MDRSan
MDRSan
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979900#Comment_3979900
well, it might be better to save for later
I have feeling you play a lot of dark souls games :D
All items have charges and are limited. You decide yourself when is best time to use it and sometimes you miscalculate, happens…
I would personally prefer good effect that can help me lose the killer few times (2-3) than bad effect infinite times. But I guess that's just personal preference.I have feeling you play a lot of dark souls games :D
I don't want to go back to a campfire, everything's just going to respawn anyway. Must conserve resources! 😄
So far as charges, I feel like it really already does - just in a more psychologically palatable form for me. I mean, assuming a 10 minute match that puts it at 10 charges max if I really pay attention to firing it off every time it's up, am available and unhooked every time the cooldown is up, and I have that cooldown reducing add-on attached. Then, most of those are going to be pointless and not affect the killer at all because they're very unlikely to be coming after me or trying to read my aura once a minute, every minute for the whole match.
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@PetTheDoggo said:
Yeah, they completely missed with this one.
Main issue was how the item was used, not the effect… Just give it charges and it would be fine.
Honestly introducing charges is something that's going to further discourage use for me.
Toolboxes I'll use right away because what am I saving it for anyway.
Med-kits are for when I'm wounded, not in chase, and not around a fellow solo queue player that can heal me.
Fog vials with charges will just have me stuck in a permanent state of 'well, it might be better to save for later' paralysis where I don't even use the charges I have because the 'right' time to use a charge is much more arbitrary and vague for this item.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979596#Comment_3979596
For small little boosts right medkits and Toolboxes are way to game changing especially the Addons
How exactly? What specific scenario do you think is overpowered about them? Given some of your posts it honestly seems like you just don't like survivors getting any utility out of their items.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979596#Comment_3979596
To have a situational tool? Medkit lets you self heal, toolbox lets you sabo, flashlight lets you go for a save, etc. The point of items is supposed to be to give you an option you don't have without it, with their secondary effects (healing/repairing faster, perk synergy, etc) being secondary bonuses to provide a baseline value if the options don't become necessary. The fact that they're generally seen as primarily an augment to their passive application means people would rather they be easier to use than more effective at their niche.
I was referring to the poster's call to reduce both charges and efficiency on items. Without running perks or augmenting the item with add-ons, a med-kit has only enough charges to perform one self heal. If you reduce the charges it is no longer capable of performing that function.
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@GeneralV said:
Leverage or Gift of Pain.
Personally I don't think Gift of Pain would necessarily be a Med-Kit counter (specifically Med-Kit) unless you're camping hooks since if they're not being chased immediately after unhook then the unhooker is probably going to be doing the healing. It's ok anti-healing in general though.
Assuming we're limiting ourselves conceptually to only countering healing that would be likely to involve item usage:
Weave Attunement maybe, provided they use up the med-kit on their self-heal. Franklins does still make the survivor drop their item so despite cries to the contrary, it's not like it does nothing.
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You use your M1 or killer power if playing a killer whose power can damage survivors. Med-kits aren't infinite use items.
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979602#Comment_3979602
Wrong, developers have not even revealed the new criteria.
You have a tough time understanding sarcasm, yes?
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I mean he does tick off the new criteria for getting something killswitched:
- Influencers making YouTube videos complaining about it
- Multiple forum threads complaining about it.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979342#Comment_3979342
We knock Medkits and Toolboxes down rework the add-ons and less charges and efficiency
In that situation, why would anyone bring any item? What would a med-kit actually do that would justify bothering with it? What would the toolbox do? If I'm playing survivor and a game goes exactly the same, beat for beat, with an item than it would have without an item, what's the point other than wanting to fill an empty slot on the loadout screen?
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I was considering trying them out after a fun match where I found one in a chest and it seemed to work out well. Post nerf I've just been sticking to the same med-kits I was using before. If you can just see right through the fog cloud like some of the videos and pictures I've seen show then it seems even more situational than it was already.
For my killer matches, I haven't seen anyone bring them this past day either.
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So we're back to complaining about Franklins now?
Why is it not enough to make someone drop their item? Why is being able to erase or cripple a survivor's brought item such a sticking point with the killer community?
It doesn't Thor hammer itself back to the survivor's hand - they have to remember where it was and spend time going back for it (if they even bother doing that). Do you think a single M1 attack should earn the killer more than that? Did that killer go out of their way for that M1? Were they otherwise not planning on hitting that survivor?
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@100PercentBPMain said:
can't have killers losing tunneled survivors
I'm not against thr idea of smokes having charges though. but why relent so fast if you went to all this effort to rework franklins?
They never said they reworked Franklins because of fog vials. That was all just people making things up on the forum.
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That's a shame. I actually had a survivor match yesterday that made me feel like I got some value out of a fog vial I found in a chest. I used it on a couple of unhooks and a couple of jungle gym hides with an approaching Oni. It had me considering bringing them intentionally rather than my usual med-kit. I'll wait to see how many charges they have and how ineffective they become in real matches but my early guess is it'll be somewhere between key and add-on-less brown toolbox levels of useful.
So I guess sticking with my med-kit it is then. Congratulations killer mains - you got more med-kits.
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Well, congragulations - you bullied
@LordGlint said:
Huh... apparently it really WAS that easy to just killswitch the broken perks. Whodathunkit?
https://us.v-cdn.net/6030815/uploads/NC54RG5H2WUT/1000001866.jpg
Yeah, if enough children pout and stomp their feet someone needs to pass out pacifiers I guess. Whodathunkit.
I already said in an earlier post they probably had a fix incoming (maybe just waiting on platform validation or something) but the screeching banshees of the forum can't tolerate any of that. They need to cram themselves in their favorite echo chamber with their favorite content creators.
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@MarbleThrone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977565#Comment_3977565
All they had to do was acknowledge the bug, confirm that a fix is coming with a set ETA, and apologize for the inconvenience.
Not double, triple down on it with absolute horrid takes and turning the entire community against them.What horrible takes? They said it was a bug. They said they were watching it. They're obviously working on it.
The only thing they've said that could be called a 'take' is that they don't currently think it's bad enough to be killswitched - that's it. And people are losing their minds over that one statement.
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What exactly is it anyone wants here - just to keep screaming into the void? An explanation was requested and one was given - yet the shrieking continues. I know your favorite content creators are all saying they can't get a match in without running into infinite toolboxes raining down from the sky but if you'd actually play a few matches you might see for yourself - it just isn't that widespread.
For all we know they already have a fix they're rolling out in a day or so and don't want to bother killswitching it based on how infrequently they're seeing it be an issue in data but don't want to actually say that because people would just snarl at them anyway so what's the point? Seriously, if anyone complains BHVR is silent about an issue in the future - well, where do you suppose they learned to do that?
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@Jargonator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977534#Comment_3977534
You're missing the core issue - it's not about raw chest numbers, it's about tracking relevant survivor activity. Against other killers, Human Greed tracks the chests survivors actually use. Against Vecna, it tracks chests survivors largely ignore in favor of magical chests (which contain the anti-Vecna items they need).
Also, chests don't re-close themselves - you have to manually kick them to close them with Human Greed.
And another thing, You can have 13 Chests in one Trial with the right setup, Albeit Rare, but with that Setup on Vecna, you won't get 13 Regular chests, as 6 will be replaced by Treasure Chests.
And AGAIN this could be tested in a PTBYou're missing the core issue - it's not about raw chest numbers, it's about tracking relevant survivor activity. Against other killers, Human Greed tracks the chests survivors actually use. Against Vecna, it tracks chests survivors largely ignore in favor of magical chests (which contain the anti-Vecna items they need).
Many treasure chest spawn points are well within an 8 meter radius of a generator. It would be disingenuous to pretend turning aura tracking on for all of them would just be about seeing who's going for a treasure chest.
Also, chests don't re-close themselves - you have to manually kick them to close them with Human Greed.
Vecna's treasure chests do automatically re-close themselves is what I was saying - it's how they can be opened and looted multiple times.
You can have 13 Chests in one Trial with the right setup
You can get 13 chests if you run hoarder and every survivor brings a rare coin, something that will happen so infrequently that I think it's safe to say the perk was never balanced with that situation in mind. I'm certain I've never once seen a setup that would produce this number of chests and I'm mostly certain I've never seen a setup actually used that would produce an extra 6 chests.
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@Jargonator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977512#Comment_3977512
I think there might be a misunderstanding about what I'm asking for, and it feels like you're questioning my motives rather than engaging with the actual issue. I'm not looking for Vecna to get more value than other killers - I want Human Greed to work equally well across all killers.
Currently, when I play as other killers, Human Greed tracks the chests survivors actually use for items. When I play as Vecna, it only tracks regular chests that survivors mostly ignore in favor of my magical chests (which contain the anti-Vecna items they need). So the perk provides significantly less useful information when playing Vecna. And when I play as I survivor against Vecna, I always ignore the Normal chests.
I'm asking for consistency so the perk gives equally valuable information regardless of which killer I'm playing, not asking for special advantages.
I was responding to where you said the following:
… having Human Greed not work on his chests makes the perk practically useless on him.
My point in my response is that can't be true unless you think the perk is equally useless on every other killer since the perk scales with number of chests. It currently gives the same amount of information in a match with Vecna as it would in a match with Dredge, Bubba, or any other killer. To request it work on Vecna's special chests is to request it give MORE information in a Vecna match than it would with any other killer.
They didn't design or balance the perk to work with an additional 6 points of aura generation across every map or with the concept of chests that re-close themselves over time.
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@Jargonator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977450#Comment_3977450
Well, chests aren't really his ability… and having Human Greed not work on his chests makes the perk practically useless on him.
How is it useless on him but not other killers that don’t spawn bonus chests? The ask here sounds like you want Vecna to get more value from this perk compared to other killers, not the equal levels he currently gets.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976334#Comment_3976334
That's if the killer is using aura perks and Stratchmarks being the counterplay to vials is actually reasonable form of counterplay cause as they stand they don't.
If a killer isn't using aura perks then they certainly don't care if Fog Vials obscure auras, yes?
So far as scratch marks go, they're already there. Fog Vials are meant to be a counterplay to them, not the other way around.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976034#Comment_3976034
A line of sight blocker would still be very useful in many cases actually
You can’t break LOS if someone’s seeing your aura. To a lesser extent, the presence of scratch marks can make breaking LOS ineffective as well.
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@TheGoone said:
Fog vials either need to be limited or have there cooldown drastically increased.
They could also instead be changed to allow to see Stratchmarks, Auras and Audio.
If we're going back to the hide and seek aspect then we gotta change maps to have less loops and more hiding spots instead
If you could see scratchmarks, auras, and hear all audio in a fog cloud - what exactly is the point? Mild vision obscuring? It would be a meme item at best.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975954#Comment_3975954
and .. + something else I want to add: the problem is, as killer you simply don’t have the time to play hide-and-seek or engage in "stealth games—at least not against an efficient team. The game used to be slower overall, gens took longer, and survivors didn’t push the pace nearly as hard as they do now.Back then, killers still felt threatening. Today, most teams know your limits down to the pixel and will use that knowledge against you.
And there wasn’t MMR back then either—you constantly had mixed lobbies where you, as killer, had all the time in the world. But y ..
I feel your nostalgia. I kind of miss the old fog, the old grass, the old atmosphere too…
... but nowadays, if you lose someone against an efficient team, you’re just screwed. You can’t afford that anymore.
but..
The biggest and most significant difference compared to back then is this:
Back then, way more people were new. Even the “good” players from back in the day would be considered pretty bad by today’s standards — and there simply was no MMR.(Back then, as killer, you had so much time—time for everything (well, as long as there weren’t any old brand-new parts in play, of course).
So long as killers CAN kill as fast as they do now, gens need to be completable in that time frame or what's the point of queuing for survivor? (Especially in solo queue)
Slower gen completion could be re-introduced to the game for the price of larger maps, nerfed killer aura perks, nerfed killer map traversal, or other balance changes to make sure killers aren't just steamrolling the now further enfeebled survivors.
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Based on some of the language used in this thread, I'm getting the impression that when a killer player says 'interaction' they really mean 'chase I win'. The problem some seem to have with Fog Vials is that it lets survivors win a chase and get away. This is kind of the whole point of the item - why would anyone bring it otherwise? Would killers rather survivors just try their best to hide rather than get in chases with them in the first place? That feel more interactive to anyone?
I have honestly found more people in chase BECAUSE of them popping fog vials. They mostly either think they can just shift+w like I don't see them when i'm a couple meters away, max or they don't think I'm going to check the obvious locker because I didn't hear the usual sound. The only time someone has lost me is when they've already broken LOS and we're in an area where they could have potentially gone enough directions that I can't check them all before scratch marks exiting the cloud would have dimmed to nothing - the Slaughterhouse structure as one example I remember.
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Should killers get go next warnings if they don’t get a certain number of hooks? I mean, if we’re going to redefine ‘go next’ as ‘not successfully doing the things we think they should be successfully doing’ then that seems similar, yes?
Punishing or warning players who don’t do the things you programmatically think they should is just going to be an endless game of whack-a-mole with exceptions and edge cases.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972724#Comment_3972724
I didn't mean overpowered maps, I said overpowered medkits, and then the rest of the items listed because those are the only other items that franklin's benefits against. Franklin's doesn't do anything against toolboxes unless it's the first chase of the game. Because by the time you get to someone who has a toolbox later in the match, they've already used it unless they're running some built to last build which ay congrats I guess.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972726#Comment_3972726
If we're going to sit here and act like most of the time survivors are bringing in the weakest version of an item possible then we're being disingenuous and I will just stop the discussion with you.
Well the 'best' version of a med kit was never affected by Franklins because syringes and styptics don't care about charges so what rarity exactly ARE you complaining about?
All I personally ever bring to matches outside of event items during events are brown items because I don't play this game like a job enough to be showering in iridescent or purple items and addons. Most people don't.
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@Rapid99 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972695#Comment_3972695
I can use this same logic???
Do you think bringing in a broken item takes effort? Do you think it takes skill to do that?????? Like what, brother?
Are you calling a brown med kit with brown add-ons broken?
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The few times I've encountered them they haven't been too bad. The only times I've had them help lose a survivor I was chasing is when they already broke LOS with me before popping it, there was already a bit of distance between us, and we were in an area with lots of LOS breakers and multiple different directions they could have theoretically gone.
Otherwise you can still see them easily enough if you're already close before they pop them, and can often guess which direction they went based on the surrounding environment. You can also see scratch marks just outside the fog that can indicate where they went or if they dipped back in.
But yeah, sometimes it helps them win the chase - that's kind of the point of the item.
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Maybe they just didn't want killers to be able to completely negate the value of bringing an item for the low, low cost of a perk and a single M1 strike they were going to do anyway. People still have to go back for it if they want it back.
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@DeBecker said:
Killers complaining about anything these days is really astonishing. Its a total joke.
But popular streamers are saying killer is harder these days. Are you saying their opinion isn't the same as objective reality? Gasp!
/s
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972399#Comment_3972399
No item should be a hard counter to specific killer's power. We've removed every other interaction that counters killer powers.
There's a difference between knocking Wraith out of stealth, stunning Nurse, or erasing Hag's traps with a flashlight and simply being able to hide from a phased Spirit. It doesn't take away her ability to phase. It doesn't take away her ability to M1. It doesn't stun her.
It's up for a limited time, in a limited space that doubles as a beacon shouting 'hey, there's probably a survivor in here - come use your eyes and stab!'.
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This makes me a little dubious on even bothering to queue up as survivor if that's true. As a solo queue player I've seen my share of steam rolls and if I'm going to get some warning just because I've had a bad match then I just won't bother queuing unless I can get in as killer.
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My god, the hyperbole on this forum.
Survivors don't know what killer they're getting until after the game starts. If they do only start bringing Fog Vials then doesn't that solve the great Med Kit panic of 2025 all the killers were running around like panicked Muppets about, arms flailing in the air?
Spirit isn't dead unless you're telling me you are incapable of getting a down without being able to phase track survivors for 100% of a match's duration. If that's what you're saying then it sounds like a skill issue more than an issue with Fog Vials.
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Honestly I feel pretty much the same way as you OP. He's fun to play but can feel oppressive given how he can be pretty much everywhere at once unless you get an indoor map. I generally try and let survivors knock out a few gens before I start actually killing anyone but it's really hard to not accidentally get there way early with him. Bouncing between survivors is just too fast. It's also fun, which I suppose is the dilemma.
Every match is a battle of attrition for the Survivors but it doesn't necessarily feel that way as much it does in Ghoul matches. I can't really advise you on what to do as that's up to you but for me I just try and keep an eye on how many gens have popped and go break a few walls or pallets if it seems like I'm steamrolling them. Honestly I've went and stood in the corner a few times to give them some catch up/reset time but that is admittedly a little boring.
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I'm not a huge fan of werewolves but so long as it doesn't just look like literal wolf I guess I wouldn't hate it. Maybe something like American Werewolf in London. I think it would be funny after death if you could walk around unable to touch or interact with anything but still able to tbag at the killer. Lore accurate to the license.
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I think the term M1 Killer has become totally divorced from what it literally means.
For me, the first thing that comes to mind when I think 'M1 Killer' is a killer that has low map traversal which has absolutely nothing to do with any component of the name 'M1 Killer'. I'd never call Kaneki an M1 Killer even though he fits the literal verbiage of the label.
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I wouldn't say any perk is necessary but Kindred is extremely useful in solo queue. The survivor hud can help you make some educated guesses so far as what your teammates are doing but you can't really know.
If you see someone is progressing a gen and someone else doesn't have a status indicator then you might imagine they're going for the save. They might be. They also might be looking for a gen, hunting for a hex totem, hiding from a patrolling killer, admiring a piece of environmental art - really anything.
You could also assume if someone is in chase then it's safe to run over and try to save the hooked teammate but again that's an assumption. The killer could literally be chasing the person around the hook. You have no idea where they are or aren't based solely off the hud - you can only guess.
The hud is nice and all but without the auras that Kindred gives you all you can do is make educated guesses. (Which again - is totally fine, the game isn't broken without Kindred or anything. It just brings a bit more certainty which is what makes it so valuable.)
Personally I almost always run it. I like knowing that if someone is proxy camping me that I'm broadcasting their aura. (Plus the added certainty on whether I need to go for a save or if someone else has got it.)
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@Rudjohns said:
I already recommended for the "kobe" and hook progress bar to be separated, but people think letting survivors have 3 free attempts of 4% is too broken
Theres other way to balance it out, such as if you unhook yourself without the help of other perks you don't trigger your anti tunnel perks
Or even better, rework LUCK to affect killers as well. The bigger the luck in the trial the better the chances of less pallets spawning in the map, just an example.
At 4% I don't see Kobe-ing as something that needs offset by it speeding up hook state progress or some other hazard but if that's the complaint then down it to 2% without the hook state progress. Just let it be something fun that rarely works but maybe once in a ton of matches lets you pull off something crazy.
No matter how unsafe, pallets will always be more useful than a chance to unhook yourself so I don't think luck should benefit both sides. There are reports of survivors turning on each other over someone not bringing pie during the anniversary event - I doubt anyone reducing pallet resources would fare much better.
Generally any offering that helps both sides aside from bloodpoint gains are going to be DOA because why would you ever use it?
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@vol4r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969116#Comment_3969116
Long queues even make killers try harder, because why would they wait 10 minutes for a match if they are gonna lose?
Maybe killers should give it a gen and a first chase before deciding just how much they should sweat. It's what I do when I can tolerate queue times enough to finally get to play killer.
When playing survivor, I don't understand killers who steamroll me and my fellow solo queue teammates. Like - do the killer players in question miss sitting in queue so much that they need to get matches over with fast so they can get back to that sweet, sweet 'Looking for match' screen? Do they realize curb stomping survivors regardless of their apparent coordination is likely part of why killer queue times are so miserable?
Killers don't NEED to 4K when barely one generator is complete or risk loosing the match.
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968202#Comment_3968202
They objectively made clown worse, his old addons offer more value than before and for people who only use purple bottles the slow and addons have been made worse, idk what you are on but he is worse in all regard even and specially if you want to just use yellow bottles. Not only because his basekit got changed in a way that alienates clown players but also in a way that his addons got downgraded.
This is like saying I want to make springtrap players use the teleport more so we add 5 seconds to his undetectable but nerf everything about his axe and also nerf the addons related to the doors. I am genuinly baffled people do not see this as a net nerf, even the best of clown mains have explained these changes in detail and how they butcher the killer.
Did I say he was better? No. Did I say he was worse? No. In fact, I made absolutely zero statements about how strong clown is either before or after the changes. You're all arguing against a point I never made in the first place.
I was explaining the concept of why, when the goal is to get players to do something other than what they're already doing you can't just buff yellow bottles and expect them to suddenly care that they exist more than they did in the first place. End of statement.
If you want to argue numbers, then do that with someone who's arguing numbers. If you want to argue how 'strong' clown is, then do that with someone who's arguing how 'strong' clown is. I'm just explaining why blanket buffs or blanket nerfs aren't likely to encourage players to use a mix of both yellow and purple when they weren't using yellow in the first place.
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@RodanThrelos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966010#Comment_3966010
Buffing yellow would cause people to have to pick, since Clown only has so many throws before a reload. So if they actually buffed yellow without touching purple, people would use Yellow bottles more and therefore be using less Purple, by default.
It's pretty straightforward if you know the killer.
I don't mean why would anyone use yellow in general. I mean if a player felt playing with purple alone was fine before why would they suddenly think it's not fine if yellow gets a buff. What about their previous strat has changed?
I know there's only a certain number of charges per color before you need to reload but that's not changing. If they played around that before without using yellow then why would they feel like they need to include yellow now unless something changes to make just relying on purple not as effective as they previously felt it was?
Remember, they didn't say they wanted to buff or nerf clown - just that they wanted to encourage more people to use a mix of yellow and purple rather than just purple. Just buffing yellow doesn't do that.
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Shorter list of data points than @ChuckingWong but my matches over the past day reflect what I typically find when I play killer - most of the time getting a 3K or 4K is reasonably attainable. I don't typically go as hard as possible from the get go since I don't want to steamroll anyone. I'll usually give it a gen or see how the first chase goes before deciding how much sweat I need to match the opposition with.
I think that's maybe a little telling as to how I perceive the balance of killer vs. survivor. I usually feel like if survivors escape, it's because the killer either allowed it to happen (like that Lich match I was nice to the survivors because the first person I hit stopped and played me a song which I thought was kind of funny) or the killer made a mistake by giving them too much breathing room.
Every once in a while I'll get a very coordinated team that just rolls me by being grossly efficient and coordinated but that's literally once in a few days, if that. If the game were balanced to give me a chance in those matches then survivors would never escape UNLESS they were in those types of coordinated, SWF like (if not SWF) groups.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967578#Comment_3967578
Reading comprehension. You should try it.
The car loops are literally copy pasted every five feet. The ambulances are actually LESS strong than the normal car tiles because you can at least attempt to mind game them. The car tiles, the survivor can see over you the entire time.
No map should have three main buildings AND shack. It's absolutely preposterous. Both of the houses are as strong as many main buildings in other maps, plus you have the school which is arguably the strongest main in the game. AND you have shack. And almost every filler tile is strong, too.
EDIT: I can't think of any part of the map that is "weak." There is always an extremely strong structure within a single SB distance. And good luck getting hits at tiles where the survivor can literally see you the entire time.
No map should have three main buildings AND shack. It's absolutely preposterous.
Why? Do you feel like killers can't win on that map, that it takes too much effort compared to other maps to win, or something else?
I've noticed it does take a little more looking around, intentional gen pressure, and more attention to when dropping chase is the better play but it isn't impossible or super difficult to win compared to other maps. Play according to the map you're on and you'll do fine.
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Really? I like Badham. I dislike maps that feel like an open field with randomized generic, repeating wall segments just plopped down. Places like Badham and Haddenfield feel more intentionally created versus random number generated. Granted I feel like Haddenfield is a bit too open but at least it isn't a generic crushed metal or rock wall field.
They've nerfed pretty much ever other map to the ground when it comes to vaults, safe pallets, and survivor looping potential - would it kill anyone to let survivors have one map that isn't a gimmie to the killer?
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I wish I bothered to record my matches so unexpected surprise things like this could be shown off. I just had a match in Shelter Woods as a survivor - I spawned in and could literally see the killer off in the distance. Not their aura - just them, walking around. They didn't happen to notice me but seriously?
Between tiny maps, aura reads whenever my character so much as picks their nose, and open lines of sight with few if any jungle gyms or environmental fog to obscure anything, they're putting immense downward pressure on how short matches can be while still offering a reasonable possibility of escape.
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@ImWinston said:
- My experience: The fact that survivors are aware that they'll spawn together at the start of the game automatically leads them 80% of the time to want to split up as quickly as possible. Previously, when they spawned randomly, survivors tended to work on the first generator they found on the map (and therefore group up). Paradoxically, the latest update has made survivors think more carefully about which generator to work on. Basically now the survivors have started to think like competitive DBD players do (only from this point of view)
I can attest to that for a bit of personal anecdotal evidence. Since I know the killer is supposed to spawn opposite us on the map I rarely go for the closest gen anymore since I know they’ll likely be heading straight for it.
Usually anymore I try and slip by the killer and start a gen around where I imagine they spawned or start a central gen depending on what I think I can get away with.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966061#Comment_3966061
Frankly, I'm not too concerned about people with hour long penalties not being in queue. I would much rather my teammates actually try to play the game.
The problem is they now have a strong incentive to make you be down a player versus at least having a bot.
There is no real solution to giving up - the most you CAN do is try and mitigate it. Bots aren't perfect, but they're something more than an empty team slot.
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Think about the change logically. If people found using only the pink bottle to be effective enough most of the time, how would only buffing the yellow make them suddenly care about using both? Literally nothing would have changed about the method they were using before to win so why would they bother trying the yellow?
In regards to tier based arguments:
Why did he need a buff? Was it because he was low on some streamer's arbitrary, opinion based tier list?
So long as there are killers who can teleport or dash, lower mobility killers will be placed lower on a list of comparative power levels. That doesn't make them ineffective, just comparatively less effective - and that's assuming their placement is backed by actual data and not just someone's opinion. The only way to compensate would be to give them map traversal powers too or just make them so ridiculously overpowered that they don't need it.
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Personally I'd like an update that guaranteed the door panels on doors that are near generators are visible from the generator.
People argue that his door teleport + undetectable status are fine because you can watch the panel - ok, so let me watch the panel, don't hide it behind a tiny segment of wall or face it away from me.
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I'm an item hoarder so I rarely use anything higher than brown. After 20 levels on Feng (the highest survivor I've leveled), grabbing iris where I see them, and never using them I only have 44.
