MDRSan
MDRSan
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@OmegaXII said:
There's no one but to blame devs themselves, as they're completely out of touch of what players truly want.
Like, who in the hell came out with the first iteration of anti-slug/camp/tunnel? It was so flawed to the point I feel they didn't even test it before PTB. And kill before 6 hooks are counted as tunnelling, for real?
And this time around, who thought of giving killers 5% bloodlust that deactivates on literally everything is a good idea? Who thought Wicked should stack with Resurgence to get instaheal off hook?
Honestly I feel they just don't know what they're doing most of the time. There are tons of other issues that need a lot more attention, like buffing solo queue and fixing bugs, aka polishing their game, but they just don't want to do that for some reason.
The bloodlust bonus was supposed to help the killer get to their next target, not help them during the next chase. Just like unhook protections go away once a survivor touches a gen, this bonus should deactivate once the killer engages their next objective.
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@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030168#Comment_4030168
They could balance gen speed perks in the same patch they add the anti-tunnel. TBH, they are unhealthy even in the current meta.
Its very unfortunate that the most effective strat against gen builds are tunneling, slugging and camping, because either you are forced to hard tunnel or just accept the loss.
I'd say focusing on gens is how a coordinated team can counter tunneling, not necessarily the other way around. If I'm playing survivor and I notice the killer is hyper-focused on another survivor then that signals to me that I'm free to do even the most unsafe of gens. What do I have to be cautious about - the killer obviously doesn't care about me at that point.
Tunneling easily results in as many 1Ks as it does 4Ks. I don't know why killers cling to it as if it's some clutch play they need to keep in their arsenal.
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030188#Comment_4030188
I'm ok with that since there was already two tries to address tunneling and NONE in all the game lifespan to address gen rushing. As long as this is not addressed I hope tunneling never leaves DbD.
Being tunneled makes me become a better surv in a fast pace than a "regular chase".That's factually incorrect. You must not have been around when brand new parts would just flat out complete a gen.
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@The_Count said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030167#Comment_4030167
By rushing gens you do exactly the same to the killer.
You expect to play a match, get your time respected only for you to lose FAST and go back to queue because you didn't had time to even play the match properly.
It's exactly the same thing.
Gen rush and tunnel should be addressed at the same time. Both are forms of exerting huge pressure in not a fun way.Then I have bad news for you because If there's one thing these last 2 patches have shown us it's that we aren't ever addressing tunneling.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030167#Comment_4030167
If you are getting chased, you are engaging with the game.
If you are getting hit with a pallet, you are engaging with the game.
If you are getting flashlight blinded, you are engaging with the game.
If you are getting chain stunned by a bully squad who set up a series of blinds, head-ons, and other stuns, you are engaging with the game.
If you are being looped, you are engaging with the game.
If you are being t-bagged at the exit gate, you are engaging with the game.
Any of that work too?
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@BlackRabies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030143#Comment_4030143
Then try to answer this why should killer players be punished for rushing or just doing their objective, but when survivors rush their objective it's completely fine?
If your getting hard tunneled then it's something you just have to accept since your never meant to run for 5 gens. It's up to your skill how much of the killer's time you can waste and hope they drop chase.
I look forward to seeing you in posts whining about gen rushing informing the OP that they just need to get good and that it isn't something they have a right to complain about.
Or you could try and understand there's a difference between a gen and a survivor player. Gens don't load into a match with an expectation that they'll get to engage in some gameplay beyond going straight to hook, then back to hook, then back to hook or mori. Gens don't have to be clairvoyant and psychically know whether they'll be slugged or tunneled prior to a match when they pick their perks. A gen isn't annoyed if they get pushed out of a match at the exclusion of all other gens.
Doing something to a gen is not doing something to a player character.
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@MoZo said:
well tunneling and slugging changes got nuked. camping changes are coming through but with reverted range back to 16 meters (why??? it is so easy to camp with the 16 meter range. at least with the 20 on ptb the killer actually had step back to a reasonable area and not looking dead center at the hook from a couple feet away…). pallet density is getting nerfed. syringe and styptic nerfs are still coming through, all the perk changes from ptb are being reverted… im so disappointed in these devs. made us survivor players believe we were getting changes to help alleviate the frustrations to tunneling and slugging for THE WHOLE YEAR only for them to can it at the last second with NO info on if or when it will be back for testing.
Based on the framing when they announced they were dropping the anti-slug/anti-tunnel it sounds like they're just going to look at adjusting MMR calculations as if that has anything to do with slugging or tunneling and call it a day. Survivors aren't getting any changes that help with either behavior. Anti-Slug/Anti-Tunnel is clearly something they're just not going to continue caring about. Survivors who are concerned about this behavior and have negative experiences due to it can just sit and spin apparently.
Killer complaints result in actual changes to the game. Survivor complaints result in nothing.
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Called it. All these threads acting like the PTB stuff was going live after we have all seen they consistently revert anything based on any negative feedback from killer players. The days killers can act like victims are over. They're basically picking and choosing what goes to live themselves at this point - they don't get to act like the underdog any more.
I look forward to the killer content creators twisting themselves in knots to somehow paint this release as survivor sided and figure out what they can whine about next. Maybe they'll stick with their made up go next epidemic.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029458#Comment_4029458
So wait, do you think killers shouldn't be getting any compensation buffs for all the buffs that survivor are getting, plus the pallet desnity update which was a big buff for survivors?
Killers got smaller maps, higher visibility, more aura perks, predictable and clustered survivor spawn logic, and several new characters to play with teleports or high map mobility. Has it occurred to you that the addition of more pallets was itself meant to balance out those killer buffs?
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4029410#Comment_4029410
Rewards …for killer?
What's that?
Cause a problem, claim there was no choice but to cause said problem, then demand a buff or buffs to stop causing the problem. Apparently it's all the rage among killer content creators.
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@KerJuice said:
So the gang in Stranger Things borrowed another name from Dungeons and Dragons(I stopped at season 3)? How would having two Vecnas work in DBD without confusion?
Freddy vs. Fazbear
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Honestly I think this is a good example of why you can't trust the HUD to actually tell you what's going on. If I'm on the other side of the map and see a bunch of people don't have status icons I might assume they're going for the save but that's only ever an assumption. In reality they could literally be doing anything, including assuming the same thing I'm assuming.
I've gone to 2nd stage more frequently in 2v8 myself. I imagine it's because with the bigger pool of people it's easier to mistakenly assume someone else is going for the save.
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Lore accurate Ash Williams.
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I don't go next and only really stop trying when the game is clearly over (2 people on or near death hook aren't getting 3 - 5 gens done) but like anyone else I do get frustrated. More often than not it's when playing survivor since I get stomped playing solo queue survivor much more often than when I play killer. If I ever get super tilted, it's almost never because of the match I'm actually in - it's because I've had a miserable series of matches leading up to that moment and I'm already in an 'oh great, what sort of crap is being thrown at me now' mood.
That's one thing Scott gets wrong here. He sees a survivor being frustrated by getting downed in the first 10-20 seconds of the single match he's in. The survivor might have just been tunneled out of the previous 2 games they were in and as far as they can tell this one is just going to be more of the same. The survivor has had a couple of terrible, steamrolled matches and here comes the killer to call them entitled because they aren't all sunshine and lollipops going into this match.
Another thing he gets wrong in this video is talking like survivors have been showered in buffs lately. In reality there were some more pallets added to some maps. The rest of that patch was gutted of any survivor buffs based on killer complaints. This next patch could easily be the same for all we know since right now we have no idea what's actually making it to live, killer complaints could yet again get updates favorable to survivor players dropped. Given how much control killer advocates seem to have over what makes it to live, I don't see how one could argue survivors are the entitled ones.
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It wasn't outright stated as such but it was implied they'll be reducing pallets in the next patch. Don't worry, they'll be making all the maps nice safe kiddie pools for killers to play in soon enough.
You'd think after shrinking map sizes, handing out aura reads for everything, causing survivors to spawn clumped together in a predictable spot, increasing visibility, and eliminating stealth as a play style they might need to give survivors something to compensate and keep kill rates from going crazy but apparently killer players don't like to acknowledge all the other handouts they've gotten.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026882#Comment_4026882
Oh yeah, true, they are. I'd like to try Pyramidhead but I don't want to to ruin some other killers match by bumbling about. Too bad the trial doesn't extend into 1v4.
I kind of felt the same way with Dracula since I don't own him and saw they didn't let you load into custom bot matches with them to practice. I ended up biting the bullet and playing him in a few to knock out some rift quests that required playing as him but didn't need perks and did alright. You should try Pyramid Head out, I'm sure you'll do fine with him.
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026948#Comment_4026948
Exactly! BHVR literally put in a "cooldown" for killers who have a "scamper/powered vault" ability before they can follow up with an M1, to basically give survivors a "chance to make distance", which defeats the purpose of the powered vault to begin with.
Delibertaly nerfing killers, for the sake of survivors.
I wouldn't call it deliberately nerfing killers for the sake of survivors, I would call it balancing. If killers could vault pallets as effectively as survivors and immediately swing then what's the point of pallets?
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Honestly, every match is just miserable. Every match I've been in this morning, killer or survivor, has been an absolute sweatfest. I had an 8 out against my nurse earlier. NURSE. I'm not a bad nurse either.
Then in my play while you wait survivor matches I've been pitted against killers who are coordinating so closely I wouldn't be surprised if they're sitting next to each other. Alternatively they aren't coordinated but I'm one of the ones they seem to want to latch on to and tunnel out for whatever reason.
Misery for everyone.
(I realize it's just the most recent matches and I've been doing fine otherwise but I'm in the middle of a really annoying streak right now and in a very F this game mood.)
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One thing to consider is if things no longer stack, there will be objectively better perks that win out over more difficult to activate counterparts such that those more finicky counterparts aren't really worth running in comparison.
Things would need to be adjusted beyond just numbers - think like the difference between Adrenalin and Hope. Adrenalin has side benefits to compensate for it not being permanent like Hope. Just being a bit stronger wouldn't make it worth it given it only lasts a handful of seconds.
All that said, I do agree that stacking makes perk, power, and mechanic design difficult. I just don't know how feasible it would be to adjust everything that stacks to be stand alone and still at the same level of balance as it is today.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026934#Comment_4026934
Yeah this would do the opposite of stopping tunneling. It would be super tunneling. Imagine getting hooked 12 times and then the team looses. Not just a terrible experience, but compounded by the heat your team would send your way.
Yeah some variation of the repair speed boost should at least make a comeback, even if direct punishments won't.
The backlash from fellow survivors is honestly the first thing I think of when I hear proposals for shared hook states. I can't imagine what the end game chat would be if I dare eat up more than my share of hooks.
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@Rick1998 said:
have you tried playing pig or bubba in the current emviroment . Just not fun at all.
I don't play much Pig myself but do play some Bubba and seem to do alright. What's the complaint about Bubba, that it's harder to down all 4 survivors with a single chainsaw sweep given you're more likely to have to chew through a pallet? What problem do you think he's having?
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Every time a survivor dies, recalculate the total required charges for all remaining uncompleted generators to be equal to the original charge count minus a percentage calculated as the ratio of completed generators to total required generators multiplied by the ratio of killed survivors to the total count of all survivors both alive and dead.
No gens complete, one survivor dead:
5/5 * 1/4 = 25%1 gen complete, one survivor dead:
4/5 * 1/4 = 20%2 gen complete, one survivor dead:
3/5 * 1/4 = 15%3 gen complete, one survivor dead:
2/5 * 1/4 = 10%2 gens complete, 2 survivors dead
3/5 * 2/4 = 30%A modifier could be added to scale down the percentage by some value if it's too much but by calculating an initial value based on ratios that describe the match's progress you naturally scale the downside to tunneling down as the match progresses. This would most affect those that tunnel right off the bat at 5 gens and less if the survivors are making progress and they really do have to tunnel as some killer players claim.
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026503#Comment_4026503
GOD DAMMIT LOOK WHAT YOU DID LMFAO
Eyyyyy, there they are. Rofl.
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I'm kind of astonished you don't at least have one ironic downvote on your post. (At least as of now)
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026446#Comment_4026446
Your first two sentences just agreed with what I'm saying.
"they need to in order to win games" 'in order to win games"
This is my point. Survivors generally do not need to in order to win, but there are many times killers need to in order to win. You said it yourself. Now I do think there's some exceptions in regards to the few top tier killers that I think need nerfs, but I'm speaking as a generality.
"if one side doesn't have time to screw around then the other side certainly doesn't."
Bar some exceptions, survivors generally have significantly more time to waste than killer does. Their times are not even remotely equivalent in terms of objectives.
What I said was killers argue they need to, I never once said I agree with that assessment. Let me be clear right here - I absolutely do not agree. I win plenty of killer games and I don't tunnel. Tunneling is a crutch, not a necessity.
Survivors generally do not need to in order to win, but there are many times killers need to in order to win.
I'd argue it's the other way around. If survivors are focusing on gens then tunneling can easily result in just a 1K. If the killer is chewing through survivor hook states then unless you're able to knock out gens quickly, you're all dead.
Bar some exceptions, survivors generally have significantly more time to waste than killer does. Their times are not even remotely equivalent in terms of objectives.
I disagree. The pace of the match is set by the killer. Survivors only ever have as much time to do anything as the killer allows unless they're not playing to win or there's a skill discrepancy. Just because most modern DBD killer players have forgotten what gen pressure is and just want to hop directly from chase to chase doesn't mean survivors have all the time in the world to do gens (provided the killer would actually bother to chase them off).
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@Blueberry said:
This has the fundamental flaw of assuming survivors rushing gens and killers tunneling are for the same reasons. They're not.
Killer players advocating for leaving tunneling alone frequently argue they need to in order to win games. Do you not think survivors focus on gens in order to win games? It's a race against time and a battle of attrition - if one side doesn't have time to screw around then the other side certainly doesn't. What specific reasons are you referring to?
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@Colt45m said:
Watch they buff killers then they're like "fooled you we're going to tunnel, camp and slug anyways." No punishments are the only true ways to punish these busted mechanics. I don't trust them.
Oh, killer content creators don't want punishments, they don't want it to be made harder, they just want buffs and to pretend that's going to change behavior at all. When it comes to issues they take with survivor behavior though, it's a completely different story. I just want to see some consistency. If you want to buff killers to influence killer behavior then you'd better accept buffing survivors to influence survivor behavior as an equally valid approach.
It's hilarious watching the usual YouTube suspects whine about this fairly toothless test patch and then suggest killers should be buffed to gently guide them to not tunnel. As if a buff alone isn't just going to make killers stronger and boost already acceptable kill rates.
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It breaks Kindred's killer aura effect. Its funny how killers have better, more reliable, and easier to pull off hiding perks and effects than survivors.
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@Leon_van_Straken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025709#Comment_4025709
To be fair it would help Trapper alot.
But it sounds like a cartoon for me.
Oh snap i stepped in a trap, gets free, starts running 2 steps… Oh snap XD
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025700#Comment_4025700
As far as I'm aware, Deep Wounds don't restrict your movement at all.
So you can still run away, and quite far if you're lucky, so the Deep Wound is mostly a small nuisance.
I don't even want to move in a Trapper match, much less run. Since Deep Wounds will slowly tick down to downing you unless you're running I would have to choose between running and risk being caught in another trap or mending close to the trap I just got out of making the escape kind of pointless since I'm still right where the Trapper got a notification to go.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025212#Comment_4025212
Trapper's traps should give Deep Wounds tbh.
In a match where I'm paranoid about walking much less running? I didn't get lucky escaping the trap before he got there just to self-trap by staying on the spot and mending.
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I haven't been on to play the mode yet - did they even change anything between the last and current iteration of 2v8 when it comes to survivor abilities? If not then I'm not sure what the problem is.
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@Metagamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4025134#Comment_4025134
Killers just have to "let go" of having any counterplay to medkits. You see how insanely dumb that sounds? Franklin's isn't a "free item deletion for the cost of an M1" it's removing the free massive advantage survivor has for clicking a button to equip an item and slapping 2 addons on it. By your own logic survivors shouldn't get medkits at all.
You know what the counterplay to med-kits is? Hitting the survivor. Try it sometime, you might be surprised how easy it is to remove a health state. Med-kits aren't instant and infinite, your M1 is.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024883#Comment_4024883
That statement was for all killers
Ok, so why are the other killers hovering that close around shack after basement hooking if not to camp? The only killers who have any reason to remain there temporarily beyond camp purposes are Trapper and to a lesser extent Hag (since her trap placement is faster).
Edit: Now that I'm thinking about it, Trapper and Hag are just camping at a distance. So not even beyond camp purposes - everything is just camp purposes.
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Franklins doesn't need to be reverted. Survivors running back to retrieve their item (if they even bother to do so) isn't some risk free, zero time investment activity. Killers are just going to need to learn to let it go - they don't get to delete items for the low cost of a single M1 swing they were going to take anyway anymore. BHVR has knocked the perk out of killer's hands and it has ironically lost the charge that allows it to affect item charges.
Back on topic, I think the idea behind treating killer items as separate things was part of their balancing. If that was suddenly changed there would need to be a pass to look at what it means to be able to knock a VHS tape, an EMP, a mushroom, etc. out of someone's hand.
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Personally I'd say it depends on how it's being used and what the intent is.
If it's being used to make something more visible when it was designed and intended to be hard to notice without paying attention then at the very least it's cheesing.
If it's being used to make something more visible when it wasn't something intended to be hard to see in the first place then no. For example, I doubt they meant scratch marks to be more or less visible depending on the map so filters were just fixing the problem before they roll out the new color switching setting.
If it's being used to make the game pretty or just adjust the mood of a map then no. That's just aesthetics.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024789#Comment_4024789
No idea. I know not everyone in this forum is an upper MMR player which, according to the ancient legends, is a dark and forsaken land of all Blights and Nurses.
Looking at my stats, my last 10 survivor matches were against these:
- Pyramidhead
- Dredge
- Huntress
- Wesker
- Krasue
- Pig
- Gunslinger
- Knight
- Springtrap
- Freddy
Not a single repeat. No Nurses, Blights, or Ghouls. I never play as those three characters either.
No idea. I know not everyone in this forum is an upper MMR player which, according to the ancient legends, is a dark and forsaken land of all Blights and Nurses.
They say if you click your flashlight three times at a killer a Ghoul will creep into your room that night and transport you to the nightmare land you describe. Poor Nea, she just stares into the campfire between matches not moving, hardly blinking. The horror.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4023993#Comment_4023993
The while idea of the shack, WAS that it is high risk, high reward. Now the risk part is gone.
Not every killer is Trapper though.
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I don’t know about the rest of you but I’m officially at the point where that threat doesn’t mean anything anymore because it’s been pulled out so often.
Let’s flip that around shall we? We can throw these changes away if they remove Blight, Nurse, and Ghoul from the game - sound fair? I personally like playing them sometimes myself but if it’ll stop the constant killer complaining then I suppose I could live with it.
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@Ghost77 said:
I'm tired of all the streamers, most are main killers, running these kinds of campaigns to sabotage help for survivors. Excuse my English, I'm Italian.
I tend to agree - I wouldn't be surprised if the big content creators coordinate what they're going to complain about with each patch on some discord server. Their response to anything out of BHVR that actually helps survivors, no matter how little, is pretty predictable and formulaic. I don't know about Twitch but the typical response of the big YouTube creators to anything that benefits survivors has been apocalyptic and completely disproportionate to what changes or statements are actually being made lately.
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4024801#Comment_4024801
Then its only fair to remove second chances and body blocking. But we both know that wont happen
Why should they do that when they aren't even removing tunneling. The most these changes do is make it slightly harder.
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You would think endurance was some sort of Mario super star. Just. Hit. Them. Poof - no more endurance. If they continue to body block then congratulations, you can put them right back on hook because there are no penalties to tunneling. If they run off then also congratulations, they're in deep wound and no longer your problem. Feel free to continue after whoever you were after in the first place.
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@XLbuff said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021768#Comment_4021768
I already said what direction. Stick instead of carrot for killers. I don't understand when people defend bad game design.
There is nothing meaningful behind hooks for the main goal of the killer, no game-changing incentives. If people can win faster without hooking different players, but that's intended way to play in devs minds, then it is definitely the game design problem. And such survivor buffs, perks or killer nerfs not gonna change much long-term. It just makes the game more restrictive, less fun, more mechanical "play by the book or be punished" chore. They don't provide attractive alternatives to what they're trying to fight with such balance attempts.
Unfortunately they can't do much about the game's design because even trying something out on the PTB causes killer players to lose their collective minds.
If these changes go live without any modification you will be as free to tunnel after the update as you were before. Choice is not being taken out of your hands. Giving individual survivor players some tools to counterplay a killer who wishes to tunnel does not equal punishment. Punishment is blocking gen regression or bumping up gen repair speeds if tunneling conditions are detected - both things killers complained about and got dropped from consideration as potential mechanics.
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The changes they'll be testing on the PTB are the most toned down, light touch, completely benign changes they could possibly do and still have any claim that they're there for anti-tunnel purposes. This is literally all carrot and no stick. Is the complaint that it's not carrot enough? Is that how we define something being survivor sided now - killer buffs that aren't big enough?
These proposed changes do not punish tunneling whatsoever. What actual negative impact do you think it's going to have on your games as a killer?
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@runningguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4021724#Comment_4021724
so the devs want chaos which comms negate, they know that cant stop comms but still pushing for chaos? i think there is where the issue of the game is…. the devs pushing for an unattainable goal while acknowledging its unattainable. maybe it would be best if they just not go with the chaos thing?
I'm not them so I can't speak for what they definitely meant but my personal interpretation of what they were getting at wasn't that they want all aspects of the game to be completely random and chaotic. They just want some level of randomization and dynamicism in some aspects of the game so it doesn't play like a flow chart or state machine where there's only one correct answer and everything else just loses you the match.
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There's a practical reason they can't do anything about voice comms and that's because they can't actually do anything about voice comms. They have no way of knowing if someone is coordinating via voice.
I'm sure if they could then they would discourage it (at least back in the beginning) but there's no practical way of doing that. It's like turning on your monitor's crosshair - it's not encouraged but how could anyone possibly prove someone did it.
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@dgbug said:
"The evil skull merchant is slugging 4 people" is INSANE. I'm so tired. BHVR, just make this game PVE at this point so killers don't have to exist.
Is this because they happened to use a skull merchant silhouette in the PowerPoint slide showing slugging scenarios they think are reasonable and ones they feel are unreasonable? They probably just had the graphic left over from other slides - it was obviously just a stand in for a generic killer. You're assigning way more intent behind it than I expect was intended.
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@The_Count said:
What is indeed bad is the bald guy (sorry, I don't know his name) having no idea why The Game has the most slugs and even being told "PALLETS" over and over he still didn't understood.
Sadly there's no way to take this in another way than some of the guys at BHVR literally have no idea what they are doing.Pallets is the short answer. The long answer is that while pallet saving is an intentional mechanic added to the game, some killer players would rather overuse slug mechanics than contend with the possibility that a survivor team might theoretically get a pallet save off.
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One thing to keep in mind is solo queue teammates aren't telepaths. They don't know what you're trying, thinking, or what your skill level is. Sometimes it takes a couple tries before I realize a teammate wants to intentionally remain wounded for some reason or another and isn't just panic running. Hell sometimes it takes a try before I realize they're broken and I've got an icon for that.
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@chknTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4020321#Comment_4020321
Cause surely no one ever would use the free basekit OTR, Babysitter, Wicked to Bodyblock the Killer aggressively with 30s of Endurance and then speed across the map at 10% haste they get for 30 seconds?
Like your argument is good, yes you could target the unhooker, if we didnt have the best perk combination for aggressive unhook bodyblocking basekit now.
Cause they did remove the collision removal with the changes, so now they can be abused to bodyblock again.
And if your response is to then Punish the Bodyblocker, it will take a while to even catch up with 30s of 10% Haste, and then they can run DS and StB so not only will it be impossible to complete the chase in reasonable time, and you cant slug them either to outplay DS, cause antislug exists aswell, you also wont get anyone out, you lose regardless of the decision you make.
Putting an aggressive amount of great Survivor perks into basekit with no downside leads to alot of Lose-Lose situations for the opposite side.They've already taken out every mechanic to discourage tunneling from this 'anti-tunnel' update. The only thing left is to help individual survivors fight tunneling themselves with some base-kit tools and you're arguing even that should be taken out? What's the point of any of this then?
