MDRSan
MDRSan
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I could see them fixing what's presumably a bug with multi-floor activation and maybe shortening the trail the killer leaves. Other than that I don't see this perk as being busted, just strong.
Likening it to fogless Fog Vials is perfect though. Not only are the effects similar but endless complaining is going to nerf it into something that makes me treat it as non-existent because it may as well be - just like fog vials!
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One thing I am concerned about with that add-on is how frequently you can hit the same gen. They just updated the text but not the functionality on the PTB so I couldn't test it to see how it actually works. If Jason can just keep bouncing between gens like a pinball with Deputy Badge that's going to be obnoxious.
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@ghost916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086507#Comment_4086507
Its the fact that that perk isnt getting nerfed but jason is. Trust me they'll farm you for your money pre nerf, make killers deal with it for 2 months and then slightly nerf it like they always do. Im tired of this model
The survivor is going to be original as far as I know - that means iri shards can buy them. Jason's the only one who's going to be farming anyone for real money.
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@Drumbeat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086288#Comment_4086288
While I agree with that however Meta will also stay meta if Meta perks are never changed or nerfed
Without focusing on a specific meta perk I don't think a perk should be changed just because it's part of the meta. It could be meta for any number of reasons - it could be the only viable option, it could be a counter to a currently popular playstyle, it could be less effective but easier to activate than alternatives, etc.
If a perk isn't specifically overpowered then it's better to raise up alternatives to be equally viable rather than nerfing or reworking things to the lowest common denominator. To me having a stale meta isn't the root problem, it's a symptom of having very limited 'right' answers when it comes to which perks to run.
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Anything to avoid acknowledging that maybe she's just not meant to track as accurately using audio only as players would like. Not being able to see survivors (thus making them less easy to precisely track) is supposed to be a downside to her power - not something that's just ignorable by jacking your audio up or pumping it through some post processing. Just because you can hack your way around something doesn't mean the game is meant to be played that way.
All that being said, it's not like they could do anything about equalizer settings or other audio post processing since there's no way to even detect it. Once the game spits out the audio anything can be done to it before it gets to speakers or a headset.
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Call me old fashioned but back in my day we would just use our eyes and game sense to track down survivors. We didn't have all these auras or big pulsing red iconography shouting "Hey, over here!", we just looked for them and we found them. We practically have a quest marker system for killers in modern DBD compared to how it used to be.
If this is better than modern distortion then it isn't because it's super strong, it's because modern distortion has been nerfed into uselessness. It doesn't make survivors invisible, it just takes off the aura training wheels for a short time after a killer hooks someone. It's fine as it is.
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I don't typically run Lethal Pursuer but survivors are usually where they theoretically should be when I run over to them as killer. When I play survivor I'm usually at least in close visual range of other survivors on spawn in, if not directly grouped up. Occasionally one will be somewhere else and even more rarely we don't seem grouped up at all. From my experience it seems like most of the time it's working as intended.
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What specifically would you rather happen here? You're obviously after them if you're going to grab them out of a locker so would you rather waste time chasing them, downing them, and then having DS go off?
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@Slurp_Ramen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083402#Comment_4083402
I’m gonna assume we’re still talking about swfs here?
Statically speaking, yes you are correct you don’t actually play against 4 man’s every game but you know what’s far more common?
2 duos, a duo and 2 solos, and a trio and soloAdd all of those on top of 4 man swfs and that’s a majority of games where people are on comms.
If only every game was actually 4 solo queues perks and killers could be far better balanced, but that’s not the reality as solo queue only would kill the game overnight.
But if we’re talking a LTM for solos only that could be a fun experiment.
You were the one who said "survivors don’t have to deal with comms letting them know your every play and position match wide."
Even if most matches included at least 2 people grouped up you're still making assumptions that I disagree with. SWF does not equal comms. Comms does not equal people calling out the killer's position the whole match.
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@Lorelei_Albrecht_TTV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083459#Comment_4083459
That's a skill diff on the survivor end tbh if the average survivor mains weren't complete dog water they would not need the extra wank. Take WoO it's a training wheels perk to learn lay outs. If players were actually learning they'd take the perk off no? Controversial take I know but bad players shouldn't be able to win it is why I was always on board with blight nerfs byw
I don't think that's a controversial take; I think that's why you aren't winning as many matches as you would like.
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@Slurp_Ramen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083389#Comment_4083389
survivors don’t have to deal with comms letting them know your every play and position match wide.
So no, killers and survivors don’t have to deal with the same things at least in this specific situation.Neither do killers the vast majority of the time.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083352#Comment_4083352
Killer are louder than survivor, they all have a heavy breathing sound or at least heavy footsteps (Nemesis, Knight), and most of the Undetectable perks killer have are very conditional. Powers have a map wide sound effect, or at least some sort of SFX that makes it clear the killer will be using his power.
Survivors also have a 3rd person camera that makes that make tracking easier.
Undetectable on killer is FAR WEAKER than Elusive is for survivor.
Elusive for survivor is EQUALLY STRONG as undetectable for killer. See, I can make statements in caps too.
Killer players just don't want to have to deal with the same annoying mechanics survivors have to with this. I get it - undetectable can be annoying to go against as a survivor and killers probably aren't used to their cues being taken away like that. If one side has to deal with it though the other can at least give it a go before they claim the sky is falling.
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@Slurp_Ramen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083352#Comment_4083352
problem being, like someone already mentioned, killers mostly are far easier to see due to their models and the fact that survivors are in 3rd person.
Imagine how incredibly strong undetectable would be if survivors were in 1st person, now thankfully that would never happen.
And again cross examination really only hurts low tier killers. Someone like vecna 2 with his ranged playstyle and massive 3rd person camera in upside-down won’t be affected by this perk very much, but the short pig or hag will very much struggle to keep track of survivors, especially when the hitbox of the light marks is so big that you get the elusive by getting M1’d.
What's your opinion on why the terror radius and red stains exist in the first place? Why do you think killers run undetectable add-ons or perks or oblivious causing perks if not to gain an advantage? If it's so easy to just see these killers when looping as a survivor then certainly they wouldn't be bothering with plaything or similar perks, yes?
Yes, there's obviously a difference between 1st and 3rd person cameras. That doesn't mean the difference is so great that erasing a killer's terror radius and red stain is no big deal while hiding a survivor's auras, sounds, and scratch marks is effectively a free teleport away from the killer.
Will this perk let some survivors in some situations successfully evade the killer? Yes. Why would they run a perk that has no chance of helping them? Will it do so more frequently than undetectable helps killers get hits on survivors? I doubt it.
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You would think no one is getting killed on the PTB with this perk in existence given the doom posting about it. Might I suggest you use the counterplay survivors have to engage in when killers are undetectable - use your eyes and attempt to predict pathing if LOS is broken. Sometimes you'll be wrong, sure - just like sometimes a survivor is wrong. Welcome to the club, isn't it fun?
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Happy Birthday! Careful of cleansing though, we don't want your nephew in power. :P
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At least they sprinkled in callbacks to his various kills and other film references in his add-ons and used similar music stings and cues. I'm personally a little 'meh' on them not referencing his actual lore or including direct implementations of his various looks. I'm less excited about playing a killer named Jason who wears a hockey mask if it isn't actually Jason Voorhees.
It's like an officially licensed knock-off - kind of neat but also kind of 'meh'.
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So you guys want to nerf Jason before he even comes out? He needs those pallets to teleport to. Gosh. Quit being so biased against your fellow killers guys.
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The stealth ghoul slumbers.
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I personally tend to agree. They reduced his ammo count so now you're more likely to run out of blades while also slowing him down causing you to have to rely on blades more since you aren't catching up to a pre-running survivor any time soon. The nerfs synergize to make matches a slog against survivors that can pre-run and break LOS easily. Personal anecdotal data but there is a huge difference between the amount of times I've run out of blades mid-chase
pre-nerfpre-rework versuspost-nerfpost-rework. I don't think they should lock a fix behind a limited quantity add-on either as I don't think add-ons should be required to fix a base-kit issue.I wish they would stop slapping 4.4 on everything and calling it fixed. If they want a middle ground then fine - run out of blades and you're 4.6 again. Unless someone wants to complain about the strength of a mighty M1 killer I don't see how a bladeless Trickster moving at normal speed could be considered overpowered. It would still be lame but if people would complain less then sure. Having one kneecap busted on my boy would be better than having both busted.
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It's funny because if this were Ghoul it would be mostly working as intended. At least he just hits you and doesn't phase you through the wall afterward though.
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Personally I prefer slower matches than we have now. Not like, Skull Merchant/3 Gen slow mind you, but comparatively slower.
Aside from a player base that is just more experienced now we're also feeling the results of the arms race between killers and survivors. So far, the solutions to in game problems have never leaned into slowing things down. It's not one side versus the other, it's both sides continuously leap frogging each other into quicker and quicker match times.
- Killer: Have a hard time finding chases? Here's a handful of aura perks that will result in not having to spend time looking for anyone.
- Killer: Have a hard time patrolling gens? Here's smaller maps so you don't have to walk as far and are more likely to spot someone.
- Killer: Have a hard time with map traversal? Here's some new killers that can slingshot or teleport themselves from one corner of the map to the other in almost the amount of time it took me to write this sentence.
- Survivor: Have a hard time getting gens done now that killers are being led right to you and chewing through hook states faster? Here's faster gen speeds and better gen perks.
- Survivor: Can't afford to waste time unhooking quickly because you need to be on gens or die? Here's longer hook states.
- Survivor: Dying faster because map size, visibility, and aura perks are creating a situation where you're basically fed straight to killers from the start of the match? Here's some pallets. Haha, j/k - content creators are losing their minds over this so we're going to go ahead and take those away. Git gud I guess. Ohh, here's a new item called a fog vial. Haha, j/k again.
And so on. The game is just being distilled into the most efficient, most frustrating, least fun form possible for both sides. Hooray.
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It would be nice if anything that can be used across characters would just exist in a shared pool. Killer add-ons are really the only thing that needs to be specific to the character that picked them out of the bloodweb.
Having said that I'm now kind of curious if a survivor anniversary cake is technically a different item from a killer anniversary cake even though they present the same.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078653#Comment_4078653
Then you're the 1%. Even then you're proving my point saying you deem something "unfair" and just bail and leave. Because survivors in general expect killers to conform to their ideals of how a game should go while they play however they want. Because of this killers will never be given a fair use of the system due to bias.
It's just an example of why "endorsement systems" will never work in this game. The playerbase at large will never use it fairly or objectively, that much should be obvious to anyone. Why should killers have to play to make survivors happy to not lose rewards in a PvP game? Are survivors gonna let killers win as well? Lol no they wont.
Who said anything about losing rewards? I suggested a system that simply attempted to match you against people you haven't told it to avoid before falling back to including those players if it looks like it'll affect someone's queue times. Is there a reason you feel like you NEED to be matched against people who don't want to play with you?
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@hermitkermit said:
Imagine Nemi with his zombies and knight with his guards! lol pure chaos I love it.
I'd give 50/50 odds on version one having a bug where Nemesis zombies can erroneously trigger guard hunts.
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You could also treat it as a preference rather than a hard and fast block. If can attempt to make a match between people who haven't signified they hate playing with or against each other and if that can't be done then the system is free to form as miserable a match as it wants.
Or if you want to be all sunshine and rainbows about it, it can attempt to make a match between people who signified they enjoy playing with or against each other and if that can't be done THEN the system is free to form as miserable a match as it wants.
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@Shinkiro said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078542#Comment_4078542
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4078565#Comment_4078565
You think its fair to tie tangable rewards to others bias, flawed and arbitary opinions? I don't.
Let's be real, this will just be survivors abusing it to farm each other for passive bonus rewards unless they are trolling. A completely pointless system to have that serves zero actual purpose. Even then you'll get people denying likes for the most petty, pathetic and dumb things because something happened that didnt benefit them.
On the flip side, do you really think people are going to be giving likes to killers when they win? Especially if they have to play "unfair" in the survivors eyes to stop themselves losing? Or when they take advantage of bad survivor plays? Even if thats a totally fair and correct thing to do in a PvP game? Or if they play a killer people dislike for whatever random BS reason? Because they dont follow the "survivor rulebook"? There's atleast one survivors raging in endgame chat every game for no reason except ego.
There is a ton of reasons why letting other people decide what you get is an awful idea, not least of all because a system like this obviously benefits survivors infinitely more than killers who will never get a fair or equal opportunity to benefit.
On the flip side, do you really think people are going to be giving likes to killers when they win?
Honestly, I already kind of do this anyway. If the killer has been playing in a way I perceive as unnecessarily steamrolly or jerkishly then I abandon the moment I get the prompt as an option and they can rub salt in a bot's wounds if it's that important to them. Otherwise I stick around for the mori. Upvotes would just codify that sentiment.
I used to use the 'Did you have fun this match?' system as well and my ratings didn't have anything to do with whether I won the match or not.
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Sometimes I do go for the aura reveal just because it's something to do and I'm not necessarily an efficiency robot in every match and even then most of the time I do bother with it he's not in visual range of a door anyway so it's purely wasted time.
There are layers to why camera interaction isn't worth it. It makes you vulnerable because you have your face in a camera rather than your surroundings, it may not even pay off if he's not in range of a camera, and even if you do get an aura reveal - the benefits of that are situational at best.
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It's The Snowflake, not The Judgement.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077448#Comment_4077448
Nemesis zombies are slowdown that somehow is on every gen at all times.
That's doesn't have anything to do with Oni though.
It might feel like they're on all the gens at once but as someone who plays Nemesis and sees their auras I can attest that there are plenty of times where they're just meandering randomly around the map as well.
As a survivor I've seen situations where I'll kill a zombie with a pallet and then one crawls up out of the ground a couple of feet from the gen a meter away. While I recognize that as coincidence since I know how they work, I also acknowledge that it feels lame. Having experience from the other side though I know that's now how they always work.
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One thing I've personally noticed recently are subtle speed cheaters. If it was in normal mode I would typically just assume it was some perk or something and not even bother checking but being 2v8 makes it even more obvious shenanigans are in play. It usually happens when I'm almost close enough for an M1 and suddenly the survivor starts going just barely fast enough to increase distance. It's not anywhere near as fast as a sprint burst, nor is there some effect activation ping or bubble effect but it's obvious they're suddenly going just a smidge faster than me.
It makes me wonder just how often that happens in 1v4 and I just don't notice because I assume it's some random perk I never bother following up on checking.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077410#Comment_4077410
Do you want my genuine opinion? Yes, either nerf one of the best combos in the mode or ban nemesis and oni in 2v8. Zombies make the mode unfun. Oni makes the mode unfun.
Trying to slippery slope fallacy your way into keeping those killers in the mode is very disingenuous. There is a reason Nemesis and oni are picked far more than any other killers in 2v8. That reason is just something you don't want to accept.
What specifically do you think makes Nemesis and Oni strong as a combo that wouldn't apply to anyone and Oni. He's not a blood orb factory like Legion was. What specific dynamic between the 2 are you trying to argue exists here?
Also - are you really suggesting Nemesis or Oni are picked more than Wesker? I literally haven't seen a single 2v8 survivor match that didn't involve a Wesker since they un-killswitched him.
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In 2v8, Nemesis alone is not particularly strong against a team of survivors who have any ability to loop, are playing in a coordinated fashion, or stack escapists. He's basically a powerless, M1 killer unless you want to waste time building up mutation rates against a team that are blowing through gens for a whip that still doesn't hurt anyone on first hit.
Zombies are basically the main thing he has going for him. I mainly play as Nemesis in 2v8 and my personal experience has been that they can be hit or miss. I've had matches where I'm lucky and they spawn near gens where they can consistently push survivors off and others where they all spawn in a survivor dead zone and are just wandering around aimlessly. Either way I'm usually outperformed by any partner with a dash or blink for obvious reasons.
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@UnicornMedal said:
There are a lot of naysayers, but it all went downhill when they added anime and Kpop. Nobody would've bat an eyelash at Junji Ito, but everything else? You can write it as "disturbing" as you want—it's still out of place and it shows. It's also around the same time they really started playing into fanservice, which also kills the horror vibe.
Granted, all that being said, I would love things like a Scooby-Doo collab and I think FNAF was a good addition. Call me biased, but I don't believe those IPs kill the vibe.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077242#Comment_4077242
It's still so crazy to me how decent the models look in Left 4 Dead 2 versus the game they originate from. 💀
You leave Ji-Woon's glorious abs out of this.
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077098#Comment_4077098
I appreciate the detail. I'll be passing feedback along to the team, so context like this helps characterize what folks are feeling.
Out of interest, if you had to point to one aspect of this perk that feels like it'd cause the most friction (i.e. extending the effect to other Survivors via boon; the time investment needed to get value; the speed compensation), what is it?
As it is right now, it's the fact that a random survivor can force me to have molasses slow gen progression against my will. That's a killer effect. If a perk has a downside so bad that I personally would never run it, I don't want the downsides to be able to be forced on me by another player.
It's like killers complained about ONLY being able to run 4 gen regression/slowdown perks and BHVR was like 'hold my beer.'
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Would killers like after match mints as well? Perhaps a warm face towel?
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@Mrpugalug916 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076965#Comment_4076965
Prove my argument wrong then. Good survivors benefit because of the loud majority of bad survivors in dead by daylight. They benefit because of handholding mechanics implemented based on a survivor created rule book. Is that clear and coherent enough for you?
Please define 'handholding mechanics' and explain how their absence would be fair to the other side. (Bonus points if you can somehow twist the language to somehow exclude the numerous killer benefiting mechanics in the game)
Since I imagine you're referring to things like anti-face camp and unhook haste and endurance then let's pretend they don't exist. Please explain to the class how being able to face plant on a hook and then one shot the person just unhooked (if they ever actually are unhooked) is in anyway healthy for the game. Are you capable of understanding why that's a miserable and unfair experience on the receiving end of that or do you just not care?
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@Slurp_Ramen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076611#Comment_4076611
As stated by the devs on multiple occasions.
Slugging IS intended play, their issues with it is, it’s not overly fun to play on the survivor end and takes away too much agency.
Just because you don’t agree with the playstyle doesn’t make it not intended, that’s like complaining about snipers in an fps because they’re not interactive for the opponent, but they’re still an intended feature to shake up the game so every game is the same.
Can you point us to a single instance where unconditional, regardless of the circumstances, planned from the start of the match, whole team slugging was stated as the way the devs intend matches to play out?
Slugging to avoid parts of the game you just don't want to interact with is a cheese, plain and simple. Survivors just have to suck it up when it comes to killer mechanics that they don't like. I find it funny that killer players get to bypass mechanics they don't like and don't recognize that as anything other than privlege.
Maybe we could have a timer mechanic that powers exit gates after x minutes regardless of gen progress. That way survivors can avoid gens like killers want to avoid hooks. That sound good?
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@AGM said:
They nerf 1 clearly overtuned survivor perk and some people are hysterical, meanwhile survivors just got another brand new base kit feature to see your teammates perks and people are still complaining that the devs only listen to killers? This is absurd.
Look out everyone, I can see my teammates perks in solo queue. Those exit gates are practically opening themselves!
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Critters. You could have the big Krite from the 1st movie as the killer if you wanted a 'normal' sized killer or the more typical sized ones for a 3rd person, chucky sized killer.
Ball form for a fast moving mode, able to shoot a hindering tranq dart on a cooldown, basic M1 chomp attack - boom, simple M1 killer with reasonable mobility.
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We really don't need to be funneling more people into escapist.
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What?
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If I see one more person acting like the ability to vault back through him is anything other than some niche situational thing my eyes will roll so hard I will need ice packs to recover. I've heard people talk like that change 'fixed' him - as if kidnap tech was THE thing that made him frustrating and not something aggravating you run into occasionally.
You do not spend the entire match on the other side of a vaultable from him. Yeesh.
Oh noes - you can vault back through him. He's been nerfed! Give me a freaking break.
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I still don't understand why people think it's some big deal to have the survivors know who the killer is at the start of a match. If I have absolutely no idea what the killer is at the start of a match (no terror radius, no specific sound indication, no meters attached to portraits, no in game props, etc.) then I assume they're stealth until I see otherwise anyway.
Like what specific behavior do people think I'm going to engage in immediately on match start that changes a match's outcome if I know which killer it is? I'm still looking around and being wary. I'm still not wandering around out in the open. What exactly do you think I'm going to do differently?
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@xerox8521 said:
It is an anti facecamping system. Not anti camping. Big difference there. Camping was and is still allowed. Also why should an unhook be for free. Trading is part of the game. Saying survivors are in an extremely weak state is just ragebait. There is sooo much hand holding it's kinda getting ridiculous at this point. 15 seconds BT (which on it's own was an unnecessary buff) basically gives you a free escape in end game. With Fast Track being as strong as it is right now gens not popping isn't even an issue anymore.
If you're just going off what things are called, AFK crows would like a word.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075078#Comment_4075078
Survivors don't want to deal with ghoul so they just DC
Survivors don't want to deal with any killer mechanics so they just complain until they get basekit changes.
Sounds to me some survivors just don't like player the game as designed and want to cheese their way to easier, low effort, steam roll victories.
The point is, you don't get to dictate how people play the game, if you don't like how they are playing the game, learn how to counter it. If the way they are playing the game is so powerful that it is uncounterable, then you need to be complaining at the devs, not the players for using it.
If only there were a forum where we could discuss our concerns with the way the game is designed and how some players are abusing it…
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/466488/slugging-billy
Slugging is going around again because of fast track, its just yet another thing that survivors get when you hook them. So if you just don't hook survivors you don't have to deal with:
- DS
- DH
- BT
- Basekit BT
- AFC
- Fast Track
- Kindred
- Resurgance
- We'll Make it
Whereas with just slugging there's only a handful of perks you have to deal with, and they are far less common than the ones above. So its simple math.
Killers don't want to deal with the hatch so they slug for the 4k.
Killers don't want to deal with survivor perks or mechanics around hooks so they just slug.
Sounds to me like some killers just don't like playing the game as designed and want to cheese their way to easier, low effort, steam roll victories.
At the end of the day, it's just backfilling an excuse to play like a jerk. They were always going to slug from the get go - this week's excuse just happens to be fast track.
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@Carth said:
This post is funny in the sense of "nurse killers and blight killers are trash! Solo queue vs them is SO unfair" but also "so who cares if you fought a 2-4 man swf on coms they were probably bad and even if they weren't it was so rare who cares". In the vein of this last page, lightborne is super unfair but shoulder the burden isn't and killers tunneling is.
Basically if you are a killer you cannot play a meta pick nor can you interact with the survivors outside of an equally spread 12 hook game and if they bring shoulder the burden you just need to auto lose at the gate if you didn't manage to death hook everyone before 5 gens got powered. OH also, if gens aren't getting powered regularly it's evidence of killers being OP and tunneling being broken, please bring back the anti hook and anti camp patch please.
Edit : also in the name of "funsies" for survivors please remind me what happened to the "dbd killers" that prioritzedd survivor fun over killer gampleay like VHS or Texas chainsaw massacre or home sweet homes. Games that at their peak were "You cant tunnel and survivor gameplay is first before all else!" I'm pretty sure they're all dead and buried for a reason.
It's not like Shoulder the Burden eliminates a hook state, it just moves it. Are you really equating the 'slap it on and boom - flashlights don't exist' functionality of Lightborn with the luck and coordination required for a full team running Shoulder the Burden to negate your efforts to tunnel a single survivor out?
I'm not even opining on whether one or the other is fair or unfair - I'm just amazed you seem to think they're similar situations.
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MiNA, solely because she isn't Trickster.
I also hate how non-flappy Dracula's cape is and how weird Skull Merchant's walk animation is but it's not exactly the same level of petty as my dislike for MiNA.
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To me trapper occupies this strange space where I don't feel like he's overpowered, but I hate going against them. I personally hate the feeling of not being able to even move without being paranoid. If the game is less about stealth now and more about chases then don't make it so I don't even want to move much less get into a chase. That's not even touching on basement trapper.
Personally I could envision something like where he throws a trap on a chain and reels you in but that's just Deathslinger with a different coat of paint.
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@Slurp_Ramen said:
BHVR don’t want a competitive game or a casual game, they want the tourists who come for the events and chapter releases drops 20 bucks they quit until the shirtless or bikini skin comes out.
This is clear from their refusal to implement long term changes that we’ve been asking for, or fix issues plaguing the game for years, because in their metrics those issues don’t actually affect their target audience that much.
Like actually worthwhile prestige rewards are nice and all and what’s the point in bhvr’s eyes when the people they’re making the game for won’t even get a p100 for years even with the lucrative amounts of BP we’ve been getting.
What does beach fit Kwon Tae-young have to do with anything? It would be lore accurate and is a sorely needed addition to the game.
To mirror what others have said though, it's mostly up to how the players play the game and not something you can totally design around. I'd like to see them working on mechanic changes to things that are in my opinion obnoxious. That said, I also acknowledge that if there's anything this player base is good at it's weaponizing things that aren't intended to be used a certain way and exploiting design gaps to avoid intended mechanics that they just don't want to deal with.
