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LordSturm

LordSturm

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LordSturm
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  • @[Deleted User] said:

    They really need to not have the map design team so segregated from the rest of the dev team, or at least give them tools to understand the game a bit better. There's no reason that maps in a 7 year old game should be released in a state where it's immediately obvious that it needs a rework (Eyrie, GoJ, Borgo). It's clear that the map team either has zero balance notes from previous work, or they're straight up not communicating with the rest of the team during the process. They're reintroducing solved problems. It's bizarre.

    Yeah, it's honestly wild that they release ######### up maps, balance them to make them not ######### up, then turn around a release more maps that are ######### up in the same way like they got hit with the Men in Black neuralyzer.

    @C3Tooth said:

    To this day I dont know where the shack is. Because the map looks like there are 6 variation of shacks

    I know, right? I remember walking around the map just yesterday looking for a glyph and thinking to myself "Alright, this is the shack. I've been here." and I walk to the other corner of the map and there's a ######### identical building, I got mindfucked for a bit until I realized there's just *two of the same building*

  • 60% kill rate or 7-8 hooks seems appropriate to me, the average game should be around a 2k (assuming the sides are relatively evenly matched and whatnot).

  • @RainehDaze said:

    Step one would be changing the way his power works so you can select who you want to summon, not have it happen in a predictable order, with some sort of charge system tied to each of them. That way, the yellow ones give you two max charges of a certain Guard, rather than just giving you two in a row.

    Change the Iri Company Banner so that it lets you have multiple Guards at once, but with some sort of basekit demerit, on top of having to wait for the charges for all of them to come back. I'd remove the exposed stuff from Knight's Contract, but that really sounds more like the sort of effect you want to give a group banner. Actually arrange people to be trapped. Plus a general fix to the power so you can't just run straight through the guard and then they go to where they first spotted you (his power needs that in general) :p

    Greaves, Poultice, and Flint and Steel shouldn't be restricted to 1/3 to half of your power on a cycle. Also, greaves needs to increase the haste effect that's been added by default (it's currently useless because it doesn't stack) or extend it, not do its own thing.

    Not so sure on the ones that are tied up with people escaping from chase or getting hit.

    And then we have the problem that Map, Horsemeat, and Call to Arms are all various flavours of 'fix critical weaknesses in getting use out of this ability'.

    I'd want to remove exposed from Knight's Contract, but I don't know what would really replace it. If we were going full meme, have it prevent you from summoning, but you can go between bonuses from each of the guards? M1 silliness ahoy. e.g. Carnifex gives you his kick speed, Assassin means you inflict deep wound, jailer... aura read?

    "Jailer aura read" actually sounds really neat, maybe you get the big ring around you like the jailer and if someone's in it it immediately alerts you to their presence with killer instinct or aura reveal.

  • @Desteriaa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336589#Comment_3336589

    what did I ignore? I reply almost every comment just bc I don’t agree doesn’t mean i’m ignoring comments.

    @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336663#Comment_3336663

    Responding to every post but only select parts of the post suggests that you're ignoring all the points made that don't agree with your viewpoint.

    Like, one of the earliest examples is that someone pointed out how exposed perks generally take a lot of setup or have heavy conditions on when they apply their effect, and DH is just 'when injured'. Your response was to not address any of that and just repeat your opinion that they're the same because of effectively adding or removing a health state.

    Exactly what Raineh said. I specifically quoted some of your comments in my original comment where I noticed you ignored more than half of the comment you were replying to to focus on one specific part of the post because you seemingly have no actual argument against the bulk of what they said.

  • @Desteriaa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336406#Comment_3336406

    Yes I feel as if the new dead hard takes way more skill than the last one I don’t mind it bc 99% of survivors never trigger it correctly.

    @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336414#Comment_3336414

    Finally some sensible reasoning. 0.5 second window, on top of server crap. These things all need to be in line for DH to work correctly. Ive been using it since I started playing years ago, and the nerf to it really made it stand out in fewer hands. Ive gotten better, but I still miss ~30% of my DH's. I find this pretty good but Ive put in time.

    That's not really how competitive games work.

    Just because something takes skill to do doesn't mean it's okay for it to be overpowered.

    Knowing that it's overpowered, people WILL become very good at it, and then they can just collect their free wins now that they've made it consistent through practice, because now they have the proper skill to use it, so it's just OP.

    Nurse is a great example. Should we revert all the nerfs on her just because she's hard to use?

  • ... Yeah. That's exactly my point. You did it again.

    You only read part of what you reply to and ignore the rest. Lol

  • @mr_Beast_Artist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362833/halve-exhaustion-for-dh

    At the moment, DH is almost a weak dead perk and I would be happy if it and other attrition perks could be improved.

    Yes, I'm sure that's why it's the single most-used perk in the entire game, because it's a weak dead perk and everyone is just looking for the extra challenge :)

  • @Pulsar said:

    I'm genuinely seeing it every other game at this point. It really sucks that so many people just exploit things because they can.

    I haven't been playing at all because I can't stand Legion or Doc right now, which seem to be a fair amount of my games. Their builds just center around making matches just absolutely miserable.

    Case in point, this Legion match.

    https://us.v-cdn.net/6030815/uploads/Q9IA90NXJPQK/funny-build.png

    Sloppy is pretty standard fare for Legion builds, I find it hard to believe he's intentionally exploiting. I wouldn't be surprised if he had no idea the exploit exists.

  • @Desteriaa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336175#Comment_3336175

    Dh is comparable exposed perks because dh gives extra health and the exposed perks takes one away. Its the same thing if you’re gonna complain about one complain about them all.

    @Desteriaa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336177#Comment_3336177

    They are common perks on both sides.. Eruption, call of brine, pain resonance, Noed are very common for killers. Its just hypocritical to only complain about one and not the others.

    @K_Nottie16 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336182#Comment_3336182

    So is it a dead hard issue or a cheating issue? Because not everyone is cheating

    It's... almost impressive how you manage to ignore 80% of the posts you reply to.

  • @G_Hunters said:

    Hello everyone.

    Like the topic title says,I accidentally activated a glitch while using the knight.

    I was trying to use the knight order command ability to break a generator from distance and It grabbed a survivor who was working on it instead and teleported it on my back 🤣.

    Will I get banned for this?

    I even let the player wiggle out after it happened.

    No, you won't get banned for exploiting once accidentally.

    You have some risk of being banned if you do it like 10+ times, but even then it's really not that likely I think.

  • @arcticgirl36 said:

    Thank you for this feedback. I guess it must be just a very lucky situation where the stars and moon align just right. It is just strange because everyone else did really well. Usually that doesn't correspond to a killer who barely got any hooks getting more than double what the rest of us got. I am happy for them. :) I would rather that than the games where I play against a killer who only gets like 9,000 bp which is quite common. :(

    My score  49,077 Escaped

    Survivor2 48,334 Escaped

    Survivor3 41,281 Escaped

    Survivor4 37,633 Died

    Killer   121,643 

    Pressing spacebar on envelopes does not really require you to be a good killer, and on the other hand, being a good killer does not allow you to bypass the caps.

    It's just event RNG basically.

  • @Count_Dooki said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333142#Comment_3333142

    For Unitology yes, if you use the perk while injured you will be put into the dying state.

    For Skeptical Resistance it would be specifically designed to help counter The Necromorph, Doctor, Sadako, and Freddy, but the effects only work when within a close enough range. Plus you would have to be counting on one of them being the killer you face.

    For Adaptive Engineering you do lose all the add ons from the depleted item.

    Hope that clears some details up. I appreciate the feedback!

    Skeptical Resistance is almost definitely going to see almost no usage whatsoever - it does nothing against most killers, and the few killers it actually counters, it counters pretty hard so it will suck really bad for them to go up against it, but those killers are already pretty uncommon in the first place. The majority of the time it's going to be a wasted perk slot, and when it works it will probably work too well.

    For Adaptive Engineering, if you lose all the addons then I see no reason anyone would ever use it over Built to Last.

  • @Sonzaishinai said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335629#Comment_3335629

    That's a myth

    In terms of map traversal a 110 has no noticable difference to a 115 killer

    Eruption is kinda meh on her but it's not because she's a 110

    You might be shocked to learn it's actually about a 5% difference.

  • @Lupus75 said:

    I played a killer against 4 people with DH. When I finally got the first, everyone took a hit inbetween me and the hook, them DH and off he came...

    As alast resort I tought, well, let's wait and let him bleed out. But them again, they healed him up more than once and he got DH again. What makes me wonder how often can you use it? What resets the counter? Just an unhook? Or going from death state into wounded state?

    https://deadbydaylight.fandom.com/wiki/Dead_Hard

  • Glad I could help.

    1. Hotline Miami. Probably as a skin for Legion, but holy #########, that'd be amazing.
    2. A JJBA villain would be pretty awesome, Part 1 Dio is probably the most realistic option. Jonathan or Joseph would be good survivors too - Joseph is, after all, known for running away.
    3. Fire Emblem. I could see a lot of cool killers and survivors coming out of that. Maybe Fomortiis, the Demon King, who could summon monsters around the map to help him, or Black Knight, maybe he'd have some ability to negate stuns since he's practically invincible, or he could shoot the lasers out of his sword as a ranged attack.

    Illegal 4th option: Dark Souls. I don't really find it super likely a Dark Souls boss could function as a killer, but it'd be really cool to have someone like Looking Glass Knight, Slave Knight Gael, or even Black Dragon Kalameet. In fact, thinking about it, Black Dragon Kalameet effectively Exposes you in-game, since he has a psychic attack that doubles the damage you take.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335765#Comment_3335765

    Well - thank god that I'm just phenomenal at this game and don't care about dead hard, nor do I wait for it.

    Sure, whatever helps you sleep at night. Lol

  • @BassGuitarRox said:

    It’s unfortunate, but these circumstances have always forfeited the killer from getting the adept achievements. The only one being a slight exception, is the mori one - if you still get enough hooks in it’s possible.

    I know the adept requirements have been changed since, but there is still a degree of difficulty that comes with unlocking them. Promise you, best way is patience, you will eventually unlock them. Good luck!

    (I have all the trophies on PS4 / PS5 - pre adept changes to confirm)

    As long as it's late enough in the game, moris, bleedouts, and DCs have never prevented you from getting adepts until now. In fact, it will actually give you bonus points to your emblems if a survivor DCs to counteract them, you know, DCing. In theory it might actually give you more emblem points if they DC while dying on death hook.

    You need 10 points for iridescent Devout. You get the same 2 points whether a survivor dies on hook, dies from a mori, or disconnects, so as long as you get the 9 hooks you're fine.

    A bleedout will stop you from getting iridescent, but not gold, and you don't generally need 4 iridescents to get Merciless.

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335744#Comment_3335744

    their complaint is that gens get done too fast so they can't wait out dead hard, here I am playing the killer they complain about with 0 slowdowns but they have "gen rush" perks, seems to fit imo.

    Player likely isn't as good as they think they are.

    ...you didn't have to wait out dead hard, though, because there were no dead hards in that match... so your point seems largely irrelevant to this thread.

  • @Moxie said:

    It's truly an iconic perk. I only wish I could get more value out of it consistently.

    It's the last End Game perk that hasn't been nerfed.

    Blood Warden has in fact never been changed since release, pretty impressive.

    No Way Out has never been nerfed though, in fact it received multiple buffs.

    Rancor has also never been nerfed, the only change it ever received was a small buff.

    Terminus has never been changed since release either, not like it's really that old though.

    Pentimento is also technically an endgame perk if you think about it, since it makes opening the exit gates harder, and it has never been changed.

  • @Milo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335421#Comment_3335421

    What would her power even be?

    Take the abilities from the gamemode perhaps?

    She can send locusts, make one of her daughters appear or throw a vanity cabinet. (although the first two would be literally Artist and Knight copies)

    @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335421#Comment_3335421

    I doubt ppl will care if she's downsized a bit. Freddy stands at 5 foot tall in game for some reason. And she's a vampire. Could have a power for tracking injured survs or summon her daughters as NPCs like knight. Maybe she could use them exclusively to put survivors on hooks instead of chases.

    @Emeal said:

    Lady D in DbD is definitely something that will sell a chapter.

    But her Power is walking menacingly and throwing tables.

    She COULD also use her Daughters to annoy Survivors.

    She would be basically Knight, but with an AOE ranged attack with a table every so often.

    yeah, I guess bHVR has stuff to work with.

    bHVR if you don't give her a throwing table attack on cooldown, I shall be VERY disappointed.

    If they can't find a better idea than "make her like Knight", we could possibly see her as a skin for Knight so they don't step on eachother's toes.

  • @Seanzu said:

    https://us.v-cdn.net/6030815/uploads/V6ZL4FHLZFM6/image.png

    ya huntress very hard to play without tunneling or slowdowns or anything like that, granted they all had lithe but like, I don't see why dead hard matters so much lmao.

    wat?

    "I don't see the problem with Dead Hard, I can 4k in one random match that doesn't have even a single Dead Hard in it"

    Are you lost?

  • image.png

    Pips are an indicator of how close you are to your next rank up.

    Here you can see this endgame screen, which you've no doubt seen several times since it pops up every match.

    This determines how much rank progress you'll get, as it says on the side. It fills this bar based on how good your Emblems are at the end of the match.

    The black diamond about halfway through is a Safety Pip. It means you get no pips, but you don't lose any pips either - if you score below it, you lose a pip.

    The white diamond is a regular pip. For reaching it, you get 1 pip towards ranking up, like they did in the picture, hence "Rank Progress +1".

    The red diamond is a double pip. For reaching it, you'll get 2 pips towards ranking up. This generally means you're performing above expectations for your current ranking. (Not that the rankings really mean anything anymore, since there's MMR now.)

    If you hover over your rank in the top right of the screen, you can see how many pips you have and how many are left before you rank up. Essentially, you just collect these pips and at some point you'll rank up.

  • I agree, he's awesome. He feels like a balanced killer that can actually accomplish a lot - he's not weak and he has interesting abilities so he's fun to play, and he's not OP and he has counterplay so he's fun to play against too.

    Nightfall is a really fun mechanic to play with.

    The only thing is some maps just have godawful locker placement, so as often happens, a killer is less fun because of the maps and not something that has anything to do with the killer themself.

    Very cool character, I hope we keep getting cool cosmetics like the snowman and the Maurice costume. (Mostly because his default head looks like a penis, and I just feel like a nerd playing as a cockmonster.)

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332898#Comment_3332898

    How would it not be? Then we'd maybe have an opening for selection for different ones

    I'm saying it's not like either update hinges on the other. Even if they never implemented finishing moris they could still implement alternate moris just fine, as shown in the mobile game which I'm pretty sure doesn't have the finishing moris system

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334769#Comment_3334769

    You’re right but I feel like “don’t die bro” just isn’t a good solution to OP’s misfortune. I mean OP could play immersed to avoid being caught but isn’t that something killers also complain about? And it’s probably something that would upset his teammates too. Playing in a SWF is a good idea though. It’s a good counter to camping (and tunneling).

    I didn't say it was a good solution. But if you don't have/can't make any friends to play with, it's really the best you've got. Without friends, either you get better at hiding or looping, or simply suffer.

  • @soulfire22 said:

    3 matches in a row now to where the killer gets his hands on me and then refuses to leave the area of the hook. i can watch paint dry i can stare at the clock i can do literally anything and get the same result as i do playing the game in its current state, and unfortunately that leads me to come to the conclusion that until this is fixed i might as well just not play for the time being.

    That's not tunneling, that's just camping.

    Realistically your solution to being camped is to either not get downed or to play in a SWF that can coordinate a save or slap some Reassurance on you and win the game while you're on hook.

    Many solutions for camping have been attempted and all have failed, so that's really the best we've got. Any sort of "if the killer is too close to the hook....." change is abused by the other survivors in some way, or ends up not fixing the problem at all.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334129#Comment_3334129

    No, that’s how it’s worked since 6.1.0 (though iirc it was slightly different on the 6.1.0 PTB). The only change since then was that they inverted the direction of the terror radius gauge (it was going in the opposite way).

    The terror radius gauge and the perk icon lighting up within 36m are two completely separate functions. If you go against Wesker (with a 40m TR), you can see the TR indicator on the perk with the icon not lit up, because you can be in his TR without being within 36m.

    I see. I had the perk explained to me by someone else who misinterpreted it and I just believed them lol, I didn't read the actual new perk description until now.

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334097#Comment_3334097

    That’s not how it works though.

    The LOS restriction is only for the action speed bonus. The perk icon still lights up if the killer is within 36m, even if there isn’t a terror radius and even if they aren’t looking in your direction at all.

    They nerfed it by removing the vault speed boost, but it was buffed against stealth. It went from having awkward counterplay by looking away to not having a counter at all.

    So they changed it again?

  • Dredge is a lot cooler.

  • Should've screenshotted the endgame so we could see his perks and addons...

  • @Xendritch said:

    I mean it's a silly nerf but if you actually miss skill checks that's a bigger issue IMO.

    Also potential energy continues to be the most misunderstood perk in the game. This is not a gen go fast perk, it's not self-care for gens either like you absolutely do not use it for every single gen that's stupid lmao.

    I would if anything compare it as adrenaline for gens. I don't think it's as good as adrenaline but it's very much an end game perk. Potential Energy is fantastic for getting that final gen done especially when you bring a BNP to go with it. Taking potentially up to 30-40 seconds of that final gen depending on your toolbox means the killer practically can't really commit to a chase. I actually like PE because it's actually a skill test, use it wrong and it slows you down but use it right and it can win you the game.

    I don't think you understand what they changed.

    People aren't missing the skill check. The generator will sometimes explode, without giving you a skill check at all, simply because you released m1 for any reason. Instead of fixing that, they made it remove your PE stacks.

  • @HugTheHag said:

    They should get rid of that random skillcheck popping up when letting go of a gen alltogether.

    Or at least give it the Overcharge treatment and make it follow the player.

    Exactly, it's actually wild that it even exists. "You let go of the gen, here's a skill check that spawns when you weren't even touching the gen anymore so lol, it explodes"

  • @chadbeastofprey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334041#Comment_3334041

    i admire people who can be so confidently wrong.

    inner healing and wake up! were killswitched when they were bugged.

    ...Yeah, infinite free heals is pretty gamebreaking. Who'd have thought?

  • They... nerfed spine chill, you realize that, right?

    It was specifically made worse so it didn't counter stealth killers as hard.

    Before, you didn't have terror radius, the killer (who is stealthed) looks at your gen from far away, and you simply know he's coming to you and you get gone long before he's there.

    Now, the killer has to actually SEE you before it activates. By that point he's often already, y'know, hitting you.

    The visual terror radius you're talking about only works if there IS a terror radius to visualize. It does nothing against a stealthed killer.

  • @H2H said:

    They don’t see it as a survivor buff (even though it very very obviously is) so they likely won’t buff killers at all to compensate.

    you clearly have not been reading the things bhvr has been posting then, as they frequently mention how they want to close the gap between solo q and swf so killer can be balanced around it...

  • @Mr_K said:

    What stopped the killer from going to Claud's gen?

    in the situation he described, the killer is able to regress Claudette's gen because she left it to go unhook so she didn't finish it, whereas with the hud she can stay on the gen and finish it before the killer gets there

  • @drpynz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333137#Comment_3333137

    I don't think you understand the problem I am stating. your answer is to use perks to counter slugging. Ok, what does every match look like at that point?

    It looks like you not having to worry if a killer decides to slug you because you have the perk to counter it.

    I rarely encounter it so I don't bring Unbreakable. If you're encountering it often, it's your job to bring the counter.

  • I notice Unitology states "you lose a health state", but it doesn't state that it requires you to be healthy.

    Which means as written, you could use it while injured and just down yourself, which sounds pretty funny. Given enough time, you could <sacrifice> yourself with this perk.

    Unitology is probably in a fine state. Maybe. The 20 seconds you're incapacitated for is 20 seconds you could've been doing a gen, and 20 seconds of gen progress is more than the 17% you get from the perk, but of course it's an instant 17%, so it definitely has its uses. I'd probably make the Broken status last a bit longer, maybe 40 seconds, because with strong medkits or Circle of Healing, being injured isn't that much of a downside.

    Skeptical Resistance is kind of lame because it majorly screws with a few killers like Doctor, and is totally worthless for the rest.

    When you use Adaptive Engineering, do you keep the addons? If so it sounds pretty strong. Start the match with a regular toolbox, upgrade it to a Commodious, and then repair that commodious 3 times with built to last... Actually, now that I think about it, that probably isn't even any better than just starting with a commodious toolbox. You use a perk slot to get a full regular toolbox, but you lose half of the commodious in return, so I don't know if it actually really helps you that much.

    Maybe you could rework it to give you a totally random item, but maybe guarantee higher rarity. That sounds like a fun perk.

  • @drpynz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333100#Comment_3333100

    Do you see from your response how the system is set up to use a META when the idea was to get away from the meta? I think, ideally, all of the perks should be usable to someone's playstyle. Right now that isn't possible. Killers have to slug and camp which makes matches very unfun for both sides.

    Killers don't have to slug and camp. You can get 4ks without it, and in fact you're generally more likely to get a 4k if you don't camp, assuming you're good. Especially if you're playing a decent killer.

    If you're getting slugged and camped every match, they put perks in the game to counter these strategies. So use them. If you actually desire a solution to your problem and you aren't here just to complain, then you can actually do something about it.

  • use unbreakable

  • @killeriseasy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330137#Comment_3330137

    They're will be zero looping without taking a hit once people get good with the Knight. Unless you get lucky. Send the guard and then catch up with the Knights boost of speed and meet the survivor head on.

    You don't seem to really understand how the speed boost works. Then again, I just noticed your username is literally "killeriseasy" and you only seem to play survivor, so I don't think what you have to say really matters, sorry.

  • @RavenBirb said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326871#Comment_3326871

    Maybe they are waiting for the Mori update that i saw on the roadmap??

    I... Maybe, honestly, but I think that update is more about the finishing mori system that incorporates moris as basekit instead of them being a funny cosmetic you pay bloodpoints to use, I don't think it's really related.

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331472#Comment_3331472

    That's what I meant by 'fix the exploit'.

    If there's shenanigans that allow you to avoid AFK crows, those need to be fixed.

    there will always be a way to contribute absolutely nothing for 30+ minutes and not get AFK crows, it's called "walking around immersed doing nothing" lol, I'm saying if you're literally doing nothing but slow walking around you should eventually have to do something and actually contribute and help your team even if in a small way, whether that's by you actually doing something, or being revealed so the killer chases you.

  • why are you so hostile about it? lmao

    if you didn't notice, they added a HUD to tell you what the other survivors are doing, specifically to start closing the gap between solo queue and SWF

  • @StarLost said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331190#Comment_3331190

    Honestly, even simpler.

    • Fix the exploit.
    • If you get 3 AFK crows, it's treated as 'leaving the match' and you're DC'd, with penalty.

    that kind of ignores the whole point of my comment though lol

    you can just sit there and emote or walk around and not get AFK crows, the point was that if you aren't contributing to the game whatsoever, even though you aren't literally AFK, you may as well be, and this reveals you for that.

  • @drsoontm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331062#Comment_3331062

    I don't know about the "tech" (and I don't dare to ask, I don't want that to spread)

    Temporary bans do not show on Steam so I don't know whatever happened to these stains. I originally thought they were cheating because of Pebble (there were track marks popping in the middle of nowhere).

    VHS is a very bad game but they've got one thing right: if the players don't interact together for a while, their aura becomes visible no matter what. This would help fixing this issue if it spreads.

    honestly yeah, if you don't do anything (gens, heals, totems, chests, chase, etc.) for like 5+ minutes it should start building up a status effect (so you have a warning if you're a new player) in the last ~30 seconds and once it's built up your aura is revealed until you're injured

  • I played on it once and it certainly seems better, it's much smaller now at least.

  • @TragicSolitude said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330106#Comment_3330106

    haha you're not wrong. I've felt that I'm getting more value for my time spent in matches the past few days, but I'm sure that's also because of the extra BP from the event. We'll see if it still feels better in a couple weeks.

    On a related note, the new icons are nice, but we're missing one icon for sure: a crow icon. When I pull some AFKer out of a locker, their teammates deserve to know it's because there were three birds cawing at me. (It would help survivors for real, too: that teammate who's not on a gen isn't going for the save, they're AFK. I had this get me and my friend killed just yesterday in a match and I could tell the killer was pissed at the AFKer and the guy who let us die on our first hooks.)

    yeah, it would be nice if it showed survivors were AFK, that way you don't risk your life unhooking them or anything lol

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