pulsar said:
lmao.
So far as I can tell, NOBODY uses camera's because they are useless.
The risk of being instantly killed versus meh aura reading is not equivalent at all.
I have a feeling more ppl will use them the longer he's out. Dredge can grab ppl if they get unlucky interacting with a locker he's going to, but ppl still lock lockers.
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As long as things like sabo/flashlight/pallet saves are a thing, slugging is going to have a place in the game.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947885#Comment_3947885
This is barely relevant. You can remove the 6% right now and the Perk would be almost used as much as before. 6% saves barely anything. I guess if anything it is a dopamine boost because the Bar is yellow.
The big strength of Deja Vu is simply that you can see Generators and have it easier to find them.
Makes me wonder if the use would drop if they removed the yellow bar. Keep the stats, just change the color.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948069#Comment_3948069
Then it would be their decision to continue or stop playing, not mine to make.
Again, I cannot speak for others. Only myself. I can tell you I would enjoy such gamemode, I want it to happen. I do not have absolute certainty of how others would react, my friend.
I can offer you my perspective, and my perspective alone.
I would LOVE such a gamemode to be an option just for the sake of reminding people how far the game has come. I might play a match or 2 to laugh at just how busted some stuff was, but beyond that... It would be like watching a car wreck. Then we'd get posts all over again about how BS it is that the other side did XYZ. I highly doubt 90% of people going into an alternative gamemode would be going in with a normal loadout.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948042#Comment_3948042
And that also proves my point, friend.
The subjective aspect is part of it. Correct me if I am wrong, but if I understood your comment, you would prefer not to play an old version of the game. That is fine, valid, and you quite simply have that option by playing the game normally.
What I'm saying is that, if given the choice (because we currently don't have the choice, I am playing the exact same DBD you are), I, GeneralV, would willingly go back to a previous version of DBD. I cannot speak for everyone, but I can speak for myself. I gave you examples of versions I would like to return to, I never said they would apply to the entire community.
Many players don't need a wake up call, they would know exactly what they are choosing. For some people, it WAS a better game. For others, it wasn't. It is preference really.
It just so happens that, currently, those whose prefer the old game do not have a chance to return. That's all.
Oh for sure if they had an alternative game mode that let you play an old DBD, im sure alot of ppl with rose tinted glasses would hop on. Im also sure those same people would get a quick reminder of the changes they liked once they caught a machine gun huntress hatchet half a second after getting unhooked, then moried. The gamemode wouldn't need to last more than a week for most people.
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@Superyoshiegg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3948042#Comment_3948042
Nostalgia blind is a helluva thing.
It irks me badly when people lament about the 'good ol' days' and how badly they want it back. Like, are we remembering the same game? It barely functioned lol
We have it so good now. Revert it to 2016-2019 era and the game would die in a month from people finsing out/remembering how bad the game was back then.
I feel like it would be worse than it was originally. Most ppl if given the chance to play 2017 alternate gamemode... wouldn't be picking chill loadouts. It would likely be 90% cancer loadouts using stuff like red moris with iri head for killer players or instablinds and BNPs for survivors. At least back in the day, those weren't gonna be every match.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947994#Comment_3947994
But I think that can be applied to every single patch in the game's history, tbh. I think it is impossible to find one version of DBD that players had nothing to complain about.
There is always going to be something that players dislike, and that is true for both the Old DBD and the modern DBD. It really depends of your personal preferences, when did the good outweigh the bad for your experience. I don't mind dealing with four insta-blinds if I can play OG Freddy, it is something I'm willing to put up with. Or Prayer Beads Spirit, as you recalled. Or 5 blink Nurse, because Freddy matters more to me than any of that.
For other players, this might not be the case, and that is valid. It is perfectly okay to prefer the current version of DBD over any that existed in the past. I just don't think those who enjoyed the Old DBD should have permanently lost it. And, in my case, it is because of Freddy, of course.
That's my point exactly, lol. Most patchesback then had alot of stuff that was complete cancer. I think they've done well on toning that down so its just annoyingly strong stuff instead. I feel like MOST people who want to re-experience the goodies they had back then will get a wakeup call once they remember the cancer the OTHER side had too.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947916#Comment_3947916
Well, kinda. Let me explain.
I am interested in the game's state as a whole mostly for survivor. You see, I cannot really call myself a "killer main" or "survivor main". I started more as killer then switched to survivor, but overall I care about both experiences. Therefore, ideally I would want to choose a version of the game that provides what I enjoy for both experiences (better resources and more atmospheric maps for survivor, OG Freddy for killer).
I believe the versions I have mentioned fit that requirement, my dear friend.
However, your comment is not wrong, at all. OG Freddy takes priority over anything that DBD could possibly offer. Over five years of discussions here and I don't think a single one of them ever properly expressed just how much I care about this character.
So yes, if we could have OG Freddy in the game right now I would be satisfied. It isn't the absolute best possible scenario, far from it, but I would not complain.
That's kind of the thing about talking about past patches as if those were good times. While there's some individual things that are missed... its usually bundled with stuff that was an absolute cancer. Freddy's release for example came before instablinds were nerfed. If the devs released an alternative gamemode that let us play THAT patch of DBD, you best believe survivors would remind you of that.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947845#Comment_3947845
People, perhaps.
But not me.
You're not really interested in the game's state as a whole though for any given patch. You just want OG Freddy. If they released OG Freddy into the patch we have right now, you'd be satisfied.
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@ad19970 said:
There is no killer that received any movement speed buff. That is completely untrue, and your post having more likes than dislikes just shows how these forums are getting flooded by biased survivor mains at the moment.
Also, I get that there are a few oppressive killers, mainly Nurse, Blight and Kaneki, but I would love to know who else you consider oppressive.
Pig OP, please nerf
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947672#Comment_3947672
Can we go slightly further back? I miss my favorite killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947682#Comment_3947682
Well, I've already shared my own answer as anything between 27th of October 2017 and 22th of July 2019.
However, if I were to name one Patch in particular… 2.3.3, after Spirit's release but before Legion, sounds good to me. Ghostface's release in 3.0.0 also has enough variety without costing me my favorite killer. Freddy's own release back in 1.8.0 is also one I would gladly accept.
I feel like as soon as I whip out prayer beads Spirit with OG ruin and a red mori from that time frame, ppl wouldn't like that patch much, lol.
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Im just curious exactly what patch were talking about is the "good" one
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947598#Comment_3947598
You tested xeno on rpd?, cuz I play that mf a lot and his tps are aleays on different floors to the gens.
I used Sadako as I thought the spawn locations were the same. I can try it again with Xeno.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947288#Comment_3947288
Mideich and hawkings, rpd too as xeno you can get a tunnel exit on a different floor to the closest generator.
Tested both, Hawkins was pretty consistent. Only time it would spawn on a different floor was the tunnel room. That room always spawns a gen upstairs and a teleporter downstairs.
Midwich could spawn teleporters on the stairwell, which... I guess could go either way. After about 6 times loading in, I only saw 1 where the spawn was on the wrong floor to the gen.
All in all, it was pretty consistent where the teleporters were on the same floor and roughly 8-10 meters from the gen.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947330#Comment_3947330
All I know is I played springtrap and got gideon one time… at least 4 of the doors were in an opposite room, where the wall is blocked off the gen powered sliding doors. It was terrible.
I've also seen multiple maps now, especially maps that have a 2 floor main building, the door is either directly next to the gen in the main building or it's on the first floor and completely useless.
That's kinda just a Gideon thing. The same thing happens alot with hooks on that map where the hook is 4 meters away... but the door is currently closed so you have to take a scenic route.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947309#Comment_3947309
I mean hey, I don't even have a problem with his damn near permanent undetectable, I genuinely think it fits who springtrap is as a character. My only problem is the doors being either oppressively close and guaranteeing a hit, or just… completely useless to the springtrap because it's in a place where you need to waste lengthy time just to even reach the gen the door is meant to be near.
Plus I do think it's weird that most killers have a directional map wide audio cue, like xeno and sadako which you mentioned. Even demo as well for that matter. And he just has… nothing. He has the door opening sound and it can easily be drowned out if it's around a wall with a gen going off. While also coming out of his tp much faster than either sadako, xeno, and demo.
The only map wide tell is like the sound of the air in the map getting sucked out where it just goes quiet for a bit, but that's not directional. You just know he is tping somewhere.
I feel like your best bet with that last part is just keep in mind the location of the door near your gen so when you hear the sound effect... you can get ready to book it. Hopefully they get the hot fix out soon so we can really discuss this better.
I went ahead and tested alot of the multifloor maps using Sadako just now by starting custom matches over and over and over again to compare her new TV spawn logic with the gens. After doing it like 20 times, I only saw 1 single TV that was jacked up. Every other one was pretty consistent with being similar distance to gen and same floor. This should carry over to Springtrap and Xeno too since im pretty sure they have the same spawn locations.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947259#Comment_3947259
What do loud footsteps matter if he's going to be in my mouth by the time it even registers his footsteps??? It's a free hit.
Dredge
Xeno
Sadako
And the following killers have RNG dependant mechanics:
Vecna
Pig
Plague
Wesker
Nemesis
Trapper
Pyramid head
So seeing as 1/4 of killers in this game have to have this, then this is all just bad character design (which if you agree to then yeah you are consistent, nothing to argue if thats the case) or we are just complaining about springtrpa because he is just the new shinny toy thats aout right now.
Dredge lockers are a problem yes.
Xeno portals are only a problem if it screws the xeno over. It can't screw survivors over because there is not only a mapwide notification, it's 10x more audible AND he's slower coming out of the tunnel so it isn't just some free hit.
Sadako tv's aren't a problem because she comes out of the TV slower than springtrap. There's also a map wide notification, louder directional audio cue, AND massive visual cues that play around the TV that are very visible. It's only a problem if the TV's put the sadako in an entirely different room or floor.
Vecna's magic items aren't necessary to play against him.
Pig's spawns aren't an active detriment to either side.
Wesker and nemesis fall under the same thing… the chest spawns aren't an active detriment. They are not securing free hits like a springtrap door, there's also multiple in a trial.
Trapper should've spawned with all his traps basekit, years ago.
Pyramid head?
I feel like atm its hard to tell how stealthy he's SUPPOSE to be. There's 2 pretty major bugs thats adding to the problem. It could very well be very similar to Xeno or Sadako levels once those get ironed out.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947263#Comment_3947263
I mean she still has rng in multifloor maps and maps where tvs can spawn facing an entire wall or tl wall instead of the gen, same as xeno.
Just for the sake of testing, can you give me a map example
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3947126#Comment_3947126
If thats the case you still have the loud steps telling you where he is and also have aura reading on the door to let you know where he is coming from. Like idk what more do people need. Like a formal written letter that the killer will tp to your gen?, like demo already does that and his tp is as surprising as a planned wedding and as effective as using tic tacs for pneumonia.
Also, if RNG killers are bad design which to an extend I agree, springtrap is not an isolated issue, the following killers have RNG into their tps:
Dredge
Xeno
Sadako
And the following killers have RNG dependant mechanics:
Vecna
Pig
Plague
Wesker
Nemesis
Trapper
Pyramid head
So seeing as 1/4 of killers in this game have to have this, then this is all just bad character design (which if you agree to then yeah you are consistent, nothing to argue if thats the case) or we are just complaining about springtrpa because he is just the new shinny toy thats aout right now.
Actually...alot of that list no longer has RNG issues. With the latest update, killer items like Sadako's TVs take priority over chests. This was an issue with her BEFORE insisting that chest spawns could cause her TVs to spawn annoyingly far from gens, but not anymore.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946630#Comment_3946630
I know there's nuance to be had when it comes to the numbers but it's also evidence and proof that isn't reliant upon subjectivity. Everyone is different but I'm the kind of person that can't just disregard actual data in favor of anecdotal opinions. A 72% is objectively, very good. I don't agree with dismissing the numbers just because they don't feel right.
I think in THIS case, the numbers are misleading though. You could get very similar numbers from someone who killed 3 people at 5 gens left or at 1 gen left if the majority of the remainder is hatch escapes rather than people actually getting gens done. Cranking the percentage up more would just fall down to if you wanna slug for the 4k or not rather than skill.
If we were looking at a killrate of 60%, you know alot of that is from actually losses. Being so close to 75%... He COULD very well be winning essentially every match at 5 gens left and we can't tell.
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@GentlemanFridge said:
https://us.v-cdn.net/6030815/uploads/7Q1CAU54EJ0X/image.png
Pretty sure this from the patch notes is referring to that.
People are missing alot of those notes it seems. Either way, just wanted to highlight it since I was seeing it getting brought up.
Afew ppl were agreeing with this guy that a change to make crows disappear after its down to 1 survivor. I guess they didn't know...
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@MaTtRoSiTy said:
Interesting thoughts General and yes I do agree overall, I think this is probably the hardest time to play survivor in my experience (I also remember the horrors of OG Legion lol). Even though we have more information than ever by default, matches are harder and sometimes can feel hopeless right from the start.
For me the primary reason I may not be into a match is the killer, I just do not enjoy a lot of the killers in the last couple of years and as you say, it can feel somewhat hopeless early on in a match in ways that you probably could have got through years ago.
Either way, I do think the real solution probably is more in the WHY people go next so often, rather than trying to force people to play matches they don't want to be in, as I don't think that will work.
Final thing I have to add, anyone notice how few people DC/go next in 2v8? The answer to how to reduce it lies in there somewhere I think!
I feel like a large part of ppl not DCing in 2v8 is because its not around long enough to get sick of it. That being said, this past 2v8, I saw essentially entire lobbies DC the moment they saw deep wound bars one after another telling them it was a legion, lol.
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They already killswitched the go next system
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@xPrinceHarlequinx said:
I’ve found that he’s pretty good with most builds. Played enduring, spirit fury, two can play, shadowborn and had a ball. His one addon the guitar that lets you see what gen is being worked on honestly makes him viable with all builds as long as you are good in chase.
Feel like I should point out the Access panel addon gives similar info. While cocking your axe back, any survivor near a door gets revealed with killer instinct. Can come in handy for trying to figure out which door to go to next.
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@dbdbdbd said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946811#Comment_3946811
idk i was playing earlier and i couldent even try to unhook myself in end game so…
Found this bit on the update post...
The Attempt Unhook ability is now only available in the following circumstances:
Two Survivors remain in the Trial.
A Survivor's Luck is increased with an Offering.
A Survivor has equipped the Slippery Meat or Up the Ante perk.



