Avatar

LordGlint

LordGlint

About

Username
LordGlint
Joined
Visits
10,121
Last Active

Comments

  • @REBELJ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856377#Comment_3856377

    If that's a balancing issue, why won't the music be tied with those sounds? Give a warning that lowering that specific sound will also lower the sound effects for balance reasons.

    Problem solved.

    Probably because you already have control of the master volume. Turn down your TV/headphones/whatever.

  • @REBELJ said:

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

    Marvel Rivals is incredibly fun and I don't like Marvel. It's amazing how a fun and a decent or well developed game can make all the difference in the world. I'm maining Punisher right now and positioning with him rewards me. I can't wait to play Dr. Doom when he comes out eventually.

    Oh did you also try Civilization? Cote sugggested us to play Civ 5.

    When I saw them asking for "Labor of love" votes, I was thinking we should all vote for Civ 5.

  • @jesterkind said:

    I'm not sure why people count the Twins rework in this conversation, that was very obviously a different situation- not least because the Twins were in fact buffed from where they were before, not nerfed.

    That being said, I also don't much like this precedent, though we must also acknowledge why it's happening. It's happened to two things so far - Skull Merchant and the Knotted Rope addon - and both have a specific reason that they happened. Not good reasons, but it is more specific than just "they didn't like the thing".

    To be constructive about the Knotted Rope - as I've spoken about Skull Merchant ad nauseum already lol - I recognise the concern BHVR had with it being a problem over the period that they wouldn't be around to fix it, and I'd like to offer this olive branch: You should've killswitched it instead.

    That isn't what the killswitch is for, of course, and it'd set a bad precedent too with people thinking anything they think is simply unbalanced and nothing more could also be killswitched, but I think that would've been a less distasteful situation than just flat out making the thing worthless.

    Personally, I just would've left it as is and took the risk that people made it obnoxious, but if action needed to be taken I think bending the rules on the killswitch would've been healthier than the road they did take.

    Clearly the Devs had a very good reason. They wanted to support other game studios. Now I'm no longer thinking of putting time into Houndmaster and instead... I'm gonna be spending Christmas break maining Jeff.

    9473262-jeff.jpg
  • @REBELJ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3856346#Comment_3856346

    https://forums.bhvr.com/dead-by-daylight/discussion/434945/scene-partner

    You know, it's funny to me, we still don't have settings to lower specific volumes such as screaming. There are no accessibility settings in this game. Embarrassing.

    They see audio volumes as a balance issue. Being able to lower chase music and increase survivor sound effects would be very useful to a Spirit for example.

  • It doesn't really make sense go use a 2nd button to swap between 2 commands instead of simply using the 2nd button for the 2nd command.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855115#Comment_3855115

    I stopped playing entirely, honestly.

    Certain events have made me lose faith in the company, but I still enjoy the community, hence why I'm here.

    Ultimately, I think DBD is about to crack under its own bloat. Unless BHVR massively changes, there's no way that the current content schedule and update schedule is sustainable. We have, what, 300 perks? Maybe 25-30 of which are good on either side? Tons of Killers stuck in the backlog that need major updates.

    Yeah... I might be taking a break myself. Warframe is about to release a major update and bunch of videos about Marvel Rivals hit my YouTube feed... so gonna try that. Maybe by the time I get back, they'll rework this addon to 2.5%.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3855044#Comment_3855044

    I wish the addon could have been reworked to be a weaker version of one of her other addons (e.g. "Increases the distance of the Redirected Chase Path by +10%"), instead of being super nerfed into the ground.

    Even if the addon is revisited later, cool-down reduction addons are so heavily hated by survivors that it's unlikely to be changed back to a better percentage. We went through this whole process with Hillbilly, where the cool-down reduction addons got nerfed twice and are still nerfed.

    At least with Hillbilly, it was cooldown of MISS attacks that was the issue since ppl felt hillbilly could just spam even if he messed up. This is punishing someone who managed to get a hit.

  • Alot of the changes were completely tone deaf but...yikes.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854984#Comment_3854984

    Every game also requires 4 people queueing as survivor which should factor in to queue times as well. This could explain why the incentive is on survivor but the queue is fast for killer.

    If the queues is faster for killer than survivor, it would mean there's not enough killers to meet demand for that region and MMR bracket. Sounds like the incentives are off.

  • @Coz said:

    Maybe hound master intrigue too. Maybes folk are curious and trying her out.


    but yeah I have noticed an increase in survivor wait time too.

    IIn Increase in survivor wait times would mean there's MORE people waiting to play survivor, not less.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854179#Comment_3854179

    @Reinami 's suggestion is really good but I don't know if it could be coded in.

    Another possibility is having a repair debuff on gens while all survivors are alive and have it replaced by a gen repair buff when a survivor dies (and have it scale in speed depending on how many survivors are alive). That would slow down the early game and give more time to spread hooks while also making it so a survivor dying doesn't mean it becomes nearly impossible to do the gens. Theoretically the best chance for a 4K under this system would be to put everyone on death hook before starting to sacrifice survivors.

    Another option that doesn't change mechanics is buffing gen defense perks but having them deactivate on survivor death. Pain Res could go back to 25% each hook but stop working when a survivor dies and Ruin could go to 200% again but once again deactivate. This doesn't provide a disincentive to not tunnel though which I think is also important.

    Another option suggested was having group hook states. That wasn't my preference but it would work as well. It would probably need gen repair speed adjustments based off my gut feeling. I could be wrong though.

    Another option would be cages sort of like how they do it in 2v8. The Killer saves time by not walking to hook and, in return, the Survivor is hard to find making it more difficult to tunnel.

    Anyway, that's a summary of suggestions I remember seeing. It's perfectly possible to get rid of tunnelling (or decrease it substantially) if BHVR would test a solution and code it in.

    Your gen speed idea would actually mostly just promote a slugging meta...

  • @HLuccaSkywalker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854244#Comment_3854244

    What I meant was that the sound cue doesn't really help the first time when you're about to get slapped. Yes, once you've heard it, you know going onto high ground is a bad idea. I was trying to explain that "it's only a surprise once" because until it's used you don't know that as soon as you drop from high ground you're going to be in big danger. Yes, sometimes this is mitigated if you have enough distance, but there's several situations in which you'd normally be safe unless this one specific perk is in play, which you can't know because it doesn't alert you until the killer drops. And in many cases once that happens you may already be screwed. So yes, it is a surprise once.

    You can say the same thing about MOST chase perks that don't openly tell you they're in play until AFTER the damage is done. Often times unless it happened to YOU, it'll be a surprise even after it's happened to a teammate unless you're on coms. This one tells everyone on the map it's in play the moment the killer drops from up high. It's effect also isn't really any stronger than other chase perks. While it CAN be used often on SOME maps like The Game, other maps like Greenville have like 2 spots where it can be triggered. You could just bring something more reliable to help you get the hit. I doubt on average people would be able to getmore super lunges from this than from Coup.

  • @Reinami said:

    @Xxjwaynexx thanks for tagging me on this, as i usually post in these.

    https://forums.bhvr.com/dead-by-daylight/discussion/434668/there-is-no-reason-to-nerf-a-killer-when-nurse-exists

    There is a fundamental problem with nurse, that i usually respond to when these threads come up. It is a simple question, that most refuse to answer or deflect, but i'll try and ask it of you.

    Should DBD be balanced around the highest skill players, or average skill players? I'll tell you my own opinion at the end, but i want you to really stop here and think about it before you keep reading. How should ANY game be balanced really, not just DBD.

    Every time BHVR releases data around kill rates, nurse is usually at the bottom of the pack in terms of kill rate. Devs balance for a 60% kill rate (you can disagree but thats what the stated goal of the devs is, mathematically it amounts to killers winning 50% of the time, but that is a different discussion). Anyway, 60% kill rate is the goal. But when devs release their data, it shows nurse usually being around 49-50% kill rate. Even at high MMR her kill rate is often only around 50-55%, usually the lowest or one of the lowest in the game.

    Here are just some examples:

    https://us.v-cdn.net/6030815/uploads/TKHDHIH7E57R/image.png

    https://us.v-cdn.net/6030815/uploads/C00QCMAACSOQ/image.png

    https://us.v-cdn.net/6030815/uploads/JHNW3Q9CUX8E/image.png

    Even looking at UNOFFICIAL data, if you look at nightlight RIGHT NOW and sort by kill rate. You'll see that nurse has a 52.97% kill rate. When you look at averages for killer as a whole, that is currently at 54.66% kill rate. So it stands to reason that, when looking at most players, even the "high mmr" ones that BHVR classifies as "high mmr" nurse is actually BELOW the average in terms of kill rate. This would indicate that nurse is completely fine.

    https://us.v-cdn.net/6030815/uploads/ATTUKBAHR75H/image.png

    https://us.v-cdn.net/6030815/uploads/2IK5J7G8WFXG/image.png

    But, and i think most would agree. Nurse is objectively the best killer in the game. When played at the HIGHEST level, not whatever the hell BHVR says high mmr is, but the HIGHEST level of play, she is clearly the best killer. As someone who is a nurse main with 4k+ hours in this game, i can truthfully tell you that legitimately, i cannot remember the last time i lost a game as nurse, like i literally cannot. Occasionally i get a draw, maybe a couple of times a week, maybe if i'm memeing around, or going for a tome challenge, or honestly just go up against a good team that puts up a good fight. But a loss? No. My "no loss streak" with nurse is probably well over thousands of games at this point, unironically, but i don't bother counting.

    I don't say this to brag, i say this to agree with you, that nurse is a "problem" in the sense that, someone who dedicates the time and energy into playing her, into maining her, is going to be able to exploit her to her fullest potential, and when judged at that level, she objectively needs massive changes.

    So, lets say i agree with you, and that nurse needs "nerfs" so to speak (personally i think she needs a total rework, but that is again, a different discussion). Well now you need to contend with the reality of what you just said. You want a killer who, for all intents and purposes, at average level and high mmr is below average, to be nerfed, because of what a few VERY high level (like top 1k or even less) are capable of doing with her. So now, you need to own up to the consequences of that decision.

    And what are those consequences? Well, the fact that when you look at things at THAT level of play? Nurse is pretty much the only viable killer. Arguably blight and hillbilly could maybe compete as well, but its probably an uphill battle. At THAT level of play though, with the best of the best players in the world? Nurse is basically the only viable killer to play a "fair" match.

    Now this is the part where someone usually says things like "But killers like ghostface and dredge also win matches in comp". But, what most fail to see is that comp usually balances things differently for different killers. Different killers have different perk bans for survivors and killers, different killers get played on different maps.

    Ghost face for example, is played on Lery's a very good map for him, that makes him much more interesting. Similarly dredge is played on Midwich, another very good map for him. And different killers have different things that are banned for them. Effectively, comp balances things on an individual killer level by trying to change perk bans and maps and such perk killer, rather than overall.

    To conclude, if you think nurse needs to be nerfed because of what the highest level players are capable of, per the data, then you must also content with the fact that at that same level, she is the only viable killer, and nearly every single killer either needs MASSIVE buffs, or survivors need MASSIVE nerfs, to come at the same time as these nurse nerfs.

    Now, i said at the end i would answer the question i asked of you, should the game balanced around average skill players, or high skill players? I think the game should be BALANCED around high skill players while DESIGNED around low skill players. Keep in mind that BALANCE and DESIGN are 2 different things. What i mean by this for example, is lets look at Nurse, as you have. Nurse is very OP in the hands of a good killer player, but really BAD in the hands of the average player. This is why she needs a total rework, she needs to be designed in a way that new players can play her and have a good time, but BALANCED in a way that she is fair at the highest level of play.

    There is a video i like posting that explains this idea for TF2, i linked the relevant timestamp, but the entire video is a good watch:

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s

    This often happens in games where maybe a character is really really good in low level play (a noob stomper) but actually bad in high level play, so the devs need to do some redesigning that "nerfs" the character in a way that makes them less of a problem in lower level play, while also buffing them for high level play. And vice versa is also possible, where characters can be really really bad in low level play, but way OP in high level play, such a thing also probably needs to be redesigned in some way. Maybe not totally, but certainly some better design decisions need to be made.

    The perfect example of this in DBD type of decision IMO is the original change to Hex: Ruin. If you weren't around back in the day, the OLD Hex: Ruin did this:

    https://us.v-cdn.net/6030815/uploads/GTV3Z8FGLUKA/image.png

    This perk was basically taken every single game by every single killer. It was in like 50% of games or some crazy thing at one point, because it was very effective at slowing the game down. Not only did it make great skill checks not give a bonus (which at the time i believe was 5%, and this was on 80 second gens), but it made it so good skill checks actually REGRESSED the gen.

    People who were bad at hitting great skill checks would often resort to "gen tapping" which made a gen take around 100-110 seconds depending on how often you did the tapping JUST to avoid the skill checks. If you were bad at skill checks, this was actually faster than just doing the gen. Lower skill survivors have a hard time with skill checks, and finding totems.

    Basically, every single game was "find the ruin before you do gens" and if you found the ruin in 60 seconds, great, the game was an even playing field, but if you didn't, survivors probably lost. And if the killer lost ruin as soon as they spawn because survivors spawned on it? They probably lost. However at the HIGHEST level of play, what did this do? Well, those kinds of survivors can ALWAYS get great skill checks, so all it really did was remove the bonus, they could just ignore ruin completely and fly through gens. On top of that, ruin "just worked" there was nothing the killer needed to do to get its effect unlike pop for example which requires a hook. Its slowdown just worked by nature of bringing the perk

    So it was OP in low level play, and very weak in high level play. So it was completely reworked, in what i think is BHVRs greatest balance decision they have ever made.

    https://us.v-cdn.net/6030815/uploads/2HXGZL3BZ57Z/image.png

    Now, ruin sucks because 100% is not nearly enough, but that again, is a different discussion.

    This ruin was GREAT from a design perspective. It required the killer to push survivors off of gens and pressure them in order to get the effective regression it provides instead of it "just working" this means that the effect of ruin is proportionally effective to how good the killer is at pressuring survivors. So in low skill play, where killers are not able to pressure gens as effectively, ruin was much weaker, but in higher skill games, where killers can often pressure multiple survivors at the same time by juggling the different gens, they could get MUCH better regression, making ruin a real threat. It wasn't long before high skill survivors were always cleansing ruin, and lower skill ones could ignore it a bit for the first few gens and maybe stumble upon it.

    It wasn't much longer where we got undying, which made it even stronger in the high level game, while only making it slightly better in lower skill games.

    So anyway. BALANCE the game around high level players, and DESIGN the game around low level players, and the game will be in a much more fun and fair state for everyone.

    Thanks for coming to my TED talk.

    The killrates part always kills me. The only thing anyone ever says to explain why the super easy killer with the OP power has low killrates is "Well... I get 4ks all day and I'm not even a killer main... No I'm not gonna show video of my gameplay." Surely if Nurse was truly such a low risk high reward easy killer, the average stats would reflect that.

  • I use to say it as a joke. Alot of times when someone DCed on the loading screen which canceled the map, I would joke that I ran a 5 gen chase that obviously never happened.

  • They're never going to release basekit unbreakable since slugging is the appropriate counter to sabo/pallet/flashlight saves. In order to chase the person trying to make the save, you have to leave the original target slugged.

    https://youtu.be/QY41Ytw8nFg?si=9PEBdbzithT2enW3

    Here's a good example video where slugging was 100% the appropriate counter. During thebasekit unbreakable PTB, survivors basically made hooking impossible knowing killers COULDNT punish it by slugging.

  • @Lixadonna said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854386#Comment_3854386

    1. Find me posts where a Survivor complains about being sent to Treatment Theatre with Shape or Ghost Face. You won't. Only Killer Mains complained about Map Offerings. You kinda did it in your own reply.
    2. If you're complaining about a disadvantage you are also a sweat and want to win badly. If you're as casual as you think you are, you wouldn't care.

    Survivors don't typically complain about a map offering in itself, but rather the combo of killer+build+offering. Nobody really cares if a Huntress uses a Game map offering, but if it's an impossible skillcheck Doctor that's different. Same with an aura read build Nurse on Midwich. The map offerings amplify the unfun part of specific builds.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854441#Comment_3854441

    When the rarity for a map offering is rare and the rarity for a sacrificial ward is common... yes. Higher rarity implies greater influence or power on the match. If that is no longer the case, a complete rework of the bloodpoint system should be done (I think it should be done regardless). That was why I suggested at the very least only two of the same offering should cancel a sacrificial ward. It still has its intended effect, but it isn't as powerful as it used to be due to its new rarity (if returning the offering is not an option).

    Also, I would appreciate if you were less condescending to me. I don't see what I've done to warrant that.

    Nah, I don't think I will. Since when was the rarity of something an excuse to allow anything busted to exist. I'm pretty sure we've seen PLENTY of Ultrarare offerings and addons get nuked because they were seen as unfair.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854435#Comment_3854435

    I mostly use them for either variety or achievements. The fact that RPD and nostromo feel like they have increased pick rates is half the reason I cycle my map offerings since the game's RNG doesn't seem to want to do its job.

    Works out well then since your not looking for a PARTICULAR map. It sucks getting the same map over and over and you get map offerings on just about every high level bloodweb when you arnt looking to be picky with them. I'll just leave it to RNG though. Got something to toss into the fire? Lol

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854318#Comment_3854318

    It wasn't. And yes 200k is the net value of the addon if all someone is looking for is a specific map offering to complete an achievement. Half of the green items in the game for survivors are never used: green keys, the green bloodpoint offerings for the individual categories, the maps that are extremely killer sided. Most of the bloodweb's items are junk and it really needs to be reworked.

    I'll agree to that. In the meantime though, go ahead and keep tossing those SURVIVOR sided map offerings in the fire. You could be using BP offerings but you choose to try to skew the odds in your favor at the main menu. I'm overjoyed that it only takes a brown offering to kick your toe off the scale.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854296#Comment_3854296

    The risk is egregiously disproportional to any other situation. 200k bloodpoints can be upwards of an hour or two of playing, all for the chance of one offering. You can get a sacrificial ward by logging in with the daily bloodpoint login bonuses that always seem to be running. I'm not begging to bring map offerings every game, all I'm saying is with the current implementation, there is no point to run a map offering because the investment is too much for the risk involved. I understand that was the point of the band-aid fix, but like the math shows, it is completely unfair for those who want to complete map achievements or anything of the sort when their rare offering is countered by a common one.

    You can't say "I'm not begging to bring map offerings every game" while your entire point was you want to keep the offering so you can -checks notes- equip it until it works. Map offerings were already countered before this change by bringing another map offering. Those map offerings were not refunded either. The 200k you keep mentioning is not the value of a map offering. It's the total value of every offering and addon you got.

    In short... keep burning your map offerings until they're all gone. Maybe someone will let one work. It sure ain't gonna be me, lol. I'm running sac wards every match.

  • @SAWII said:

    🤌 Do you know what this is? It’s the world’s smallest violin, playing just for the people whose map offerings got denied.

    Do you have a 2nd violin I can borrow? Lol

  • @HLuccaSkywalker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854154#Comment_3854154

    I get your point that it's typically only going to be a surprise once, but some maps have enough verticality that at some point you're going to have to deal with it anyway, and knowing ahead of time doesn't mean it won't hit you if you're already in a bad spot.

    It shouldn't be a surprise at all is what I'm saying. It literally announces its activation. You get a sound queue to let you know "the killer has super lunge for the next 15 seconds".

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852542#Comment_3852542

    Don't you think it would be great if the game was balanced around hooks instead of kills? And that tunneling and camping were not just "discouraged" but actively impossible to do from a gameplay standpoint? Would be so much more fun for both sides.

    How would it be possible to make tunneling impossible without having serious balance problems by telling 1 survivor "You are untouchable"?

  • Just adding a note, all shaking thunder announces itself. No one is getting surprised by it.

  • Shhhh... Don't tell them.

    You are COMPLETELY safe in the locker. The killer has no clue where you are, no worries.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853510#Comment_3853510

    It's not about the time taken to do it, it's about getting things through certification, we have to have the builds ready early and sent for certification, we cannot make any changes after that has happened, hence the adjustment (which will be purely a number adjustment), will be in bugfix patch 2.

    Got it. So you're going with the OBVIOUS change after all of making it 20%, lol.

  • While I wouldn't mind seeing a buff to her redirect window, her biggest issue for me was the bugs. If those are taken care of...I'm happy.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853510#Comment_3853510

    Yeah, I would have thought just revert it and then test out another change (whether to ToTH or something else) in a later PTB. But ah well.

    They might be trying to do something like make screaming not interrupt progress. That way it still takes the same amount of time to cleanse, but the killer actually has to go interrupt the progress rather than relying on FTD or similar effects.

  • You heard wrong. You have to use tombstone. Other moris don't count. It would be SO much easier if all you needed was a red offering.

  • @Nazzzak said:

    They said on Reddit they didn't have time to add it to this fix so it's going on the next. Guess I'm just playing the event for the Tome, shame. Solo queue games are too miserable.

    Considering a simple number change would be very quick to do... I'm guessing it'll be more than that.

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853230#Comment_3853230

    It's not really better map traversal. At least not when you try to catch up to survivor.

    If you do the math, it is equally effective to catch up to survivor as before. You are just worse at loops now with higher cooldown.

    Youll close the same amount of distance with the survivor in a single dash, but the time to close that distance is longer. Makes it easier for survivors to reach things they wouldn't have reached before. If before, you got a hit right before a survivor made a window or pallet, now...they'll make it.

  • Killswitching is used for things that are bugged.

  • Now the last survivor WONT get moried because of DH... They'll still get moried, but it won't be because of DH.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853327#Comment_3853327

    Theyd still recover from the blind faster

    I dont think there should be a perk that renders another completely useless

    Blind recovery isn't why people like lightborn against flashbangs. The killer would still drop the survivor they picked up and would have the same duration stun animation. This would simply open flashbang saves as completely uncounterable.

  • @Shroompy said:

    Sure it isnt a super strong perk, but its enough to render the only interactive item Survivors have completely useless, and also a waste of BP bringing it into a game. (A max duration beamer is nearly 10k bp which just goes to waste)

    Id prefer if they brought back the original Lightborn, where it took 50% longer to blind and you also recovered from blindness much quicker. That way Survivors still have a chance at using their item, but its still much harder to pull off.

    That version would have 0 effect on any other blind though. They've introduced blast mine and flashbangs since then that have immediate blinds.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853297#Comment_3853297

    That'd leave survivors with 2.5% cleanse speed, making the totem take 560 seconds.

    You might as well just start with hexes cleansed at that point, tbh.

    -Survivor finally cleanses first hex perk (undying)-

    I DID IT!!!

    -Looks around and sees 3 teammates dead-

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853271#Comment_3853271

    I mean, this would literally reduce your cleansing speed by 100%, so you wouldn't be able to do totems at all. TotH + Devour Hope would mean survivors have to win in under 5 hooks.

    Fine... 19.5%, lol

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853105#Comment_3853105

    You could be right. There was another post on the forums I will try to find where someone said “Realky bhvr, this is the direction you’re going with totems?”


    and the devs answered - and had mentioned adjustments will be made in the hit fixes this month. I’ll see if I can find that one too.

    They just released bugfix 1 and TOTH isn't on it. Someone posted a screenshot of the devs saying it'll be on bug fixes 2 though. Not sure exactly what it'll be... If it was just gonna be a numbers nerf, that's would've been a quick change. Maybe they're just changing how screams interrupt cleansing.

  • @Na1ts1rhc said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853268#Comment_3853268

    The absolute pandemonium this would cause would be worth it to see

    Right? Imagine if they did that for like...1 hour just to see people lose their minds and content creators to quickly make videos.

  • Fixed an issue that caused the Dog to get stuck on walls and fail to dash when the Killer quickly sends the dash command on the other side of a wall.

    Hoping this one right here fixes my most common annoyance with her. I'll see how she is tonight.

  • If memory serves, TOTH change wasn't on the PTB. She's saying whatever she's talking about came to live in the same state as it was on the PTB. Sounds like she's talking about something else.

  • @Thusly_Boned said:

    1. It's petty AF
    2. I will locker myself most of the time anyway, lol

    But seriously, jumping in a locker to avoid the tombstone mori makes sense early in the game, but if the match is all but decided, especially if you're the last surv up and he's mori-ed everyone else, it really is just a petty, pointless thing to do.

    Particularly after the latest rework, and the achievement is harder to get than ever.

    I feel like the crux of it comes down to how obvious the achievement is. TYPICALLY no one bothers running those 2 addons unless it's for the achievement. You don't get that same response to other achievements. If a survivor is trying to get the RPD gate opening achievement, you don't see killer players quickly opening the exit gates to deny it...they just play normal.

  • @Nazzzak said:

    What feels good for you isn't necessarily good for the health and longevity of the game. No matter how much you stamp your feet. ToTH was being used in a way the devs didn't intend. Much like the recent Corrective Action buff - it was addressed because it was being used in a way that wasn't intended, not because everyone cried about it. I get that a perk or build that plays the game for you feels great but it's not all about you.

    The fact that the devs were looking at a support for hexes in the first place shows that it's something they are trying to address. ToTH wasn't the way to do it. It's only been around like a week and it amazes me how attached some people are to it already.

    I'm not sure I'd say it's being used in a way bhvr didn't intend. People are complaining about it's core completely intended function. We can argue that function is too strong, but it's weird claiming BHVR didn't intend to have the effect it starts with.

  • Hackers ruin everything

  • Thrill JUST got buffed, so it makes sense for people to try running hex builds that they wouldn't have been running prior. Considering Thrill's effect is specificly only useful when paired with other hex perks... you're going to see it paired with them.

    1733626708361773547918346667449.jpg

    Been running this combo tonight personally

  • I feel like the only thing Houndmaster could use besides bug fixes is maybe the dog could go further, and the redirect window could use a buff. Currently the window to redirect is quite small. Adding like 1.5 seconds to that would be nice.

  • @bjorksnas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852399#Comment_3852399

    Ah they changed it 3+ years ago, well goes to show I haven't played myers in a bit

    Yeah, "burger King myers" is no more.

1 … 29 30 31 32 33 … 185