LordGlint
LordGlint
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@Marc_go_solo said:
It would fit for me. The Entity wants good Killers, and with Homelander it has a sociopath who can kill without a care, yet is mentally vulnerable and almost childlike in his mannerisms, making him easy to manipulate for an eldritch horror.
If I was the Entity, I'd definitely take him. It would be interesting to see what power he would have and how it would be implimented. I'm assuming he'd move like "The Dark Lord" and perform dash attacks, or use laser eyes or whatever.
Your description of Homelander fits Billy and Huntress really well, lol. He'd fit right in.
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@Volcz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805193#Comment_3805193
Wesker fits 100x more. He's dark, he belongs to RE, and actually has 'monster-like' powers.
- Uroboros Virus: A virus developed by TRICELL. If Wesker uses an unusually large amount of Uroboros, he will turn into a monstrosity. It increases his strength and durability, as well as granting him a few new abilities.
- Body Manipulation: Wesker extends his limbs as if they were tentacles, spin the metallic pieces on his arms fast enough to use them as a drill.
- Tendrils: Can fire his tendrils, which absorb energy from their victims. He can also spin his tendrils fast enough to create tornadoes.
Homelander's just some guy that was brought up in a lab and bio-engineered by a company for their own gain, who happened to turn evil. + he can fly. It makes no sense adding him in. Especially when were still missing iconic characters like Jason, The Thing, IT, etc.
This actually made me giggle. Wesker, who is a...lemme check my notes here..."a guy who got superhuman powers from a shady pharmaceutical company with plans for world control" fits in DBD. Homelander however is SUPER different. He's a -flips through notes- "guy who got superhuman powers from a shady pharmaceutical company with plans for world control." It's different because one company made things with tentacles while the other company...oh wait...also made things with tentacles.
Seriously, the only really difference between these is the color scheme, and DBD has already shown it doesn't mind having killers that ARNT dark colored monstrosities. Just look at Trickster for an example of that. This isn't even taking cosmetics into consideration like Naughty Bear.
- Uroboros Virus: A virus developed by TRICELL. If Wesker uses an unusually large amount of Uroboros, he will turn into a monstrosity. It increases his strength and durability, as well as granting him a few new abilities.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805272#Comment_3805272
I don't see how this is relevant, as it doesn't contradict my statement and also doesn't have anything to do with Blight. Legion's power is useless in the chase, so of course it was horrible for them to have to chase at 110%. Every other sub-115% killer has a strong chase power.
You asked for an example of a weak 110% killer. I was simply stating that if there was one to list for you, it would be changed so it's no longer an example of a weak 110% killer. Bringing up Legion was just an example of a weak 110% killer that wasn't left as is.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805251#Comment_3805251
The best killer in the game is 96% and Spirit, usually considered the third best, is 110%. Now that I think about it, is there a single bad and/or very underplayed killer below 115% speed right now?
Blight is an S tier killer as is and gets a lot of mobility and chase potential from his power. 110% would raise his skill floor without doing much to his skill ceiling, as he'd have to rely more on his power for success. A high skill floor and high skill ceiling is exactly what you want for the strongest killers in the game, so I think it would be a great change.
They made Legion 115% speed because his 110% speed version was horrible for MULTIPLE reasons.. If a killer was underperformed enough to be an example of "really bad 110% killer", they'd likely be tweaked until that wasn't the case anymore.
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@Garresh said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804552#Comment_3804552
But we don't have the specifics. And personally I do notice pretty big skill differences between survivors when I switch killers. Given the number of balance and bug issues in the game's history, I can see the rubber banding causing an issue with how they analyze kill rates.
There's definitely skill differences. No one was claiming there wasn't. The initial MMR ranking of a killer you just started on will be fairly close to your average killer MMR though rather than assume you are brand new to the game. That MMR will then settle to it's rightful place depending on how well you do. I'm not very good at nurse, so if I decide to play nurse... I'll be faced with drastically worse survivors than if I played Dredge. That doesnt mean that I'd be thrashing those worse survivors though since... I suck at nurse, lol.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805195#Comment_3805195
You bring up arguments that are difficult to refute. I respect your pov.
What’s your take on forced bleedouts?
It's annoying and I as a killer main would be completely in favor of survivors having the option to speed up bleed outs if there's no survivor up. I'd also give the killer the same points and such as if that survivor was hooked so no one can rob a killer of points by doing it while the killer is hooking their teammates.
To me, it's MOSTLY in the same realm as killers hitting survivors on hook over and over again. I'll hit 1 time to end the long screams early, but after that... it's kinda cringe. The anti-face camp feature put an end to that though. I remember when posts complaining about it came up, a solution of removing the hitbox of hooked survivors was suggested. Survivors were against that because they wouldn't be able to use their hooked teammate as a shield while most killers were FOR it because they hated someone hitting the hooked survivor and doing nothing when they were trying to hit their teammate.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805189#Comment_3805189
You bring up good points. It’s true that the bleeding out mostly happens throughout match play and counterplay. And let’s be honest, if someone feels strongly enough about their bad intentions they will find a way. And yes, there are game-winning reasons to leave everyone in the floor.
My question to you: How do you feel about basekit Deerstalker? We all know it won’t eliminate the problem. But how much do you think it would help? How many games end in a 4-man bleedout? Do you think it would create a dent?
Despite the fact that a Killer who wants to cause bleed outs will cause bleed outs. Despite the fact that the only thing that can stop it is intervention from Bhvr, the Killer themselves, or the Survivors playing so good that they somehow find some way around it; Do you believe basekit Deerstalker would reduce bleed out numbers? If yes then by how much? Insignificantly? Moderately? Substantially (lol)?
I think killers would appreciate a free buff and survivors would be against it even if you specify it's only if all 4 survivors are slugged. The amount of ppl who complain about slugging while keeping the mentality of "you wasted my time and now I'll waste yours" is astounding. That's the same ppl who would crawl to the corner of the map before hook respawns even when the match was over. Basically the same people complaining about hook respawns would be against this. At the same time, the people PURPOSEFULLY bleeding out survivors aren't going to start hooking just because of a built in aura reading. This would only help those who would've hooked people if they could just find them.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/427818/is-this-reportable
No it is not, but it does feel like poor sportsmanship. I keep seeing a forced bleed out option as a recommendation for these situations.
That’s fine but it forces the Survivors to take on the responsibility (and burden) of the Killer’s bad sportsmanship. The Killer gets rewarded for playing… mean. Which again, I get it, we’re all adults here. Of course the Killer will play mean, it’s a game about killing etc…. But… At the end of the day it does feel like bad sportsmanship.
I’m torn because forced bleedouts seem like such a metal thing to do in a Horror game.. Until you really think about what is happening. You’re making four people wait four minutes just because they didn’t play as “good as they should”. While I do think slugging during the trials is a tactic, it’s the intentional bleed outs that feel like bad sportsmanship.
A solution that pins the responsibility of good sportsmanship on the Killer would be something like base-kit Deerstalker. That way after everyone is already on the floor there’s not many reasons not to hook since you know where everyone is at. This of course doesn’t cover the situations where players intentionally bleed out because they want to deny 4% hook escapes but it’s a start.
Maining Plague has made me intimately familer with Infectious Fright. Most people know that the perk is one of the main slugging perks, since you can get chain downs through screams. It’s not rare to slug the whole team. What is difficult sometimes is finding the last Survivor if they crawled away to hide. It can seem like bad sportsmanship if you can’t find the last Survivor which is why I think base kit Deerstalker would help.
Do I think bad sportsmanship can be completely eliminated? No. Is there a difficult line of power to maintain on Killer side? Yes. Can we come up with novel solutions that work for mostly everyone? Yes, yes I believe that we absolutely can. As long as we all work on the problems together I don’t think there’s anything this community can't do.
4 minutes on the whole team is only really a thing if someone like Bubba gets 4 downs all at once. Typically, if someone wants to slug... ESPECIALLY if they brought perks for slugging, by the time the last survivor goes down, there was a whole game of picking ppl up and them going down again and those bleed out bars are pretty decently progressed. It's not 4 people waiting 4 minutes after the last chase.
As far as the countering the 4% thing, there's actually more being countered. I remember playing a game against a flashlight squad where they made it VERY difficult to hook. Had all 4 ppl slugged eventually... If I walked away from my console, the game would've been over. Turns out one of them had flip flop/power struggle and that was enough to restart everything. Am I saying ALL killers who slug are thinking of that. No... no I'm not. It sure does look suspicious though if a survivor crawled under a pallet.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805161#Comment_3805161
All you need is a "yes" to the question "did you bleed me out last match" for a guaranteed ban (and you can still send the report with legitimate cause regardless). That is enough evidence for targeting the same person repeatedly, and also a clear flaw with the rules as currently written. Intentional bleedouts 100% should be bannable, especially since hooks were made to respawn to prevent that exact condition (and yet it still happens at the same rate before and after). I would love the game rules to be fixed, to prevent cheesy technical bans, while also clearly stating intentional bleedouts are also illegal.
Bleeding Out is not bannable, so someone answering yes to a non-bannable event isn't going to change anything. The category of griefing that you are pointing to is MOSTLY towards survivor actions against their own teammates. Survivors doing things like trapping their teammates in lockers by spamming the open locker action for example since there is no scenario on how that could be a winning move.
Reporting for this would be like a killer reporting for flashlight/pallet saves. It's something that no killer LIKES experiencing, but is not bannable and getting the same survivor team a 2nd time doing flashlight saves doesn't make it targeted harassment. Slugging is not some unintended feature that the devs forgot to exclude, otherwise there would be no perks for slugging nor would there be a bleedout timer.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3805078#Comment_3805078
It is if you are streaming, because then you can claim they are stream sniping. You can phrase endgame chat in such a way it appears that their response would self-report ("did you bleed me out last match" "yes"). They are breaking the intentions of the rules (Intentional Gameplay Abuse would 100% fit this conceptually), and you can twist them into self-reporting to intentionally breaking rules they were unaware of/not intentionally breaking (specific targeting).
That's the flaw of the current ruleset. People breaking the spirit of the law are let off scott free, and people breaking the letter of the law (intentionally or not) are equally guilty. You have to twist the rules to apply an inaccurate 'letter' ban for accurate 'spirit' scenarios. They technically are still breaking the letter of the law, so it is a valid ban, but you wouldn't jump through those hoops against a normally 'guilty' party.
You'd have to prove that they are showing special attention to any particular player in an attempt to ruin their day. A Killer downing survivors in general is not showing special attention to a survivor, and the matchmaker giving you that same killer is ALSO not the killer showing you special attention when they would've done that very thing had they been matched up with any other survivor team.
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@mizark3 said:
Sadly it isn't. The only positive side is that if they (the exact same Killer,) do(es) it multiple times against you in a row, it can qualify as targeted repeatedly (see picture).
https://us.v-cdn.net/6030815/uploads/ZVDTF07H6MRX/targetedrepeatedly.png
That is how bizarre the game rules are. You are actually better off being bledout twice in a row, because now you have a case for targeted 'harassment'.
That's still not reportable. The Blight was downing the entire team, not any particular survivor. He's not going to be punished for being matched up with those survivors again.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802371#Comment_3802371
I mean, slugging isn't interactive.
Imagine if you as the killer had chemical trap applied to you permanently. You can still chase right? You can still attack and move. Is that fun? Are you realistically going to be able to do anything to meaningfully interact with the other side or progress your wincon? No.
Slugging for the players being slugged is boring if you don't have power struggle or a way to pick yourself up. You crawl and/or hold left click while moving, and the only time any of this is exciting is when you're inching toward an exit gate or hatch and the killer is coming. It is very boring. Same with incapacitated status effect where survivors do almost nothing, which is why it was removed from Eruption (and why Eruption was the most hated perk at the gen kick meta time) and is now applied very sparingly.
Being slugged is a way to incapacitate a survivor, sure... but aren't survivors ALSO incapacitated when on hooks? You're in a state where you have to wait for your teammates to put you in a non-incapacitated state either way. It could actually be argued that you're better off slugged since you can do more while slugged (crawl).
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No, it's not reportable. Whether the killer incapacitated you by leaving you on the ground or by leaving you on the hook... the results are pretty similar. You are incapacitated until a teammate saves you. You DID get to participate in the match while not incapacitated and like you said, the game DOES end within afew minutes of being on the ground so he's not holding anyone hostage.
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I feel like they should just change the mori offerings to either survivor puddings or BPS if they're gonna stick to the plan for making them only good for BP gain...
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@Eleghost said:
They used to be a lot lower long ago, they were 25, 50, and 75. I think they need buffed a bit maybe x3 what they are now.
The caps were also lower back then too. I remember you could only get 8k per catagory, meaning a 75% offering could get you 6k BPs at most. Now that same offering can get ya 10k.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804248#Comment_3804248
it definitely does. The devs have confirmed this several times. Hit validation prioritizes what the killer sees. IIRC grabs (from gens and used to be hooks) are prioritized based on what the survivor sees.
If that was the case, thered never be cases of hearing the hit while the survivor runs off untouched. That is a hit occurring on killer side and the server saying "nope".
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@humanbeing1704 said:
the grind is still horrible and not new player friendly at all
the game in general is not new player friendly
let’s be real here behaviour does have a reputation of not being the greatest devs among casual players that have never tried dbd
Definitely agree. If the game had a permanent gamemode that didn't rely on people already having everything unlocked, it would be alot more welcoming. This is one reason chaos shuffle is so popular in my opinion. No one really has an advantage over anyone else by how much they've bought or grinded.
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@Yggleif said:
And welcome to why the SM changes are so terrible because now survivors think if they ask for it enough they can get every killer completely neutered.
I don't even like chucky but nobody deserves what SM is going through right now. 10 second cooldown is a little aggressive but I don't think Chucky actually needs any changes at the moment, I'm not familiar enough with his add-ons to really comment on them but at least base kit he doesn't seem too bad.
10 seconds seems pretty reasonable when you consider other Killers like Wesker can use THEIR powers more often and aren't stuck with a 4.4 movement speed. Chucky's power is also VERY limited now with the scamper changes. If you can get to a vault location, his scamper is basically useless since if he scampers after you, he can't turn more than like 25°.
Heck... even the rat poison addon people are complaining about here isn't really a problem. It's an aura read for a close range (12 meters), that activates while in mid charge. You're really only getting value out of it to more easily track the survivor you've already found and are currently trying to hit. I'd compare it to Myer's mirror shard addon. It's not like people are using it to scout the map for their next chase.
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I kinda just saw it as the sequel to Legion's rabbit skins. Have the 4 members dressed as different teletubbies. Could also work for the original 4 survivors.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803980#Comment_3803980
These are the games where survivors kill themselves on first hook. I don't know exactly what data they have available, but presumably they could just look for games where survivors immediately try and fail to escape the first hook and then die without getting unhooked. If survivors are giving up in other ways that would be less obvious, but usually it does seem to be a DC or a suicide on the first hook.
I have no reason to distrust this number as I haven't noticed high numbers of hook suicides against any killer. I almost never have survivors do this when I'm playing killer, I never do this myself, my party mates never do this when we're playing in SWF, and even in solo queue it doesn't happen very much with my teammates.
I could easily see a world where it's 2.5% overall, but <1% in four-man squads and ~5% in solo queue. That's enough that you'd see it in a typical evening of playing. You might see a DC or two as well, and then all of a sudden you're at your couple of solo queue games a night with teammates throwing. It could well be MMR dependent too.
Where did you see this 2.5% number? I would LOVE to screenshot it and make a thread seeing if it's anywhere close to what anyone is experiencing. From my own experience, having teammates kill themselves at the start of the trial was SO common, it was happening at least 25% of games and was the reason I stopped solo Qing. Your saying that Skull merchant, the killer with probably the HIGHEST rates of hook suicides, was getting 2.5%?
So yeah... I'd love a screenshot. Not saying you're lying, but SOMEONE is.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803720#Comment_3803720
People have been constantly asserting this, but hook suicides seem to be a drop in the bucket. @I_CAME posted the following in another thread:
…the devs literally said in the recent stream that Skull Merchants kill rate is still 68% when they throw out games where someone gives up on the first hook. I think the number they gave was 2.5% of games against skull merchant have someone dropping on the hook.
If the impact is this small against Skull Merchant, you can be confident that pretty much every killer is not going to have their kill rates skewed much by hook suicides. And there are factors in the other direction as well that aren't being considered. DCs probably happen more often in matches that survivors are going to lose badly, for example, so removing them from the stats effectively lowers the kill rate compared to a world where everyone tries the whole match. Killers also sometimes just want to farm or turn friendly during the match for various reasons (e.g. survivors were cute, one survivor sandbags another).
So, while imperfect, I think the stats we've been given are close enough to their "everyone is trying all the time" equivalents to draw some conclusions about game balance from.
How would the devs be able to tell what games included survivors refusing to play? Do you really think hook suicides only occurred in like 2% of games against SM? I guess I'm getting ALL of them when I try solo Qing, because it typically occurs at least afew times a night no matter who the killer is.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803858#Comment_3803858
yes sometimes you see what's coming miles away. but in one of my recent games on dds someone sabod a hook, got hit and killer just hooked me on another like 10-15 meters away lol
Yeah, that's dumb unless he had perks like mad grit or agitation.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803707#Comment_3803707
That 1 hook shouldn't be the ONLY option.
you should be able to switch to another on your way but i really don't think you should be able to make it to another hook after having your primary one sabotaged and hitting the saboteur, assuming you had to walk a bit to reach the hook as well.
Absolutely, that's why I specified "if I see them early enough". Some people make it too obvious what they're up to.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801665#Comment_3801665
Confidently incorrect 😔 They took data for a month, ostensibly from all matches in which there was no DC. If so, there is no "error" here; the numbers are describing exactly what happened over the full set of matches. If they took data from a small sample of matches during this time period, that would introduce some level of error depending on their sample size, but unless you know how large the sample was you can say nothing about the margin of error.
Now, please justify why killers are struggling so badly that buffs like the ones I suggested, which disproportionately benefit solo queue, should not be implemented.
Unfortunately any data on killrates are GOING to be off due to the massive amount of survivors killing themselves on hook super early on. There's no way for the devs to sort those games out like they do for games that had a DC, and it's the main reason why I avoid soloQ survivor. I had a game the other night where the first survivor downed by a Wraith killed themselves. In a 3v1, we managed to get 4 gens done with the last gen at about 75%. A game that COULD'VE been a 4 man escape turned into a 1 man escape due to hatch.
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It typically happens in corner areas. Alot of times if a survivor goes down in the corner, there's only 1 possible hook to get to. It can similarly be problematic in spots like downstairs in the preschool. If the basement doesn't spawn down there, you have to make sure to break the doors to even have a CHANCE of reaching the closest hook outside since there's no hooks inside the school.
I also imagine they want to have SOME counterplay to sabo as well. If I pick up a survivor and see their teammate running to the hook early enough, I should have a different hook to walk to instead. That 1 hook shouldn't be the ONLY option.
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@MarbleThrone said:
Invocation: Weaving Spiders gonna be updated when that happens … :P
Accidently summons the killer to your location AND makes you broken for the rest of the trial
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@doobiedo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802814#Comment_3802814
A spook n'jukes video on any subject will automatically make me take the opposite side. Insufferable self righteous tool. If I found out I shared an opinion with him on anything I would have to rethink my viewpoint
I think he has the viewpoint that breathing oxygen is good. Maybe something for you to work on.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798345#Comment_3798345
Even if you want to claim that people giving up inflates her numbers, that's still a huge issue and an indication of a problem.
Either the 70% is legitimate, and she's genuinely overperforming (so needs adjusting), or is inflated slightly by people who don't care for the kind of gameplay that she provides. The latter still requires adjusting. People giving up in large numbers is a huge warning sign about your game's health, and I don't think this just applies to skully, but the game was a whole right now.
Even if forever Freddy and og legion didn't have the same kill rates, the gameplay alone means they should at least try to change something about the character.
That's the thing... they DID change her. They've changed a ton to mitigate the issues about her. People still bring up things that are now obsolete when complaining about her. You'll see people constantly talk about the hour long games where skull merchant would 3 gen for example. Not only is that iteration of skull merchant not in the game, but 3 genning itself has been changed.
They can change her power to be ANYTHING and you'll still have a slew of ppl who will ruin the match ASAP and curse people for playing her.
Saw this earlier and the first game showed an Ace who refused to play after getting downed from JUST M1 gameplay. The power itself had nothing to do with it.
https://youtu.be/wD-__WkWR_g?si=gyaY79KCNYn0uTnK -
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3802208#Comment_3802208
My argument is that slugging survivors isn’t the killer’s goal. It starts and ends there, really.
As long as there are survivor playstyles that counter hooking, such as sabo and flashbangs... there MUST be slugging playstyles to counter it.
https://youtu.be/4S3IQBpROIA?si=OVRSyCtfPwnsw902Saw this earlier and it acts as a perfect reason to keep slugging as part of the game.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800703#Comment_3800703
Yeah, but she does not have such a high Killrate because she is too strong. She has such a high Killrate because people dont want to play against her.
And that people dont want to play against her is a good reason to change her. (And also a way better and more important reason than the killrate)
I'd agree with that... but they didn't change anything. They just hard nerfed everything. She actually WAS changed afew times and it didn't stop people from complaining about things that wasn't even relevant alot of the time.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800981#Comment_3800981
Plot twist probably has less than a 2% pick rate. Regardless of whether or not it counts, it wouldn't move the statistics very much.
I didn't think it overly skewed anything, was just curious. I just just imagine someone starting a match with no-mither and plot twist, bleed themselves out in a corner and take a screenshot to post on the forums after cropping out the perks to complain.
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He's mad his anti-swf rant post didn't get as much support as he was hoping for. He went on a tangent about how horrible DBD is.
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@ShadyC said:
Well you come in here and downplay an idea that is literally only a good thing via more information being given to the player, just because you don't see a use for it. Imagine if the developers only added things based on your own vision of what's useful and what isn't.
I didn't say that the Trapper player would wait 25 minutes just to see what happens. What a fallacious argument.
If you're passing by, and you're about 3 seconds away from an important trap, but your addon is up in 3 seconds…
If you KNOW this information, you can just keep skating on by.
If you DON'T know this information, you might make your way over to the trap, and it resets in front of you. It might even reset ON you, and trap your ankles. Or you might get to it in time to reset it, but you didn't NEED to, and you wasted your time without even knowing.
Maybe you're at a loop, and someone is running around the unset trap because it's safe for them. But little do they know, it's gonna reset in 5 seconds! YOU can play around this, with a timer on it. But without a timer, you could be waiting 30 seconds for all you know. This is very impactful of a difference.
There are just a ton of situations where this would be useful. If you don't get it, then that's fine. But don't come in here and downplay it just because it's over your head.
This is why I got hostile. Because you could very well be the reason something good doesn't get added to the game. Imagine the devs come into a thread, "Oh, nice, good idea, maybe we'll do that!" And then the VERY first post, with a bunch of Upvotes, says, "Nahhhh, no reason, don't waste your time, BHVR!" And that dev goes… "Oh. Okay. I guess I shouldn't, then."
And if you think that's a ridiculous thought, then you are quite naive. Our words and votes and impressions have an impact on all things. So, yeah, I get really annoyed when ignorant comments gain traction and effectively shut down potential net positives. It's been a pet peeve of mine for decades.
Just because of this, I'm up voting the other guy, lol
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@Mandy Does this count plot twist?
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800974#Comment_3800974
I thought it was, just thought I'd make sure. I need to hear "WELCOME TO PRIME TIME you nice lady" in game
That's the G rated censored version for the roblox version, lol.
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@Brutha said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800933#Comment_3800933
I mean Brad Dourif did that for Chucky, also Robert Englund said he's still willing to voice the character Robert knows what Freddy would and wouldn't say, so if anything all the different lines would be because of Robert Englund making sure everything is correct
It was a joke... Freddy had a tendency of overusing a certain swear word that starts with B.
https://youtu.be/LnBxmIC2OVM?si=dcRppeMl43JQbRR-Rick and morty even commented on it
https://youtu.be/s57bv_iTldM?si=Ht0z-3ck69ZhrO-Q -
Funny enough, last time a killer actually tried doing a full on slug setup with knockout... we got a random solo q teammate who brought an Uber boon build. We all just kept getting up because the boon on RPD covered ALOT of the map and he got a 0k.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800017#Comment_3800017
17+ seconds per down for checking on average? Nah. - I mean, I don't know how your matches go but I don't see that level of checking in even a fraction of matches.
What I do see is that the ~15 seconds can happen if you kick a gen, check around the pallet, have to walk around the tile/vault cause the surv is on the other side of sth etc pp. That's a lot of times this happens but as I said that's alright. And then I see slugging for 4k or slugging the entire team for whatever reason. - But with the numbers given there's no way to tell how often or not often this happens, rendering that tweet pretty meaningless.
As someone else mentioned; it's interesting that they chose 35 seconds as a cut-off point. That's a minimum of 35 seconds though and call me cynical but it makes me suspect it was picked to lump the long slugging in with a duration that looks somewhat acceptable.
But as always with stats; they don't actually mean a lot without proper context. And we don't have proper context here. My first impression was just that those percentages of averages (keep in mind that standard averages heavily distort the picture once there are some extremes in play) look awfully high for the argument "slugging doesn't happen a lot". Really it's probably the "on average" that bothers me the most. They could have gone for the median, or better yet a histogram, for the duration survs spend in the dying state, starting at 30 seconds. - Up to 30 seconds is a reasonable amount of time if someone is downed three times. 10 seconds just for picking and an additional 20 seconds to check or kick a gen or whatever. I usually pick immediately so I think 30 seconds seems awfully long already - but to account for the three downs you can get max and those paranoid folks who check a lot, why not. I can see that being within an acceptable range.
Keep in mind, that's not JUST people checking corners. You're also looking at people who play ranged killers that have to go fetch you and might reload before doing so, or... while they are incredibly rare... twins players. Get a down with Victor and your gonna be walking to go fetch.
When taking just the attack cooldown+ maybe a vault to the other side and multiply that by 3, I can already see THAT being 15 seconds, lol.
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@Laluzi said:
Crossing my fingers so hard rn they're distorting into eldritch shapes. Englund Freddy with voice lines would instantly save the character for me, even with the nothingburger his power is right now. I would still love him. I normally dislike voiced characters in DBD but there's a few whose personality is so over the top that it cinches their identity. Freddy's one of them. A silent Freddy is not Freddy.
But comboed with the rework we know is coming? Oh, that would be a beautiful dream. And actual cosmetics… just imagine. Freddy's taken so many freaky, funny nightmare shapes over the years.
I'm afraid of hoping, but god, I want it.
Robert Englund would just be in a booth recording 1 key word 37 times for anytime he hits a survivor.
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@Halloulle said:
Averages are a funny thing. Though, even with how averages work "only" 43% longer than 15 seconds… is still quite a lot but could be justified by killers being paranoid and checking the area every single time before they pick. — but almost a quarter being slugged for 35+ seconds? That actually is a lot. It still is almost one person every match that is left there for a way prolonged time.
Thats the total amount of time left on the ground. If you got downed 3 times the killer spending between 5 to 12 seconds each time to do the bloodwipe animation, kick a pallet/gen and maybe look around isn't too crazy
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799679#Comment_3799679
As for your nurse perks... they're rather odd. Rapid brutality for example requires a basic hit. How many of those are you typically getting?
It synergizes with machine learning, where who would think a nurse is fast and unpredictable?
Your talking about survivors outplaying Myers chase perks while they APPARENTLY aren't able to outplay a walking nurse.
You're comparing two completely different killers, Myers has a counter-play that can't be removed by any means even if he sees your aura he can't throw his knife through everything to hit the survivor, he'll need to go after you and chase you.
The nurse on the other hand, your only counter play against her is to cut off line of sight between her and you to force her to guess however once she sees your aura it's a guaranteed hit.
The basic attack requirement is why most ppl don't bother with exposed perks on nurse anymore
This is much better than destroying many perks because she is stronger with it.
The nurse using a blink at all would no longer be using a basic attack. This is why people avoid those perks on nurse, since it requires you getting hits without blinking.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799103#Comment_3799103
Show some respect or no one will want to do ANY talking to you.
So when I present my argument and write reasons and give examples I am being disrespectful? Do you literally read carefully before jumping to comment?
What perks should a nurse use? This is an ACTUAL question, not rhetorical at all. Offer some actual not broad and vague suggestions
You didn't specify if you wanted me to mention her build it assuming she can't see you while using her power , she uses Hex or Slow Down perks etc. So what she should use is the player's choice or the player may not use perks because she is the strongest killer in the whole game.She uses whatever she wants, the difference is that she doesn't get a free hits.
If you ask me what perks I use when playing Nurse (Hex Plaything- Machine Learning- Dominance- Rapid Brutality)You keep using the term "free hit"when a perk helps nurse get a hit, but would you use that term if a Myers for example uses a perk like superior anatomy or a similar chase perk to get a hit? Close range aura reading perks like I'm all ears are MEANT to be used mid chase to get a hit.
Even when Myers uses this build, after seeing him use it you won't let him get the same result the next time meaning there is a counter-play , he also has a bad start.
Your other point is some perks are supposed to help you in the chase, fine, but not a guaranteed hit.
Telling Anyone "go read it again" is highly disrespectful.I read through your entire post. Just because I had something to add, doesn't mean I didn't read it. As for your nurse perks... they're rather odd. Rapid brutality for example requires a basic hit. How many of those are you typically getting? Your talking about survivors outplaying Myers chase perks while they APPARENTLY aren't able to outplay a walking nurse. The basic attack requirement is why most ppl don't bother with exposed perks on nurse anymore.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799050#Comment_3799050
You're talking like I'm asking to put the nurse in blindness state effect for the entire match.
The effect is (((only))) when some killers use their power to prevent free hits, So these killers can still use aura perks but not while using their powers.
Please read the entire post
Show some respect or no one will want to do ANY talking to you. Your post brought up new aura perks like they were going to be the source of a problem while pointing out how often you see aura perks on nurse. Nurse's pool of usable perks though are already SO kneecapped that it's obvious why you're seeing the same perks alot. Step away from your proposed solution for 5 seconds.
I'll ask again since you didn't answer. What perks should a nurse use? This is an ACTUAL question, not rhetorical at all. Offer some actual not broad and vague suggestions. You keep using the term "free hit"when a perk helps nurse get a hit, but would you use that term if a Myers for example uses a perk like superior anatomy or a similar chase perk to get a hit? Close range aura reading perks like I'm all ears are MEANT to be used mid chase to get a hit.
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@Sandt1985 said:
Aurvivors get mad when killers run Aura perks and Gen regression. WHat are killers allowed to run without enraging survivors at this point??
Especially Nurse... There's so many perks that have become useless on nurse due to basic attack requirements. No one should be surprised when a nurse uses "meta" perks when the alternative is completely useless on Nurse.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798980#Comment_3798980
I use her because she is considered one of the strongest killers in the game and I almost never saw the nurse not use Lethal with any aura perks.
This is what I mean by free hits because the counter play against her is to cut off the line of sight between her and you to force her to guess.
Same thing with the pyramid head where he hits you from behind the wall and you can't see him.
The issue is not that you only have 4 slots, the issue is the free hits and they are unhealthy for the game.
There is no problem with the huntress seeing your aura because she cannot hit you from behind a wall or penetrate the wall to hit you, as she needs a direct line of sight between you and her to hit you, meaning she sees you and you see her.
What SHOULD a nurse pick then? Currently the reason you see aura reading on Nurse is due to a SEVERELY limited pool of options. Perks like surge that require a basic attack are largely useless because hee blink attack isn't considered a basic attack anymore. Perks like superior anatomy or similar chase perks are ALSO useless.
It shouldn't be a surprise that the killer that gains 0 benefits from chase perks is going to be using the perks that DO work. The introduction of NEW aura perks aren't going to introduce some new issue. Someone might slot on Predator (a perk that can used mid chase with a cooldown) instead of a perk already on their build like I'm all ears (a perk that can used mid chase that has a cooldown).
So...once again... what perks DO you want a nurse to use? I'm honestly curious on this question.
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@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796634#Comment_3796634
That isn't a bug. That's a feature. The perks are supposed to work that way.
Whether that's good or bad is a different story, but it's 100% not a bug.
Currently the Weave icon stays on all game, even if you'renowhere near an item . That's not supposed to happen.
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@CountOfTheFog said:
The Weekly Gift 🎁 for this week, September 10, is 10 Rift Fragments.
https://us.v-cdn.net/6030815/uploads/LH7XZUOPPE24/20240910-111259.jpg
Would've been real helpful if it popped up BEFORE I hit rift lvl 100. It's essentially just 5k BPs, lol
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JuJust leaving this here...
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795364#Comment_3795364
True, but Jeff is also a free to play character that can be bought with shards.
The other perks are licensed and only available via real money directly or real money through cells.
And I wouldn't call them equivalent either, but more "in response to" killer aura reading. Distortion is currently the only way to outright prevent auras from being shown to the killer.
Maybe 3 years ago we could've included lockers in that list, when basically BBQ, nurse's, and I'm all ears were about the only things you had to worry about, and BBQ allowed for counter play with lockers. You can't use that same argument now that aura reading can be triggered by just about anything, and most things have zero telegraph to avoid them. Shoot, most aura reading these days you only find out about because distortion lost a token.
Shadowstep hides auras too, and it's on a nonlincensed character. Not gonna argue about whats BETTER, just pointing out that there IS another perk.
