LordGlint
LordGlint
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- LordGlint
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@katoptris said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620694#Comment_3620694
It bvhr that why. What if they use an unused color and then we get Myers teleporting to gens instead of Freddy.
Huntress starts throwing Chucky dolls instead of hatchets
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@Unequalmitten86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620116#Comment_3620116
All of the reasons you listed in your previous post along with this. It isn't worth being a survivor. As someone pointed out there has been a survivor bonus since Chucky came out. I don't think I have ever seen it so long. Yeah games were bad prior but they really went downhill afterwards. Not only this but I have DC'd more times than not recently because gameplay is terrible. I have not even been playing. You are right killers do get attention immediately, but what they need to realize they need 4 times the amount of survivors and survivors buy cosmetics. They won't buy something if they are not happy with how things are. 3 gen is their fault because it lies in game design and they had ample time to fix it. There is a new survivor coming out but I highly doubt people will rush out and get it.
People do end their own games for other reasons too, but they probably wanted out because of a streak of bad games or the same killer
It's to be expected for there to be a survivor bonus after a killer only chapter. People want to play the killer. The same thing happened in reverse with Nic Cage.
After the Chucky craze started wearing off (it's still not gone, his pick rates are nuts atm), we got the event which brought tome challenges. Half the challenges are for killer... if everyone spends 50% of their time doing the killer challenges, it's gonna cause a survivor BP bonus.
I fully expect it to go back to normal in like 2 days when the event is over and survivor players don't have extra incentive to play killer.
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@Dogma_loki said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620370#Comment_3620370
You're literally splitting hairs here. The intent is the same, regardless of whatever point you are vainly attempting to spin here.
Far too many killers intentionally proxy/face camp just to hard tunnel and for easy hooks. Why leave the hooked survivor when they can get free downs and more hooks?
Theres a lot BHVR could do to combat or just stop this behavior all together, but we all know they won't.
What could they do that they haven't already done?
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@crogers271 said:
My guess at a serious answer that isn't just that BHVR hates Freddy, is that it likely has to do with how the gen display is coded. All killers are able to see all uncompleted gens. Potentially Freddy's power plays off the display that already exists, while Sadako and Xeno add new things to the map.
So if Freddy could teleport to any generator they would need to write a 'how to display gens' code for just Freddy with a different type of outline for completed gens.
If I'm in anyway right about the above, then they would have considered creating a different display mechanic to show completed gens for just one killer as either too confusing/frustrating for players, not worth the time, or outright impossible.
I can see the potential that it would be confusing/frustrating leading to complaints (which also means it might not be just a code issue). While I'd love to be able to teleport to any gen, I'd be really annoyed if I selected the wrong one at a critical time.
They've already shown that they can change the gen displays. You have perks that change the aura colors and the event does this too. I don't see why they couldn't pick an unused color.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620579#Comment_3620579
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620585#Comment_3620585
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620586#Comment_3620586
Done.
https://us.v-cdn.net/6030815/uploads/9IT360WT6QZB/image.png
Map was Disturbed Ward. I didn't wanna slug for the 4k, so Kate managed to get out.
I do feel bad for Meg over there. Her name was extremely similar to Nea's, so I think SWF sent her to an unfair match. I didn't tunnel her out, but she sure looked new.
Ash was a good survivor, he did what he could.
So... impressive?
No need to strut around with those OP addons. Try it again with kid's drawing
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@Hexling said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620567#Comment_3620567
They dont do that because a lot of the community is LGBTQ+ and people will say mean things at least with discord you can just leave the chat and still play.
Most games with chat let you leave or mute it
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Won't even have to equip shadowborn with the upcoming FOV slider
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620491#Comment_3620491
hillbilly and Onyro rework. Fov slider, 3 gen solution and new solo survivor character
I'm just waiting to see how much backlash that FOV slider is gonna cause. Currently shadowborn has over a 40% usage rate on Blight. Ppl aren't gonna be happy when Blights swap it for a slowdown perk or something.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618968#Comment_3618968
First things first : a Happy New Year to you and your close ones. 😊
I've not played for a while and the Hag even less but as far as button presses, I'm pretty sure I press buttons more often as a Nurse.
That's almost all I'm doing. (I think it's the same button on my config but I may be wrong.)
It's one of the reasons almost all my controls are on the mouse : less travel. (e.g. Button 4 to blink and the same or its neighbor to place traps.)
Pretty sure he ment the button for teleporting to traps. Alot of ppl spam that button, even if no trap has been triggered yet.
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@CorvusCorax86 said:
Yes, buff his teleport and make sure everyone starts in dreamworld regardless of the add-ons. Plus, make the blood effect apply to all gens. That should also be basekit.
I can't tell if this is sarcasm...
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@MikaelaWantsYourBoon said:
Yeah, teleport was only good part of Freddy. And then we got a lot new teleport killers and all of them are better than him lol.
Freddy's teleport feels like joke atm.
Hopefully whenever they work on him, they make him to teleport any gen. Even blocked gens.
Got abit of a gut punch from this for my first game using him in awhile. Hooked and killed a survivor on one end of father campels Chappell at the same time the last gen popped on the other side of the map. BBQ showed me 2 survivors run to the exit gate RIGHT next to them and now... I gotta walk across the map to stop them...
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@Peanits said:
Improving tutorials is something we're always interested in, and any suggestions you may have are more than welcome. You're right that it's not a small game anymore, there's a lot more to learn nowadays if you're just picking up the game. Though one thing we do need to be careful about is overwhelming someone who's playing for the first time. Everyone's got their limit, you can only soak up so much information at once before stuff starts going in one ear and out the other. We really try to focus on the fundamentals (what is your objective, what kind of things you can find around the map to help you, etc.) because they are guaranteed to come in handy no matter what your first match is.
When it comes to specific Killers, though, then things get a bit more complicated. There's 34 Killer so far, so if each one had even a 2 minute tutorial, you'd be sitting through a lot of guides before you can start playing. That's a lot to take in, and I'm not sure how many people would be willing to sit through all that. We do have loading screen tips that appear the first few times you play against any Killer. These briefly explain how the Killer's power works and what you should do or not do. I'm personally a big fan of these. They make sure whatever you need to know is fresh in your mind, and the fact that they appear while you're loading means you don't have to go out of your way to find them.
It would still be a good idea to put those tips in the tutorial slot so people can read them at their leisure. Would be a shame to not have access to the information because you looked away during the loading screen. Would ALSO be a shame in the event of killer reworks to not get information because you've played the old version before. That's how you get people pointing flashlights at Hag traps.
I'm not saying REMOVE the loading screen tips, just saying spreading that info in the tutorial tab would be good.
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@Paternalpark said:
I see ftp buckle up combo as problematic as pain rez dead man's.
Not a priority in this game's state rn.
At least with THAT you can let go of the gen for a sec when you see someone is about to be hooked. With FTP BU...the only "counter" is to insure everyone is injured before you down anymore.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620028#Comment_3620028
Well it's not bannable, even if you report it. Because according to devs, it's hard to prove it if survivor meant to do it or they were just bad player.
Wouldn't that be equally the case for everything else that falls under griefing? If I report with a video of a survivor pointing at a locker to the killer, how is that different than a video of a survivor pointing at a hook to the killer? The complete lack of a chase could be a pretty good indicator that it's not a skill issue.
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What was your point? You brought up the winrate, which is why I explained that the test had nothing to do with wins or losses, that was just something that was noted.
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@Madjura said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620155#Comment_3620155
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620153#Comment_3620153
You are probably looking for this: https://forums.bhvr.com/dead-by-daylight/discussion/comment/2556400/#Comment_2556400
Being bad is allowed. You can't prove they are doing it intentionally, so you can't report it.
If they say they did it intentionally in the post-game chat then MAYBE you can report it, but realistically that is never going to happen. And it likely would have to be very explicit, as in "I ran at the Killer and killed myself on hook to ruin the game"
This is the only time we'll ever call it "being bad" instead of griefing. We don't call it being bad when I bodyblock my teammates, or being unlucky when I try to open a locker that is in use in front of the killer. Why do we call THIS a combination of both?
Pointing at a locker=griefing
Pointing at a hook=was just really bad at the game
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620153#Comment_3620153
I'm just sharing what the devs said. I'm too lazy to find the source but i know mandy said something like this.
By way killer standing in front of the hook. That's camping and it's explicitly not against the rules.
I at no point was talking about the killer camping...
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/401564/corner-hooks
While I don't have any kind of official statement or location to cite, I would imagine the reason for the hook breaking mechanic is to ensure that if there is a particularly easy to camp/defend hook for a killer, they can't just tunnel a survivor off of hook then keep using the same hook once a survivor is sacrificed. This seems like a failsafe since hook spawns are procedural.
So I suppose one way of thinking about it is, removal of this mechanic doesn't come with all the benefits for free. It will come with issues of particularly powerful hook spawns on certain maps potentially becoming problematic vs. certain killers. Think of the issues with Boil Over and maps that don't have anywhere you can reach a hook without losing a survivor, but in reverse.
For example imagine a Nurse or Bubba managing to hook a survivor on one of the hills in the middle of Pale Moon Swamp. They can effectively ensure that no one can get to that hook without trading as they can always have LoS of it. So the idea I would think is when a survivor is sacrificed, they lose that particular hook, and can't then do the exact same thing to next survivor until everyone is dead.
The reason Basement hooks don't break is survivors can easily identify basement and know not to go there... but if you get an equally defendable regular hook that is possible to get the same value from in the normal playing area, you have a problem... a regular hook should never be reaching basement levels of power. This also feeds into Scourge Hooks, and whether there is any issue with those not breaking permanently if you can get a really good one for Huntress with something like Floods Of Rage for example.
So thats the trade.
- Potentially have dead zones that forces the killer to leave all survivors slugged and bleeding out.
- Potentially having really strong hook spawns that the killer can easily camp and tunnel, that never gets removed and can carry on being recycled.
Personally I see the former as a little bit less of an issue... When it comes to survivors all being slugged under the broken hook, I can't help feel a little bit of "you reap what you sow".
This only really happens in the corners of maps where often times there's only 1 hook that spawns. I feel like if they were to do something like install unbreakable hooks in otherwise problematic spots, we'd be good.
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There should probably be a page for each killer explaining their power. Last thing you want is for someone who doesn't understand what's going on to die via reverse bear trap or something. Currently they are just hoping ppl just get it that they need to get a tape against Onryo.
This would be useful for both sides in learning how to play AS and AGAINST each killer.
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@OrangeBear said:
Because you can't say that it's trolling when maybe they tried to genuinely unhook themselves and then genuinely failed the struggle skill checks.
Very unlikely but if you start banning based on assumptions it will get out of control.
If I bodyblock a teammates over and over, no one is going to give me the benefit of the doubt that I GENUINELY forgot the controls to get out of the way or I GENUINELY didn't know they wanted that pallet/window.
Why is finding the killer, standing in front of the hook without running and suiciding on hook given the benefit of the doubt of being incompetent, but we have no problem calling the other stuff griefing?
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Plenty of ppl have said this, but the devs have said they fully know people are on 3rd party software for comms and they're OK with it. The devs have just taken steps to give SoloQ survivors some of the information SWF have via things like HUD symbols telling you who is being chased and what each teammate is doing.
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@humanbeing1704 said:
dunno why people force these situations
why would I want the killer to intentionally bleed me out for 4 minutes
would definitely crawl to an area with hooks
I don't know why the devs introduced those entity permanently broken hooks to begin with. It's just ASKING for problems. It's not like I have alternate hooks I COULDVE used when there's only 1 hook in the area. The gen in the background you see is the corner gen by a TL wall.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620128#Comment_3620128
Hence why said "feature" should go away. 4% is not fun for anyone. Survivors use it to leave the match and avoid the DC penatly, and it penalizes killers due to a complete RNG thing out of their, or the survivor's, control.
They'd need to toss luck with it. Currently unhooking yourself is the only thing luck affects, so they'd need to toss the offerings and rework up the ante and slippery meat.
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@CorvusCorax86 said:
Dark fantasy fits horror. I'm thinking of the Pale Man from Pan's Labyrinth. He has a terrifying appearance. That would work.
That would work. As long as the horror part isn't ditched entirely, I think we're alright. I don't see how elves and orcs are going to fit in like OP was suggesting though.
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@tippy2k2 said:
As long as it has the function of 4%ing, you really can't punish people for using it
I'd love for it to change but I don't see how you could punish people for using a gameplay feature
In the example shown though, it was obviously not someone trying to escape from hook. You have someone who ran to the killer, didn't try to run away, then blew through their hook attempts, followed by all missed skillchecks.
The worst player in DBD wouldn't be THAT bad. There's a difference between failing at being stealthy+being bad at chases+being really unlucky+being bad at skillchecks...and THAT.
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@Ayodam said:
This is dubious. The player had all that ‘data’ and yet no where does he state how many players were belligerent or how many were kind—except when he points out that he reported 10/12 ‘known SWF players’ for violating TOS. There are no numbers for that; only his wins & losses (and he considered a 2K a loss so he probably broke closer to even). So his results appear skewed and like they’re presenting an agenda.
SWFs are more likely to stay in a game after they die... since they're waiting for their team. The test was centered around the chat, not so much the win/loss rate. It was stated that he wouldn't hit an unhooked survivor, even if bodyblocked and would instantly pick up no matter what the situation. TYPICALLY people would hesitate to do that if surrounded by flashlights, lol.
The point this test showed was that no matter how much tunneling/slugging/camping is avoided... ppl will still toss insults and make those accusations.
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Feel like the soloq vs SWF difference can be explained pretty easily here. If I'm on a hook and see a teammate wasting time and being unproductive... as SoloQ, I'll get annoyed at that teammate. If that teammate is on coms with you in a SWF however... can't really let em have it. Time to fall back on "we lost because the killer was sweaty". SWFs aren't very likely to blame their SWF for mistakes.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620034#Comment_3620034
Idk probably the same reason DC'ing is listed.
DCing is automatically tracked, which is why it isn't listed. They already know when ppl DC, so they don't need to be told when it happens.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3620028#Comment_3620028
I'd have to do a search but I'm sure the devs said, no, it's not reportable. They don't want to go down to road of trying to prove intent.
Why list "purposefully losing the game" in the first place if they DIDNT mean dying asap? What WOULD be meant by that statement?
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The in-game report is kinda required since people are able to change names to whatever they want. There would be nothing stopping someone from temporary changing their name to YOURS, making a video and claiming it was you.
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I'm pretty sure it would go under unsportsmanlike. The in game reporting function lists "purposefully losing the game" under that category.
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The warning is one of the benefits of playing around the flame throwers. The lower TR I'd still a nice effect for sneaking up on ppl who don't take the time to setup the flame thrower.
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@Rulebreaker said:
Has there been a recent uodate because the last time we tried that (been about a weekish) add on we could see the white footprints around survivors in the distance.
Does that have LOS requirements? If I can already see the survivor, what's the point of the addon?
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@Spare_Them_Mori_Me said:
Oh, how aweful. Ill try it when I get home. Sounds like this perk is just crap :(
It's an addon, not perk
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Considering we have the event stuff, it makes sense for the game to need more survivors. Currently you have alot of people trying to get the challenges finished. This means alot of ppl who usually play mostly killer are playing survivor to get the half of the challenges that require survivor gameplay, and vice versa. That's alot more ppl than usual queueing for killer.
If it was NORMAL challenges... people tend to pick and choose. The event challenges though require you to do them ALL if you want all the cosmetics.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619513#Comment_3619513
Yeah this one has it way twisted. Feels like they're trying to just start drama or us vs them crap. Definitely not good game knowledge.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619745#Comment_3619745
FBs are an aoe blind. It works like that IRL, why is this a problem in dbd? Just look up*.
*: Unless you're hag lol
The locker blind is annoying
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@NerfDHalready said:
better =/= good.
edit: though, i'm content with the state of dbd minus the existence of map offerings, ftp buckle up, bt body blocking and tunneling.
All of that+ flashbangs being able to blind from behind.
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Feel like this would just encourage a slugging meta. Who would wanna hook anyone if they can get a haste boost for leaving ya on the ground?
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I think the problem OP stated is kinda artificially inflated due to dumb early game killer handicaps. The fact that you have killers like Onryo or Freddy who have mobility abilities that just aren't allowed to use and are forced to walk across the map is dumb.
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@Ariel_Starshine said:
I don't rage or get mad at the game at all anymore. Worst I'll do is if I have to afk and can't hit hook then whoops. RL > game ALWAYS, idc what anyone says. If someone is hurt irl, or emergency, the game can wait. I was once told it's unsportsmanship like to afk when someone fell down the stairs and I had to call 911, ok lol what a weird way to think.
If others leave and a bot takes over I'll take that then this leave via hook junk any day. But now I get stuck with people who throw. I guess folks get punished for DC but not for throwing. That's cute.
Typically people who are leaving their computers for IRL emergencies aren't the ones concerned about how long it takes to get into the next match. The penalty could be an hour and you wouldn't notice because... your dealing with that IRL emergency. It's the people who are shopping for matchups they like that are watching the countdown from DC penalties.
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@dspaceman20 said:
What are those offerings In the fist video? I have never seen them before.
Ohhh so that's what pallet vacuums are. I always wanted to know.
Dear God self care was that fast?
Wow watching videos of old dbd is fascinating.
The self care speed was due to old we'll make it. It use to be the healing speed not only stacked from multiple unhook, but also applied to self healing as well. You'd end up having dumb stuff like survivors who can heal faster than a killer can do the blood whip animation blocking killers from hooking.
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@Seraphor said:
Nope, this would be way too OP.
Said as someone who regularly plays Doctor with Calm add ons.
Being able to ditch Distressing means I'd have room for Unnerving Presence, Huntress Lullaby, Sloppy Butcher and Merciless Storm. No one would get any repairs or healing done.
I kinda wanna try this now...
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619521#Comment_3619521
One other way would be to increase her look down time after a blink, but everything results in a slower map travisel, which I don‘t think would hurt this character.
It actually would... Nurse's average movement speed is one of the worst in the game. You have a bunch of rapid movement followed by complete stops. Mess with it too much and you'll be left with a situation where a golfball on the W key will outrun a nurse.
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@jonifire said:
I really like to play against her even if she is op, she is completely different to every other killer.
She should only get a longer cooldown, so that a missed blink is actually punished.
Also one good way would be the return of the old flashlight mechanics for all killers.
That would also hamper her movement in general. She HAS to blink to close distance on survivors. You have to ensure that the distance of her blink+fatigue+cool down doesn't result in her average speed dropping below 4.0
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619289#Comment_3619289
there is that part too. would be hard to balance but i really don't think even it becomes overwhelming, wouldn't be as miserable to face as any of her versions we've seen.
I'm not saying it would be overwhelming, but rather the opposite. There's a reason people try to 99 with Ghostface rather than full stalk from a distance. You wanna use his Stealth to get close before alerting your target. This... alerts your target while your at a distance.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3619284#Comment_3619284
twins, but victor is like ghostface. should be strong to be worth the effort.
The stalking part maybe, but having to approach an alerted survivor that you're after them is kinda like those Ghostfaces that full stalk from far away.
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Sounds like Twins, except where Victor can't attack.
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@UndeddJester said:
The simple reason is, if you don't have a scaled effect the gens pop:
- 90 secs for 1 survivor (90s currently)
- 45 seconds for 2 survivors (53s currently)
- 22.5 seconds for 3 survivors (43s currently)
- 11.25 seconds for 4 survivors (41s currently)
As you can imagine, survivors would just wander around as a group and just mass repair gens, and scatter whenever the killer comes to the gen. Whoever the killer follows, the other 3 go back and only need 22.5 seconds to repair each generator. If he guards that gen, they just congregate elsewhere and can rush a gen in a few seconds.
If you assume each gen is a 20s walk apart, you can see how the killer can't really stop the survivors. Even just putting someone on hook can take about 15 seconds.
Your math is off. Check those numbers again.
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To avoid instances of having a gen pop before the killer can even cross the map to reach where the survivors spawned.
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Blindness status effect just turns to that really bright screen killers use to see upon flashlight blinds. Blind the player, not just the character /s