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LordGlint

LordGlint

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LordGlint
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  • @smurf said:

    Something interesting about this topic to me is how extremely low the loss rate tends to be. As killer, the number of matches I expect to see with a 1k or 0k is very low. And 0k honestly almost never happens to me.

    That tends to make me feel like killer is by far the more relaxed and easy role. Even against teams with all strong loopers who split up on gens, I'll almost always get at least a 1k. And more often than not, my matches end with 3k or 4k. Though I do admittedly often give hatch or the gate.

    I feel like that's more about how unlikely saves can be during endgame. If I'm playing Bubba for example, I can have a HORRIBLE game but goodluck getting the save if someone is hooked at endgame.

  • I dont think the individual perks should be nerfed, but definitely that a cap should be placed on how much they can stack. No one should be getting gens done in like 40-50 seconds solo...

  • @ProffessorTV said:

    But you don't even have to spot it in time because you can just go to the hooks surrounding it, and wiggle being there to prevent optimal hook spots? I just played a game where the killer dragged a survivor halfway across the map just to hook them in the basement before they could wiggle out.

    If the killer carried someone halfway across the map to the basement, that has 0 to do with hook placement.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864657#Comment_3864657

    1. I hook survivor A
    2. Survivor B uses the perk on survivor A
    3. I hook survivor B
    4. Survivor C uses the perk on survivor B
    5. I hook survivor C
    6. Survivor D uses the perk on survivor C

    In the above scenario, I haven't tunneled at all, and the survivors still used the perk 3 times to spread the hook states. This means the perk doesn't actually discourage tunneling, because tunneling and not tunneling leads to the same result.

    That would actually just be a completely horrible use of the perk since they are using it on people on their first hook which is JUST doing themselves a disservice with the exposed.

  • @TwinsMain2004 said:

    because a downed suvivor should never wiggle out unless the killer choses to go for a specific hook or there team forces the drop

    the reason the wiggle is there is so killer cant pick and chose the most optimal hook spots

    not so survivors have a chance at wiggling out on there own

    This and also imo there should always be 2 hooks to choose from. If I pickup a survivor and immediately see their teammate running to a nearby hook with a toolbox... I should be able to go to a different hook if I spotted the sabo play in time.

  • That's why having snowballs on hand is handy. You can pop any snowmen that are in your way without slowing down while leaving alone snowmen that instead block your opponent.

  • @I_Cant_Loop said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3864504#Comment_3864504

    I have no idea what you are talking about here. When I play killer, I suppose I would consider myself "determined" in that I try to win, and I certainly don't win every game. Maybe I'm just not very good. What do you mean by "abusing the power"?

    Billy is abusing his chainsaw by using it on people instead of trees, lol.

  • I'd definitely avoid adding a bunch of new status effects each update. It's rough enough having to remember killer specific status effects and what all they do (Doctor's madness for example), it would be WAY too much to remember if we start tossing them on perks and expect people to remember 50 different icons on the side of the screen. The whole point of status effects is they can be reused for multiple perks. This game is enough of a knowledge check with people having to remember the effects of each perk and addon. We don't need to make even MORE complicated by having new status effect icons with every update.

  • @Devil_hit11 said:

    more than half the time, the perks do not do what the perk is be good at. For example, Hex:Two can play is a perk that is suppose to flashlight blind the survivor. It is terrible perk and does not flashlight blind the survivor very well.

    Residual Manifiest perk allow you to apply blindness on a killer. it does a terrible job at keeping blindness on the killer.

    Potencial energy is a perk that allow you to store repair charges. No one uses the perk.

    to this day, I still find it funny that Unbound requires you get a hit, lasts a short duration and than requires you to vault a window to lose distance only to get the most mild haste bonus possible. Maybe one day they'll buff this perk to grant 7% haste for 30 seconds.

    you cannot say that they do not have unique perk designs but the unique perks design are atrocious in balance.

    Alot of killer perks are designed to be niche because of how various killer powers are. A perk that's not very useful for 1 killer can be QUITE useful on another. It's always fun to see when new perks come out and people making new builds like "I wonder how _______ will be when used by _______".

    Your example of Unbound is one such perk. It's pretty meh on alot of the cast, but it fits GREAT on Legion. Not only can you proc it to get from 1 FF stab victim to the next, letting you get abit further than you normally could... you can also activate it when you go for the actual down.

    That's not to say that there isn't perks that are just straight up bad... Hex: 2 can play being so short essentially guarantees the survivor will recover before the killer can utilize that time unless you pair it with enduring and Spirit fury. At that point, it's basically just enduring/spirit fury doing all the actual work and getting a hit that 2 can play didn't really contribute to.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862531#Comment_3862531

    so what is anti-synergy between pain res, surge and hex:ruin? surge triggers when gens are regressing. pain res triggers when gens are regressing. ruin is always active as long as totem exists. only kick perks have anti-synergy with ruin. you can like add pop or eruption to the build for 4 regressions.

    what is anti-synergy of corrupt, deadlock, grim embrace and dead man switch? corrupt saves 1 gen at the start on average. deadlock blocks gens for 25 seconds 4 times per match. grim embrace procs on every fresh hook for 10 second. dead man switch blocks gen for 50 second.

    All -action speed perks kinda suck. the best one you can run is jagged compass+scourge of hook gift of pain+dying light+Hex:Wreched fate. an alternative is running hex:ruin+wretched fate+Undying+Hex:Pentimento and hoping for hex:penti stacks.

    either way, the perks add about 2 minutes of game time. you get gen-rushed from 5-7 minute to 7-9 minutes and gen-progression perks on survivor go from 5-7 minutes to 4-5 minutes. the obvious problem here is that the game is suppose to be balanced around doing gens in about 8-10 minutes but skilled survivor are finishing game too quickly & gen-rush squad are literally finishing the game in half allocated time. it's base-kit problem with killer balance. BVHR hasn't done anything notable to fix it. their best change was adding 10 second of gen time but it's also a problem between SWF vs soloq. soloq is too time inefficient at dealing with killer pressure where as 4 man swf is speed-running the game as if there is no killer presence.

    I'd like to point to my initial reply in that not EVERY slowdown gets in the way of each other. Pointing out examples that DONT negate each other doesn't disprove my point that various slowdown perks were made anti-synergestic with each other. The opposite however is NOT that case. I'm having trouble thinking of a single gen speed perk that doesn't stack with any other perk.

    Sidenote though... most of the value of surge is that it starts regressing gens. If your pairing that with ruin, you can't really claim your getting the full value anymore. As for your statement that only kick perks are anti-synergy with ruin, block perks are as well. Grim embrace for example will stop gens from regressing while they're blocked. Block perks are also anti-synergy with kick perks since... obvious reason. If you equip Pop and Grim embrace, you'll often find yourself unable to kick the gen that you just blocked after a hook.

  • @crogers271 said:

    They both require you to be healthy. The upside of Drama is the on demand nature (as long as you are healthy), with the downside that you might get exposed / less sprint time. Combine that with Finesse and it takes a lot of danger out of it.

    On the other hand, if you were using another exhaustion perk you might have made it to the window without ever needing to engage in the dangerous close call.

    Dramaturgy can have its exposed part negated by using it outside chase. If I know the killer is busy across the map, I'll use it while doing gens to get items and get the exposed out of the way. You can't get exposed twice in a row...

  • @radicalboons said:

    this perk rly only works if you also run a chase build and SWF otherwise it isnt that great. 5% boost on all repairs dont get you much when something like resilience would be better at 9%.

    5% on 3 people vs 9% on 1 person. Gotta remember that 1 perk slot is boosting 3 people whereas you'd otherwise be using a perk slot on each person to beat that.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862459#Comment_3862459

    pop+eruption+pain res has synergy. surge has synergy if a gen is already regressing. ruin in theory does not need regression because it is suppose to be the best regression perk that doesn't need support. One of the reasons why current ruin doesn't hold up on it's own is because base regressions is extremely but again, this is nothing new, it hasn't been updated for +6 years and big part in that is well… the 3 gen meta problem. so i disagree, i think all killer perk that slow gen down have synergy within their own archetype. all gen-block perk synergy with each other and you already stated that all action speed perks work with each other although not really true considering thana being based off injures and dying light gives free 33% healing speed but anyway. if we removed some negatives from dying light on balance level, it would synergize.

    I think your confusing what "synergy" even means, lol. Dictionary definition is...

    the interaction or cooperation of two or more organizations, substances, or other agents to produce a combined effect greater than the sum of their separate effects.

    I brought up the existence of anti-synergy in that various slowdown perks get in the way of each other. You end up with effectively 1 slowdown+1 slowdown=like 1.5 slowdown. That's not to say this happens with EVERY slowdown perk. Survivor gen speed perks on the other hand have no such anti-synergy with each other. They stack giving their full effects on top of each other.

    Also... before it gets brought up... "stacking" is not "synergy" either.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862415#Comment_3862415

    sounds like every game-delay perk genre. corrupt, deadlock, dms,grim embrace, surge+pain res+pop+eruption. you can counter mutiple gen speed perks by stacking gen defence perks. they're about as effective as each other.

    i don't agree with slowdown being removed entirely from his kit and deleting entire genre of the perks. the freddy changes make him severely weak. apparently freddy is listed for changes but we will have to see till than for what changes.

    They introduced anti-synergy with slowdown perks for that very reason. Regressing gens can't be kicked with Pop. Blocked gens don't regress, even if something like ruin is in play. They ALSO can't be kicked.

    Gen SPEEDUP hasn't really gotten anything similar yet.

  • @Devil_hit11 said:

    60 cooldown is too high to get any perk value and 5% is low, it should be raised to original 7% value or was it 8%.

    remove cooldown

    increase % to 7%.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861943#Comment_3861943

    there is only ever one person in chase. double instances of the perk are not good because -1 person on a gen is bad.

    I wasn't talking about multiple ppl running quick gambit, just that multiple gen speed perks can stacks. That's why Freddy's Slowdown addons were gutted back in the day. Their individual effect is minimal, but combined with Thana, dying light and other action speed slowdowns... it added up.

  • @fixblitzskin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861855#Comment_3861855

    Doubt it. Recent Rework have all been a bunch of small changes. Trickster rework was just a bunch of small changes. Only time a killer really had a rework that changes the power entirely was Freddy but that was long ago. At most we’re getting snares + pallets and teleporting to completed gens

    @Jay_Whyask said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861858#Comment_3861858

    Skull Merchant's rework completely changed her power

    She went from having the yellow exposure radius to scan lines.

    And then a scan line. 💀

    There's also Doctor who originally had "treatment mode" which allowed him to use his shock but no attack. He also didn't have static blast back then.

  • I think they're mostly just weary about big numbers since you can stack it with other genspeed perks. If these perks WERENT stackable, each one could be made better.

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861799#Comment_3861799

    Then dont play the event? These kinda of replies make absolutely no sense other than to say 'I can ruin this mode as well!'

    That reply makes perfect sense when you remember the initial question. Why do we have 2 queues? Having only 1 queue would force EVERYONE to play the event.

  • Maybe get a skin that changes Houndmaster's dog to Jeff the land shark...

  • @radiantHero23 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858431#Comment_3858431

    Awful yet not unexpected.

    Piggy is still missing her bear trap in the lobby after almost a year at this point. Although this is not gameplay related, you know what I mean. It's the bigger picture.

    I've seen so many things break down in this game over the years, that it's not a surprise to me anymore. I just roll my eyes.

    That's a gamebreaking bug if I've ever seen one, lol. That lobby bear trap holds the whole game together.

  • The fake pallets thing is actually an addon. As for the idea that he's just going from 1 target to the next with the intention of getting max madness... that's laughable. You go from Madness 3 to madness 1 from "snap out of it", which doesn't take long to do, so it would be a timesink from Doc to chase ppl JUST to inflict madness.

  • It's mostly the same counter as Wesker. She slows down significantly while aiming the dog charge. The dog's eyes glow when it is redirecting, which should let you know which of them is currently being controlled.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858180#Comment_3858180

    Hopefully different, like I still maintain Legion should've been.

    That would mean her current state is not working towards her "ideal" state. There's no data to collect from her current state to balance towards.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858172#Comment_3858172

    It wasn't quite as impactful because his Fatigue wasn't as long, and Cold Dirt was very popular, iirc.

    They didn't shift power here either, they made it so that they could build off of it later.

    And then got around to it 3 years later.

    It ment instead of being in deep wounds and setting up your team for chain hits, you could at most force an M1.

    By removing power from his ability to buff his normal M1 gameplay (which making him 115 is the basis of) it means he's not overly reliant on FF to down ppl. 3 years is still alot, but at least we could see where they were trying to go with this. Can you say the same about SM? Do the SM changes give you ANY idea on their plans or do they give you the idea she will be completely different from how she is now if they ever get around to her.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858121#Comment_3858121

    Alright, let's break it down. Keep in mind, I do think these changes were all positive, in the long run. They needed to happen, but they did hurt him a lot.

    Legion can now search lockers in Frenzy. Okay, sure, not really important but alright.

    Legion m/s went to 115%. Consequential, very helpful, but just being 115% doesn't make a Killer good.

    Attacks outside of Frenzy only reduce the power bar by 50%. This should not have even been a thing. You are still punished for landing M1's.

    FF duration buff. Good, nice.

    Bigger TR hurt him a lot back then. Monitor was a popular pick to play a little stealth Legion since he almost looked like a Survivor.

    No pools of Blood was weird, but not really consequential.

    FF movement speed reduced. That hurt a lot, you couldn't close distance as effectively on loops, even with the longer duration.

    Vault speed reduced. Really hurt him on loops, made it impossible to get hits at certain structures.

    FF cancels on miss. Massive nerf, really hurt Console players locked to sub-30 FPS.

    Recharge time increased. Big nerf.

    Fatigue increased. Survivors make even more distance on you.

    FF must be fully recharged. You HAVE to wait for the full 20 seconds, unless you M1 someone, then the gauge halves.

    Deep Wound no longer ticks down in TR. Pretty massive nerf for a Killer dependent on Deep Wound.

    No longer able to reduce Deep Wound by FF hit. Again, massive nerf to his lethality.

    He got dumpster'd. His entire power became completely non-lethal and unthreatening.

    I wanna make a note. The locker thing was actually big since people figured out you could jump in a locker to force Legion out of his power. It's the same thing they'd do against Victor until they gave Victor the locker hold thing he has now.

    Overall, this update set alot of groundwork. Definitely wasn't perfect, but set a situation where they could simply buff numbers. This isn't similar to SM... They didn't shift power, JUST remove.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857963#Comment_3857963

    Throughout this thread, you keep quoting statistics and then not seeming to understanding how the devs came by those numbers.

    SM (before the recent nerfs) had a 71% official kill rate. That kill rate doesn't include any game with a disconnect already.

    They even went the extra step before the nerfs to give us extra data that if you threw out games with a disconnect and any game where a survivor died on first hook (so, gave up, was left hanging, etc) she still had a 68% kill rate. Games where anyone died on their first hook only made up 3%.

    That's insane, and also means that "giving up" isn't including her numbers enough to claim she was in a good place there.

    SM had 3 major problems:

    • Devs saying she is a statistical outlier for a high kill rate.
    • Killers saying she felt weak.
    • Survivors saying she sucked to go against.

    While I still say the recent changes weren't handled well by the devs, the only reasonable answer to solve all of these problems is to rework her. Which is the stated goal of the devs as well.

    I'm not entirely sure why the devs decided to use the "break glass" response per se, but no one was saying she was in a good place across the board either.

    You must've missed the 2 videos that showed examples of players instantly giving up that STILL would've been included in dragging up her killrate.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858084#Comment_3858084

    That's my entire point, BHVR is bad at moving at any pace resembling speed.

    IIrc, the Legion patch was 2.7.0

    That would've been the patch that got rid of the horrible Legion moonwalking/Frank's Mixtape playstyle that was so hated. We all knew that the Legion was a pretty bad Killer, but that playstyle allowed them to make sure one or two people died, no matter what. Horrible stuff that removed any and all skill expression from Survivors. I remember people DC'ing upon seeing that it was Legion way back when.

    That nerf pushed him to the bottom of the barrel with Trapper (and old Freddy and Bubster) for the next few years. He got "executed", just like SM. There are no Dev comments from back then that I can find though.

    The 2.7.0 patch is when he was made into a 115 killer. Some addons were nerfed, some buffed. The moonwalking thing was obviously not intended. This whole thing would be a side grade essentially rather than a full on sledge hammer nerf like SM got. There wasn't anything added that tried to balance out what she was losing.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858084#Comment_3858084

    Well I think Pulsar is agreeing they don't have a speedy record and saying it would acceptable if they did (but they don't)

    Acceptable... still no. It would just be easier to bare knowing that an execution of something was short term. The "fix" that the SM nerfs aimed at was effectively deleting her from the pickrate rather than trying to balance anything. They repeated this trick with the Houndmaster addon knowing no one will bother using the addon anymore. That's what Pulsar and myself are in disagreement on.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857999#Comment_3857999

    I mean, you can, provided the changes come in a timely manner.

    They did it with Nurse. They said, "Hey, yeah, so Nurse is super bugged right now and instead of letting you play her, we're actually just gonna killswitch her until we fix those bugs"

    The OG Legion nerfs. He was a weak Killer prior to those nerfs, he was just extremely bad design.

    Twins nerf in 4.7 with promise of rework that never turned out.

    I'm sure there are more, but those are what I remember. This isn't a new phenomena

    The nurse thing can be tossed from the conversation entirely. That was killswitching bugged content. That's WAY different than what we're talking about.

    Your twins example is basically going AGAINST your point. If BHVR had a pattern of speedy turnaround for their "fixes" they'd have earned more patience and goodwill with the community to these things. They don't though... Their track record is terrible.

    As for the Legion example... Please point out a patch that was anywhere NEAR what happened with SM. I'm use to seeing a nerf here or there, SM got an execution. Legit though, I wanna see what patch you're referring to that nerfed Legion.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857963#Comment_3857963

    And I'm sure I can find clips of SM holding people in games post-nerf.

    That wasn't my point, my point was that BHVR has never done a great job at looking at the context of a stat line. They often seem to look at the data how it is presented.

    I think, much like Old Legion, there IS no way to balance her in her current form. She will either always be too weak, which isn't good for people who want to play her, too strong which allowed her to hold people hostage or too unpleasant to face.

    Actually, it IS rather like Old Legion. A Killer hated like no other before, who's intensely poor design allowed horrible mechanics to take root that nobody enjoyed playing against. Legion got demolished three months after he released and waited six months for a tiny balance adjustment then over three years for a rework that made him okay, all the while he sat at the bottom of the barrel of Killers.

    This exact scenario has happened before, and I had kind of forgotten.

    I think they did genuinely mean to change her and try to balance her out. I think they ignored the context of the data, because it was likely more convenient, and nerfed her. I do not think she is balanced, I do not think she can be balanced in her current form. More than that, I do not think she will ever be fun to play against in her current form. I hope, I stress that word, that BHVR does a ground-up rework and scraps the stationary Gen Watchers for something else, maybe Hunter Drones or something, idk.

    You don't make changes to something followed by "we'll fix this later" if your changes were meant to make things balances.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857939#Comment_3857939

    So you're just basing it off of conjecture?

    Like you said, could be grounds for a lawsuit, probably need more evidence to say they specifically wanted to make sure nobody played her.

    What's more likely is that BHVR say a super high KR, likely super high DC rate and a majorly unhappy community, even after changes, and decided to nerf her. They overestimated her power level, but have decided to just let her be in hopes of redesigning hee, hopefully. That part is probably wishful thinking.

    I think it's less likely they did it on purpose, more likely they did it on accident.

    This has been a crazy talk, lol. I can show you why a the 70% is as it is... because of survivor hissy fits. I can show you clips of survivor behavior skewing stats and you acknowledged that THAT had 0 to do with the killer performance that match. So we can agree that it wasn't due to a balance issue rather than popularity. People were adding "I hate her lore and the way she walks" to reasons they hate her, lol.

    You can look at this, look at a reduction of effectiveness of over 50% and then honestly tell me it was an attempt at balance rather than to appease people who hated her mere presence in the game and would often ask the character to be deleted entirely? Are you claiming the nerfs put her in a balanced state NOW? That the devs plans for future changes arnt needed? The only reason the complaints about her existing stopped is because her pickrate is abysmal.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857949#Comment_3857949

    Actually I said that more people are complaining about nerfing a perk that already pretty much noone ran to begin with, than there are people who play her because they are falling into crowd outrage over a thing that doesn't matter.

    I never said anything about the bugs or why they do/don't play.

    Also I never said NO ONE plays her so I'm not sure what relevance your playing her has?

    That said, she wasn't horribly bugged to start it's just something idiot streamers said and people ran with. Not saying she wasn't buggy at all, Snug AI needed improvement in chase but it was never as bad as content creators were making everyone think. She's been a pretty easy 4k since release.

    You said... "It's really amazing how I've gone against maybe 3 Houndmasters in the last 50 hours of gameplay yet hundreds of people who have never even used her..."

    "Also I never said NO ONE plays her "

    So yes, you claimed the people complaining never used her, before taking a hit at the addon usage itself. Please don't try to gaslight me when I can easily read your initial post, lol.

  • @AlexXHunter44 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857944#Comment_3857944

    Your reply literally had nothing to do with anything I said lmao

    Also I've been playing her since release, the "bugs" are incredibly over exaggerated she's never been bad or unplayable. In face she's been pretty fun to play from the start and they did fix a lot of the bugs.

    You said the people complaining about her don't play her. I said the people complaining have plenty of reason not to play her after their initial assessment. I included a screenshot to show that I did infact play her.

  • @AlexXHunter44 said:

    It's really amazing how I've gone against maybe 3 Houndmasters in the last 50 hours of gameplay yet hundreds of people who have never even used her are ticked off they temporarily killed one add on that most people weren't using anyway because it's kind of pointless.

    It's really amazing how you thought people would be using something that's plagued with bugs and actively getting tweaked still. Alot of us are waiting for them to figure stuff out before wasting time on her IF not shards or money.

    193d579808713-screenshotUrl.jpg

    Alot of people tried her when she released, saw a buggy mess and took a step back.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857924#Comment_3857924

    Perhaps not, but I've seen that argument made for whenever BHVR nerfs something in their first balance patch after release, which is coincidentally usually when they start hyping up a new chapter.

    Where did they say they wanted SM's pick rate to be zero?

    You understand they can't openly say those words because it would be grounds for a lawsuit, correct? There's a massive difference between small adjustment for balance sake and what they did recently which would be better defined as sabotaging a product that was already sold.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857765#Comment_3857765

    As a studio, I don't think you survive very long by ignoring outcry from a majority of your playerbase, respectfully.

    As a company, I don't think you'd last very long if you sold a product, then severely gutted the proformance of that product afterwards with the sole intention of detering people from using said product and instead buying one of their OTHER products. The nerfs that were done in the past to various perks/addons/ect were all done for the sake of balance, not to try to lower it's usage to 0.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829101#Comment_3829101

    Nope, it's because there are 4 slots to fill and if there are less surviviors it's going to take more time to fill them.

    The only time the people on the smaller queue would have to wait 15 minutes instead of having instant games would be if the playerbase is abysmally small and it took 15 minutes for 4 ppl to log on. This game isn't THAT dead, lol. Games that have playerbases in the double digits have that problem.

    Sidenote, don't respond to comments older than a month.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857685#Comment_3857685

    I'm not denying this happened a lot, or still does, I'm saying these videos don't really matter.

    I can find videos of people sticking aroundfor fifty minutes to beat her with 0 hooks, it doesn't really demonstrate anything.

    It demonstrates why the 70% killrate means nothing. Even when using tame builds and 0 slowdown, ppl were doing this.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857668#Comment_3857668

    Other than map sense or not picking NOED/Lightborn.

    Look, I like Spook, but he's a reaction guy. He tries to get reactions, and he plays that way to get them. I'm not saying the Nic isn't in the wrong, but Spook got what he wanted, an easy video.

    This is abit older, but still gives an idea of what survivors were doing to dodge the penalty. A guy tried to die, got saved and followed the killer.

    https://youtu.be/iKL14OS9daU?si=xCmr7WJUkGZ6TxZM
  • Looks like he's checking gens for progress while hitting the power as soon as it comes out of CD rather than trying to put drones at gens. Without lethal, this is basically the only way you're gonna spot survivors on a map like this early game.

  • So... it was just a random unrelated observation? Neat

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857607#Comment_3857607

    To be fair, not that the Cage knew, but the first thing that SM did was put up a Drone on a gen lol

    To be fair, that didn't influence the cage at all... Games like this one still counted to get SM to the 70% rate people keep pointing at.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857555#Comment_3857555

    According to SM players, everyone was DC'ing as soon as they saw it was SM.

    I remembered this video from awhile ago...

    This was a fairly average experience. People trying to die first hook IF they even bother running. This match btw counts towards that 70% killrate...

    https://youtu.be/wD-__WkWR_g?si=d8zG9x3BYIEmrMPt
  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857555#Comment_3857555

    According to SM players, everyone was DC'ing as soon as they saw it was SM.

    As someone who was playing SM, they were running to the hook and pointing.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857522#Comment_3857522

    So if, let's be generous and say, 60% of players find something to be so unpleasant they'd rather eat a penalty than chance playing against it, we should simply ignore it?

    We should disregard that feedback and carry on? That seems like a very poor idea. Imagine if we had done that with PTB buffed Twins. "Oh, most of our community hates this Killer and finds matches against them unbearable? Oh well, they'll just have to get used to it"

    Not a great idea, as I'm sure you can see.

    Who was eating penalties though? People found a way to "go next" with no penalty at all knowing they could essentially pick the killer they want to go against.

  • @tjt85 said:

    My personal beef is with the entire concept of map offerings. There's no "fixing" them, I simply don't think they should be in the game at all. And I don't think the achievement hunter arguement holds much water either, since why not just get those acheievments through ordinary play? Sure, it might take a bit longer but so what? It's meant to be an achievement, they're not all meant to be easy to get.

    So I'm currently happy with the solution they've implemented (to make sac wards a brown offering and therefore more plentyful). It's a fair compromise. Not everyone cares about maps offerings, so not every opponent will burn a sac ward before a trial and so players should get their maps more often than not and I won't have to deal with this annoyance so often.

    I get a giggle everytime I block an Erie offering with sac ward.

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856870#Comment_3856870

    Don't forget the disconnect bots. They have a disastrous AI lol

    Played with a bot Felix on Lerys the other day and he got stuck repeatedly vaulting a pallet until the killer came and put him out of his misery 😭

    In all seriousness though, they should stop with killers that rely on AI/NPC pathfinding or whatever it's called. The game isn't built for it and we've seen it flop time and time again.

    In all fairness, they have to strike a balance with AI teammates. They can't introduce survivor teammates that can't be mindgamed and loop perfectly.

  • This is why I had a laugh when they buffed the cooldown. When the power cooldown doesn't start until random times each time, a 1 second buff is pretty pointless.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856379#Comment_3856379

    Jeff!!! The good boi <3 Yes I agree, I too will be spending more time in rival's playing good boi and hoenst a funner pvp game right now. DBD and Overwatch balancing choices have left me with a sour taste in my month.

    It's funny, I saw people in YouTube comment sections saying after seeing Jeff, they became Jeff mains although they don't play the game.

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854407#Comment_3854407

    Didnt even say anything about killers being op or something needing a nerf.

    Just pointing out that from what I am experiencing more and more killers use a playstyle where they rather bleed the survivors out instead of hooking them cause they either dont want unhook perks to trigger or dont want to risk the 4%.

    This means survivors are either dependend on having multiple unbreakables in their team or to go more or less afk for 4 minutes to wait out the timer.

    If more and more killer players do this, unbreakable will eventually become base kit. That's all I pointed out in this post.

    The true issue of this forum is that some people read "them vs us" stuff into everything. Instead of reading "killers are asking for unbreakable base kit with this playstyle" they read " I now demand unbreakable to be base kit" and then feel personally attacked for thinking you said something against their role.

    One thing I've always noticed is how people treat being picked up by a teammate to be somehow different than being rescued from a hook. You don't NEED unbreakable to get off the ground just like you don't need a perk to get off a hook. The normal recovery for both is the same thing... You're teammate returns you to the "injured" state. The only really difference is a killer can sit on top of a slug without an antiface camp mechanic kicking in...in which 3 people have 4 minutes to finish the gens, which is way more than enough time.

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