Malkhrim
Malkhrim
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- Malkhrim
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933307#Comment_3933307
TL;DR: when you realise someone is going next you get so emotional that you keep them hostage in that match, ignore them till they pop all the gens and then kill them in the endgame. Could have just said that instead of making all these fictional scenarios up.
Also who said that it didn't bother me? You apparently don't even know how to read. It does bother me since it's the worst patch since the meta shake up one that made the game killer sided. Still won't force me to play the matches that I don't want to so it doesn't address the supposed issues that it's meant to resolve.
It's funny that out of nowhere you started to say that I "get so emotional" while you are the one who suddenly started making it personal here and throwing insulting comments and assumptions about me. You know, that's the kind of attitude that usually makes someone come off as either angry or desperate, specially when talking about a videogame.
And a killer not killing you immediatly is not "holding you hostage", you can leave the match any time you want with the "leave match" button and is still allowed to play normally beside that. No one has to allow you to give up just because you want to give up. If anything, that prevents one survivor from immediatly ruining the match for all the others. Ragequitters are not the victims here. And again, that very NORMAL in online games: if you want to ragequit, take the penalty.
And where did I ever say you claimed to not be bothered? It's funny that you insulted me again saying I "don't even know how to read" (you're resorting a lot to that on the discussion, aren't you?) when you're the one who can't realize the point that I'm making. My point is that if the update didn't really make any difference against ragequitters like a lot of people here are trying to argue, then ragequitters like you wouldn't be bothered by it. And yet, here you are complaining. More proof that it is a good change that will make a difference.
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@RJoyYourJoy19 said:
Malkhrim, you responding to every single comment in this thread is disturbing, to say the least. You only playing one role is not my problem. Anyone who is even half competent at playing survivor knows that there's absolutely no point in staying in a match where your teammates are straight up refusing to do gens, but of course you're not bothered by that since you only play killer and you LOVE the opportunity to hold people hostage in miserable matches so you can get a power trip out of it. You're foaming at the mouth at the thought of making survivors suffer in matches with you so you can feel like you stomped them, but guess what? The person who wanted to go next still won't participate in the match and will find a way to not play it so don't get too excited. You're still not gonna get a real 4v1 match, the only difference is that now instead of them killing themselves on the hook they'll stand AFK or let you pick them off a g
"you responding to every single comment in this thread is disturbing, to say the least".
That sounds like something a bit silly to be disturbed at, but do go on…
"You only playing one role is not my problem".
You assume too much. I play both roles and I was playing a few survivor matches just now. You can check other posts I've made in the past if you wish, I literally defended Skull Merchant's nerfs because she was insufferable to play against and too easy to win as. I'm saying this change is good because when I play SURVIVOR the worst thing that happens, that ruins the fun all the time, are other survivors giving up and ruining every chance of winning. The single worst thing, even worse than camping or tunneling, because you usually don't even get a chance from preventing it.
All the rest you said was just pointless assumptions about me with some disrespect and personal attacks added so I won't bother with most of it. But I will just point 3 little things:
- Survivors who like to go next (like you admit you are…) are not the poor victims you are trying to paint them as, they are griefers ruining the matches of other survivors on purpose. No amount of drama is going to change that.
- I've literally seen survivors who had tried to give up start working on gens and towards the objective after the killer ignored them for long enough, to the point all the gens were done and they even tried to escape in the end. Trolling a match takes more time and effort than just pressing M1 on hook, beside being a bannable offense, so most people will either stay on the match or press the leave button and take the penalty… just like killers do on the same scenario.
- Again, if this change didn't bother you, you wouldn't come here to complain about it. That just reinforces it is a good change that does make a difference.
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@SkinnyWoman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933229#Comment_3933229
Are you slow (rhetorical, I already know the answer)? They now have a 100% chance of reaching second stage rather than a 4% chance of getting off the hook.
Imagine saying this and still acting as if you you had made a point. Before, you would still get to second stage 96% of times, but would ALSO get 20 seconds less on the second stage timer, being left with only 50 seconds, which means the camping killer would also gain 20 seconds if they camped you to death. That's literally the same value of the buff hook timers received recently to nerf camping. Only 4% of times that last second escape atempt would result on an unhook.
Now, with this change, survivors will get 70 seconds on second stage 100% of times. More time for all the others to rescue, and the killer will need to camp for 20 seconds longer to get the kill. If it is better than what would happen 19 out of 20 times before, than it's obectively a buff for survivors, simple as that.
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@camping_site said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933229#Comment_3933229
Gamble even small chance and turning the tide is the most fun part of this game. Taking away agency from survivor role is just not worth the trade for avoiding “go next”.
There are numerous other examples such as EGC, where Kobe is valid.
Having a choice between stabbing yourself or waiting is not agency, so no significant "agency" is being lost with this update. If self-hunhook atempts counted that much as agency, people wouldn't complain about camping removing player agency.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933236#Comment_3933236
Ah yes, let me wait for 15 minutes to get back into the match cause the killer is making it miserable or because my teammates are refusing to do the objective. No thanks. If you or BHVR think you can force someone to play a match they don't wanna play you got another thing coming. Feel free to pick me off a gen that I'll be getting on in your face to get out of the match without the penalty.
15 minutes? LOL
The first penalty is less than a minute, the second one is only 5 minutes. If you have to wait for 15 minutes, it just shows you are leaving way too often, but it's good that you admit you want to go next just because your teammates aren't playing that well, just goes to show that some people complaining about the Go Next Prevention here are people who love to abuse going next, part of the reason why the prevention is needed. And if the change really made no difference, it wouldn't bother you so much to come here and say this.
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@CrypticGirl said:
This may be the patch that makes me quit DBD for good. Being stuck in a match with players who want to leave but can't is really going to suck the fun out of matches.
"But griefing is bannable."
Sure, but if BHVR is busy processing all of these reports on griefing, they'll never get around to fixing the other issues. You know, the ones that cause Survivors to give up in the first place.
I'm pretty sure the people who review reports and tickets are not the same who make balance and QoL changes for the game. That will make no difference for how long it takes to fix issues within the game.
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@RJoyYourJoy19 said:
So, survivors will now be forced to play out miserable matches. Anyone who plays survivor more than one match a week knows that you're wasting your time in plenty of the matches. What's the point of a Solo Q squad (or even a SWF lmao) staying in a match on Haddonfield against a Blight with 4 regression perks? Lol. What's the point of staying in matches where you put up a 1-2 minute long chase in the beginning with 0 gen progress and then see that your teammates are crouching behind rocks when you get put on the hook?
The spawn logic will massively increase the kill rates which is the last thing this game needs. The whole point of the game is that killers have a weak early game and then get stronger and stronger the more the match progresses. The less pallets are left on the map, the more people you have to unhook and heal, the less gens there are to patrol, and the less hook states the survivors have left the weaker the survivors get. This is why Corrupt and Lethal are meta, a killer starting off the match strong can basically guarantee a win and the only way the survivors can make a comeback is for someone to put up an insane chase, but that also requires the killer to make a huge mistake of committing to that chase. Survivors spawning all on top of each other is a massive nerf to their early game which is when they are at their strongest.
Vecna is already insanely strong, a good Vecna can guarantee a hit pretty damn fast on every tile. So msny tiles are straight up unusable against him as well thanks to FotD and now he's getting additional buffs lol.
Map offerings also further nerf survivors tho to be fair it's not a massive issue after what they've done with maps. Eyrie has been nerfed and now the realm has a massively killer sided variation as well. Badham only got to keep its weakest variation. Game is super killer dependent and considering you have no clue who you're going against you risk sending yourself to Gideo against a killer who excells on it. Garden of Joy is still strong, but comes with the risk of sending you to the one of the most killer sided maps in the game. Azarov and Macmillan also have variations that are horrible for survivors. I don't like this change, but with what they've done to all the maps now I suppose it's not a big deal.
It's hilarious how many things the killers have gotten with these QoL changes in the same game where the kill rates are above 60% and killers can go on massive win streaks, while all survivors have gotten for now is the abandon feature lmao.
I was a survivor main for a really long time, but at this point you really have to love suffering to not switch to being a killer main.
No one is forcing you to keep playing a match. Can't stand playing it? Leave it and take a penalty. You just can't bypass the penalty anymore and that's good. That's pretty common on online games, BTW.
If the penalty got too high that leaving a match is not worth anymore, then that's on you for going next too often.
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@MaddieMage said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932566#Comment_3932566
If one 4 percent totally screws the killer out of decisively winning a match then you weren’t decisively winning to begin with. I’ve 4 percented many times and we still all died. But sometimes we make a comeback. Thats how the game goes. A 4 percent means a chance at 4 percent out of 100. You shouldn’t be getting screwed that badly with a chance that limited.
Also going for full 4 man slugs is part of the problem of this game anyways that they’re about to address. Sounds like you just don’t like any tiny thing that prevents you from going full 4K with your chosen playstyle and that’s a you issue. You chose to play that way.
And your comments just confirms what I'm saying: even when 4% works, it doesn't allow for a comeback, it only stalls a losing match for a little longer and wastes everyone's time.
So it's a good thing it's being removed. Something that ruins matches everyday for rarely ever making any difference in the survivor's favor is not something worth keeping.
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@camping_site said:
Going next is annoying but the "remedy" brings many side-effects that are worse than the problem itself.
- It slightly buffs proxy-camping - not even 4% shortly before second phase
- It completely obliterates any chance in 3v1 where one is on hook, second is slugged, but third is in chase
- Allowing mori in 2v1, where one is hooked completely disables sneaky Unbreakable plays and the survivor can't unhook himself if on first hook.
There might be more situations, where it is completely valid to "Kobe". I really hope BHVR take a BIG second look at these changes.
- I find it funny how people love to bring up camping as an excuse even when SURVIVORS are the ones being buffed. No, this change doesn't "slightly buffs proxy-camping", it NERFS proxy-camping by making sure the survivor on hook won't speed up their on death by atempting an escape that has a 96% chance of penalizing them. Almost every time a survivor was about to go second stage, they would try to 4%, fail and take a massive penalty on the second one, so the others would have less time for a rescue and the killer would need to waste way less time near the hook to get the person killed. Now, it will be gone and survivors will get the full extent of each hook stages to get a rescue. Camping will take longer and become riskier. This is good.
- This is situational as it also requires the hooked survivor to be on first hook still, and most of the time, 4% would do nothing in this situation anyway. It is EXTREMELY rare for the 4% mechanic to actually change the outcome of a match, because even the situations when a survivor may want to use it without trying to go next are rare, and even when they happen, it only penalizes them further most of the time.
- If the killer didn't mori, they would just pick the survivor up. The mori here does nothing in most situations. Also, come on, the mori will only do something when the survivor is on SECOND hook.
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@Rudjohns said:
"Go next prevention" is a massive buff for killers, again….
Quite the opposite, it's a buff for SURVIVORS, specially solo survivors. How the hell preventing a single survivor from ruining the match for all the other three is a buff for killers?
This change means that, as a solo survivor, you won't have your chances of victory completely destroyed everyday by a single teammate who decided to give up on the first or second hook. It also means that, if the killer camps and a survivor goes to second stage, survivors will have more time to organize for a rescue, because people had a terrible habit of trying to 4% on the last second of the first hook stage everytime, which removed a third of the time of the SECOND stage instead and helped the killer.
@Rudjohns said:
It was so easy to implement the true go next prevention
Leave the hook timer separated from the "kobe" timer. Each survivor has 3 chances to self unhook without changing anything on the hook timer
During 2nd phase, just remove skill checks. If the survivor is on hook and the gates are opened or there are 2 survivors left, they can press a button to instantly dieThat would literally give every survivor 3 atempts to escape every first hook for FREE. Bad idea. Much better to just remove the 4% mechanic completely.
@Rudjohns said:
Now that survivors can't die on hook on purpose
They will never touch a gen, they will run the entire map looking for chests to unlock and totems to cleanse, they will hide in lockers in front of the killer to die faster 😍 And the other players will be wasting their time in a match thats almost impossible to win but they don't know it
In all seriousness, that issue needed to be addressed, but this "go next" mechanic was not it
You realize all the stuff you are suggesting they would do would actually waste a lot of THEIR time too, right? Going next is common because the game has a free option to give up on hook and leave the match quickly while avoiding the penalty. What you are suggesting they will do would literally take MORE time than the penalty, so it's far more likely that people who wants to go next will just DC and take the penalty, so it's already a great step on reducing the "go next epidemic", because they won't have an easy way of doing it anymore. And if they start refusing to participate in normal gameplay, that's considered a bannable offense, while giving up on hook wasn't.
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@lencie29 said:
What about the times you're on hook and no one comes to save you. On multiple occasions, I've run kindred, and my lovely teammates have let me go to second phase. Trying to 4% was the only way you had a chance of getting off hook.
Most of the time you would just die even faster, anyway. And if people were just taking long to rescue you, trying to 4% would just make sure they couldn't save your first hook stage or, if you tried only on the last second, it would take a lot of time from the second stage and make sure the survivors would just not arrive in time. In other words, the 4% mechanic only made your situation worse on that scenario.
But if you're so much bothered by this, just play with deliverance and you won't even need to risk a hook stage penalty.
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@sleepy_knight said:
The 4% has given so many great moments. Would it be possible to not remove the attemps but instead if they fail just remove the timer reduction? That "punishment" is the reason why people can leave early in the first place.
"So many great moments"? How many, really? Because I could count on my fingers how often I've seen it be so "great" while playing, and I have over 5.7K hours in this game. Meanwhile, I see it being used to go next and ruin matches every day I play. It's just not worth keeping.
Removing the penalty but not the atempts would literally mean every survivor got 3 free chances of atempting to escape a hook without needing a rescue, everytime. If someone really wants to self-unhook, just bring a perk for it.
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@MaddieMage said:
So I’m ALL about the go next prevention. But restricting 4 percent changes to only being allowed with perks or luck offerings removes all those times when someone was able to 4 percent when the match was nearly lost and made it so the survivors were able to reset and stage a comeback. This is basically saying once you’re on hook you’re just there and until a teammate can get to you, IF they can, since slugging everyone out is the new meta.
Four man slugging is still a huge issue in this game so now when killers go for full slugs which tends to happen when there’s 1-2 gens left, the chance to 4 percent and make a comeback is gone unless we waste a perk slot.
I don’t mind using perk spots for certain kinds of gameplay but equipping a perk for the “chance” at a 4 percent and not a guaranteed 4 percent is a waste imo. So now everyone has to equip deliverance and hope that they’re not the first person hooked so they can get that save and get value from their perk?
Honestly this was my fear with go next prevention: That is was going to unfairly penalize genuine players just to punish the bad ones. And this does penalize genuine players and takes away their last ditch effort to get an escape and that happens quite a bit in my matches.
Also the mori update is going to penalize survivors who run unbreakable. If the killer can just simply hook and go right back for the instant mori, that takes away their chance for the survivor to use unbreakable/soul guard to pick themselves up while the person on hook is still struggling to buy them time. Whose idea was this? Lots of gamers are running anti slug builds lately to counter the slugging meta that the devs encouraged even more with the finisher mori, and now you guys are making it easier to cancel out any ability to counter a slug and try to make a comeback.
The chance for a 4% allowing for a comeback was already really freaking small anyway. If the killer played right, it was actually ZERO, because to secure it you can just wait for any survivor on first stage to reach struggle phase before hooking someone else. The huge majority of the time, the 4% mechanic's only use was allowing for players to give up on hook and ruin the match for all the other survivors, you could see that happen a hundred times before it saved a survivor a single time. Even when the self-unhook did happen, most of the time it only stalled a losing game for a little bit longer and the escaped survivor died anyway.
Let's not forget, any sort of "penalty" this may be giving the survivors isn't even compared to the BUFF being given to survivors. This means players killing themselves on first hook and ruining the match really early won't be that common anymore, and it also means more time for survivors to rescue someone from second stage during camping, because survivors have that bad habit of trying to 4% on the last second of the first stage, which takes a huge lot of time from second stage and makes the job of rescuing them harder, while also giving the killer MORE TIME, since they'll waste less time by camping someone to death.
Also, the mori makes no difference in most situations, because in the same situation the killer would just pick the person up. The ONLY situation where there would be any difference would be the killer waiting for DS and the person getting up with soul-guard, so not getting downed immediatly… but what are even the odds this exact scenario happens during a 4-man slug in less than a minute after a person with Soul Guard got unhooked?
And finally, today people are using the abandon button on the moment a 4-man slug happens, so a 4% or an unbreakable/soul guard use would only stall a losing match for that one survivor and they would still end up dead.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931248#Comment_3931248
I haven't played him myself yet but yeah not surprising
I hope it's just a bug and not intended behaviour because it's very unfair sometimes. Say what you want about Legion's free hit, at least he has to actually get to you and hit you.
Exactly, and Legion spends more time to do it, beside having a few ways to counter: stay away from other survivors to avoid chain-hits, make sure you are far away as possible after they start the frenzy or hit another survivor, sprint burst away, get a well-timed stun, hug a loop to make them waste their final seconds of frenzy, or even make the Legion miss via either 360 or sprint-bursting away in the last second. Plus, if the Legion misses, they lose their power and stun themselves.
None of that can be done against the Ghoul's injure ability. He can just calmy hover his mouse over the survivor, see when the red open mouth icon appears and automatically injure them. Distance is covered instantly, it can't be dodged at all, there's a HUGE space he can aim at with no fear of barely missing it, it goes through certain objects, and even if somehow he aims at a point without ANYTHING to aim at, his power doesn't end like the Legion's does.
Plus, there's the fact that Legion's power is almost useless against an Injured survivor, while the Ghoul still has insane mobility that allows him to cover huge distances instantly and land behind the survivor way before they can get close to a pallet. If the Legion tries a similar thing, it still takes long enough so the survivor can reach a pallet or a window either before the frenzy ends or after it is cancelled.
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@Brokenbones said:
To sort of weigh in with my own opinions here, I think it is fine to have some grievances with Ghoul's power to some degree. Personally I take issue with how generous the first hit is. Not that it's a free hit but that sometimes the 'way' it hits you just seems ridiculously unfair from the survivors POV. One time I was crouched behind a generator and somehow they still got me with it.
However, what I also want to say is sometimes these downs happen because of misplays earlier in the match that might be completely out of your control. In the saloon clip, yeah he downed you before you could make it anywhere but a lot of killers would get a down there too because the area was a deadzone with both shack and the other close pallet being gone.
This isn't meant to be a dismissive 'lol skill issue' reply since I think it's fair to critique Ghoul's power, but sometimes just because of how a match played out downs like this happen and I wouldn't chalk it completely up to the Killer's power.
I've played the Ghoul a lot and I don't think the hits look right from his POV either. You can injure survivors through certain obects, through windows even after they have started backing away from it, and even when they have already started to fall from a great height. You can get them with the tentacle by aiming on spaces outside their models. So yeah, I do think his free hits are a problem.
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@thrive2survive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929062#Comment_3929062
I just think it's bad for new people. New players are just supposed to know that they are ruining the self unhook by being close even if the Killer is there. A lot of this stuff is very poorly implemented..
Lots of things in this game require knowledge to not mess up without realizing. That's why I think the game manual and tutorials should be updated. A problem this game always had is that the things the game itself tells you before your first match are very basic and leave out lots of information that are needed to at least play decently, and new players end up having to learn that by playing and failing a lot and watching guides from content creators.
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@thrive2survive said:
Kind of like the Survivor bar for anti-camp doesn't move if another Survivor is by. They should both move regardless.. Bad design.
The anti-camp bar would be abusable if it moved when another survivor was close, because anyone could just loop the killer around the hook and give the survivor anti-camp for free, allowing them to free themselves while also occupying the killer. The problem with the bar is not that, is that it fills way too slowly unless the killer is insanely close. There are certain distances a killer can stay that can still be considered facecamping but don't allow the bar to fill fast enough before a hook state is over.
On the other hand, the cage should move like it did before. It doesn't release the survivor, just moves them so someone else can rescue, and it was pretty effectve in making sure camping wasn't so significant in 2v8 like it is in normal mode.
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I can't even start a 2v8 game. At least not as killer. I join the queue but disconect before I find a game. How fun…
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/443776/how-would-you-change-the-dredge
the only buff he needs is to add more lockers to maps
This.
The biggest problem with Dredge is that when its chapter got released, the number of lockers in many if not all maps was increased. But then, in every single map release and update after that, the devs never considered his power again when making the locker distribution. Everytime a new map releases, it has less than the ideal number of lockers for Dredge, and every time a map is reworked, it has LESS lockers than before.Hell, if the number of lockers in maps was so important for Dredge that they had to increase it when the killer released, then they should always make sure that number remains consistent in new maps, instead of indirectly nerf Dredge on every patch that envolves a map.
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@Shroompy said:
As time goes on I am getting increasingly frustrated with this patch. Quests and the color changes are obviously done for the (most likely) large influx of players that are gonna be coming with the release of FNaF, but with how buggy this patch is with a large chunk of killers having severe game breaking bugs (or even some small minor ones that still havent been fixed for months or even years) after we got a delay in content just a few months ago to address issues like this.
As for the 2 main changes though, we'll start with Quests/Rift. On paper its not a terrible idea, but the rewards you get from them and the rate at which you complete the rift is terrible. Not to mention the name it self just doesnt fit DbD's theme at all. The rift it self on release was already a bit controversial back in 2019, but I can GUARANTEE you it would of been even more controversial if it was just called "the battle pass" because guess what, thats literally all it is at its core. Quests could of easily had the name Rituals, and it wouldnt take long for 10 year old Timmy to realize that "Daily Rituals" are just like his dailies in Fortnite. The Entity aint sending Jake Park on a quest god dammit.
The few changes to the rift it self also blows. Why change that UI at all? Why the gloobersnatch would you switch the free and premium tracks places? Why is it so darn small? That screen has the exact same functionality, but now with a worst UI.
Then the rarities... Why change these? Literally why? Adds on and offerings could of easily stayed as Common/Uncommon/Rare/Very Rare/Ultra Rare. Simple, hell its even very familiar terms. But now we just have Visceral and like yeah it sounds cool... but thats about it.. Ultra Rare was completely fine! (Cosmetic raritys are fine for the most part imo)
Then the colors...not only are they an accessibility nightmare but even as some one who isnt colorblind I always have to shoot a second glance at what item and add ons I have since they're all so similar now.
We've had these things for YEARS and nobody was complaining about them, literally no one. Yet here we are, and now FNaF fans are gonna join not only to a buggy mess but also a community that isn't quite happy with the game.
ok rant time over
I agree with everything, 100%, specially the part about quests being called rituals. "The Entity aint sending Jake Park on a quest god dammit" made me chuckle a little bit, but yeah, I always loved how DbD daily missions/quests were called "daily rituals", how much even that was on theme for the game, and now it's gone as if it would make any difference for new players to understand the game.
Maybe they are doing this in an atempt to keep the new player that come in this time, instead of losing all of them in about a year like happened before. But guess what, new players don't stop playing because they can't understand stuff like "Daily Rituals", rarity colors or a battle pass that has the free stuff above and premium below instead of the opposite. They leave because the new player experience in the gameplay is horrendous, stressful, and they'll have to grind a lot to unlock the perks that people use to have better chances of winning or at least making the game less rushed/stressful for them.
Instead of changing the UI, entire challenge system and rarity colors, they could make the tutorial more informative on how you're supposed to loop as a survivor or mindgame and apply pressure as a killer, and make more strong perks free instead of locked behind specific character prestiges.
Or… you know… they could focus more of this effort in making that MMR update they just mentioned on the Anniversary Stream as soon as possible, so new players won't have to face experienced players too soon due to flaws on the matchmaking system.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924807#Comment_3924807
I'm gonna preface this by saying I'm 100% down for a Supernatural chapter, but damn if I wasn't getting FNAF/Hellraiser flashbacks last night after the stream. The roadmap literally spelling out "the ones who live" (a literal Walking Dead show featuring two of the main stars, who also joined Fortnite not long ago) and yet SPN fans were insisting the survivor chapter has to be Supernatural. It's gonna be like this until the chapter reveal lol
I saw some people commenting about Supernatural by the end of the stream, but are they still at that? 😂 This is funny because, okay, maybe at the time it COULD be interpreted as Supernatural, because people hadn't realized the clues at the worldmap and people were looking for something at anything the devs had said during the stream, and they naturally said "supernatural" a couple of times because, yeah, there are a lot of supernatural stuff in DbD... but come on, to keep saying that AFTER the actual clues were found? The letters literally formed the name of the newest TWD show! That indeed gives Hellraiser/FNAF flashbacks, lol.
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I actually believe that, regardless of how many nerfs he gets, he will always be frustrating to play against while his grab attack works like it does today. It's not just about how strong he is, it's about how much counterplay he has X how much skill it takes. And that grab has no counterplay in most situations while taking little to no skill or precision.
Seriously, he would already be strong if had only mobility without his grab attack, but the way his grab works is probably the most obvious "easy to do with no-counterplay" killer ability I've ever seen. He just need to pull himself at any object once for mobility, than patiently hover his cursor at a survivor and click: you did it, free injury! And even if the target is already injured, it takes deep wound for free, which means time wasted if he leaves you or no dead hard if he chases you, and he also easily unlocks his enraged mode! It's similar to Legion's injury ability, except that one takes way longer to perform (as they need to run after you, doesn't cover the distance instantly), can be countered with the right distance or perks, they still have to aim the swing normally, and they are punished on a miss! The Ghoul doesn't have any of that. He just aims from afar, clicks, and the effects instantly occurs. The survivor is not able to dodge or gain time before it occurs, it just happens.
The only way of avoiding to get injured by a Ghoul is to either stay behind an object, a window or a downed pallet AFTER his first leap (because he uses the first leap to get in position and have line of sight of you anyway). But that falls to some stuff out of the control of the survivor:
- Being able to do this or not depends entirely on wheter or not there are objects close enough to do this before the Ghoul dashes twice. On maps with a lot of clutter it's one thing, but on clean corridors or open spaces it is just impossible, you won't have an object close enough to protect yourself and literally NOTHING else can be done.
- This also means you need to pre-drop a lot of pallets, hence why he got that cooldown nerf. You often can't wait for him to use his power to drop the pallet, because if you try to save time and resources by letting the pallet up and keep running, you may not get a second chance to drop it, he can catch you mid-loop or from afar with ease. That means you need to spend the resources on the map really fast just in order to avoid getting injured, and once they are spent, he is an insanely fast killer who can automatically injure you and close distances with ridiculous ease.
- Even if there IS an object between the two of you, you need to stay on running on a direction that keeps the object between you two until his power is over, and it lasts way longer than Blight's or Wesker's, he can wait WAY more than them before making a second leap. If a survivor completely changes their pathing just to have a chance at not being injured, they are often forced to outposition themselves and run in a bad direction for them, to the point the ghoul can just pull himself towards the object, land near the survivor and simply give them a basic attack with his normal 115% speed.
In other words, you only have an actual counter if you're in an indoor map and can get behind entire walls and keep running, and even those have areas he will still injure you no matter what.
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@dbd900bach said:
I think there is a GIANT misconception here. This was a PAX East panel, not THE anniversary live stream. While it was certainly within the spirit of celebrating and showing off a little, they obviously didn't have as much time as they wanted to even properly get through everything. Think of it like a teaser.
They did say they were live streaming again before the chapter released, or at least the PTB. They'll have all the time wanted and needed to explain everything without restriction.
Well, if that was not THE anniversary live stream, then they shouldn't have called it "Year 9 Anniversary Broadcast" on youtube, and even given it the same kind of thumbnail they only give to anniversary streams, with the anniversary event art, the year number and all. It was pretty much announced like an anniversary stream like any other.
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Yes they are, and anyone who says they aren't is straight up denying reality at this point. Either that or not remembering how worse things used to be, because their way of interacting with the community and responding to feedback improved A LOT over the years.
In DbD's early years, the devs would often ignore many player complaints, being asked about the same things by many players for years, and always repeating they had no plans to change it, sometimes even making dismissive remarks about it. One comment particularly dismissive even led to an outcry that resulted in an apology.
They would also respond differently to each side. Killer nerfs always came way faster then survivor nerfs or killer buffs, even when there were lots of requests about it. That probably happened because there were way more survivor players than killer players and the volume of complaints was always bigger on one side, but it happened nonetheless. Today they don't let this happen anymore and are constantly listening to feedback from both sides and releasing updates with good changes for both sides, to the point it doesn't even make sense to call them one-sided anymore. That's a noticeable improvement.
Oh, but don't think that means it was all good for survivors back then! Some stuff requested by survivors would still go many years without answer, and the devs were less careful on wheter or not killer powers could be useful for camping back then. Those anti-camp drawbacks the Artist and the Dredge weren't a thing back then, and Bubba was originally released as one of the weakest killers in the game but also as an absolutely uncounterable facecamper, even a better camper than he is today, because base-kit endurance and the anti-facecamp mechanic didn't exist.
But with time, the devs learned and improved a lot. On the latest years they've been listening to both killer and survivor players and implementing a lot of stuff both sides have been requesting. The overhaul they made to many perks, the changes to survivor UI that gave more info to solo players, the nerfs to strong stuff both sides had (like killers that were too strong, med-kits for survivors and some of their strongest perks as well), THE NEW GAME MODES and the now-occuring QoL changes are all part of that. Not to mention the stuff that got changed before release: remember how awful was the original idea for a finisher mori? Remember how much they changed before they presented a second version of it, and even then how they made a few extra changes before it got implemented, like keeping ebony and ivory mori as they were? That happened because they listen to players. Do they still make mistakes? YES, and I've been criticizing some of their decisions myself, they are human afterall. But saying they aren't doing better now then before is simply not true, it's denying how much good stuff they've done recently and how far more they do now in comparison to before.
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I'm going to be honest, FNAF fans on the DbD community were so annoying on the past 5 years that just because of that I had hoped they were never going to get what they wanted. Remember when they kept insisting Springtrap was going to be released all the way back in 2021, even though all the clues and teasers left by the devs pointed to Hellraiser, which FNAF fans kept saying were all "red herrings" (They kept saying letters forming the word HELLRAISER were a red herring, ff sake…)? Remember how much they complained when Pinhead got confirmed, even though it was obvious? Remember how they kept complaining about any other licensed chapter on the following years because it wasn't FNAF, even those that came with way bigger horror icons, like Chucky? It's incorrect to say FNAF fans are "children", but that repetitive behavior was childish, to say the least.
But leaving that aside and trying to be more rational about it, I think this license will be good for DbD. It's a popular franchise that can bring a bunch of new players, afterall. I still have one problem with it, related to certain donations the creator of the IP likes to make, but that's a whole other discussion…
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The hell? Did Springtrap "eat" Maurice just like Dredge? I don't think he can do that…
Unless…
More Maurice lore incomming?
SAKU AS AN UPCOMING SURVIVOR OR KILLER?
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Well, there is a reason why the cooldown is so low: the dog takes inconsistent amounts of time to return to the Houndmaster, sometimes a LONG time, and the power only recharges once the dog is back. When she was first released, you had to wait for the dog to return and THEN for the whole cooldown to be able to use the killer power again, it was awful.
I think the ideal solution would be a longer cooldown, but one that starts recharging one the dog starts returning to you, not once he finally joins you. If it finishes recharging before the dog catches up to you, then it immediatly becomes available when you're reunited. This way, it would be more consistent.
But I must say, I think the Houndmaster's actual biggest problem are the bugs. And reading in this thread that she has MORE bugs now… 💀. Oh boy, she really is the new Twins, isn't she?
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Now, about Kaneki, I think the devs are going for a similar approach as they went for the Skull Merchant. Back in the old days, they used to nerf killer stuff too much and way too soon, the most infamous case being what happened to the first version of Freddy (he was already weak and got a really hard nerf in the first patch after his release just because low-rank survivors where complaining online). They would sometimes take a killer perk that seemed a little too strong and nerf every aspect of it instead of just making small tweaks. With time, they learned to be more cautious and not make huge nerfs immediatly, which is good, but sometimes they exaggerate on the caution and end up taking too long to nerf something. The Skull Merchant was the worst case of that because she had clearly an insanely problematic design, but the devs were always trying to be cautious and make small reworks on her power instead of making a big change that made her cease to be such a problem for once, which ended up being the huge nerf she received recently. But that nerf STILL sparked a lot of controversy, since it put her in a really weak spot until she gets her full rework. The controversies that massive nerfs start are probably one of the reasons they try so much to avoid doing it.
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"Getting killer instinct without warning survivors they are being revealed"? Wesker literally only gets killer instinct when a survivor chooses to do a very specific action, so survivors ALWAYS know when they are being revealed by killer instinct, unless they are new to the game and don't know how Wesker works yet. But NO form of killer instinct tells survivors directly they are being revealed, they are supposed to figure out they are when something that can reveal them happen, like hearing Legion's TR music after a survivor suffered a deep wound or walking near a Demogorgon portal. And if a survivor hides in a locker near a Demogorgon portal and doesn't realize it, that's on them.
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@Spirit_IsTheBest said:
I don't see the problem with making perk filters that can revert it to the old version, or to the new ones, no one should have to deal with these types of changes by force as it can cause a lot of confusion.
Seems to me like a problem of similar nature of the one caused by the new customization tab (which for some reason they never changed again, even after the complaints in the forums). The devs said they would allow players to mix and match cosmetic pieces in the store. They did it, but then they suddenly changed the lobby character customization tab, which had no problems whatsoever, to look like the one in the store. Before, we had a simple tab that displayed all your equipped cosmetic pieces at once, and was easily accessible right above the loadouts tab. Suddenly it got replaced with customization tab we have today, which is worse in EVERY way:
Now we need to navigate a bit more to access it, going into the character-selection section and then clicking the customization tab that became part of it, instead of being able to access it in a single click like before. Then, instead of seeing all of our cosmetics at once, we have to keep changing between separate tabs to see each cosmetic piece… except for the charms, because they don't even have a tab of their own, clicking their icon opens a tiny window with your three charms, then your owned charms appear occupying a way smaller part of the screen then before, which makes the search bar a must… but the charm window also COVERS the search bar, so you can't even see what you are typing.
EDIT: I have just realized the customization tab got a small update today and the charms are actually all displaced in a much larger space on the screen you can scroll through now. This is better than before, but the customization tab in general is still much worse than its older version. The charm slots STILL cover the search bar, BTW. Before this new tab, ALL the cosmetic pieces, including the charms, were displayed on the screen at once with no need to one thing to overlap with another.
This new customization tab is dogwater, but somehow, it stayed. Now they are changing the rarity colors, which is another sudden confusing change too, but also one with a much bigger impact than the customization tab. It affects the choice of loadout and pathway in the bloodweb. Let's see if they are going to keep this one too or not.
Also, the new rarity colors is probably an atempt to make them just like other online games, like Fortnite. Perhaps it's easier for someone who comes from one of this games, but as someone who usually doesn't play them, I always found the green<blue<purple from battle royale games way more confusing than DbD's yellow<green<purple. DbD's colors never caused me any confusion from day one, because it was easy to understand that stronger colors meant higher rarity. It starts on a lifeless, grayish brown, then it becomes light yellow, then intensifies in a darker green, then it becomes purple, then the pinkish red represents the maximum rarity.
But on the few times I played PUBG and Fortnite with friends, their rarity colors got me confused. Like, how am I supposed to know blue is rarer than green? Sure, it's following the order on the color wheel, but not everyone can picture the color wheel precisely from memory. PUBG at least has a blueish green for low-rarity, but fortnite's green is more vibrant than its blue rarity, which confused the hell out of me when I played. Why is a lower-rarity color more vibrant than the one right above it, while all the others after them get more and more vibrant?
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921848#Comment_3921848
Every game in the world has a quick and easy way to disconnect, so that's definitely not the issue.
GN is about compelling people to stay in the match, the penalty serves as a deterrent. That's the whole point, to discourage people from leaving, which is another way of saying trying to keep them in the match. My point still stands: until you ascertain the why, people will find new ways to circumvent whatever system is introduced. DC penalties were supposed to remedy this issue, so players have pursued other means of achieving that goal. It'll be the same here.
Most ways of disconecting from other online games aren't like the one mentioned on the thread here and you know it.
Most games just have the "leave match" option just like DbD has. Is either that or pull the plug. MANY of them give penalties to leaving matches, others don't allow the player to simply "go next" and their only option is to go back to the same match. The problem is that giving up on hook gives survivors an alternate way of leaving a match that bypasses all the penalties. Right now, they don't even need to look for a way of circumventing anything: they straight up have an abusable game mechanic for that. Just press M1 three times, let go and that's it.
If people didn't have such a simple and easy way of going next. they would be disincentivized from doing so, because they would have to put time and effort into trying to circumvent the penalty. Just pressing the "leave button" and taking the penalty would be for them a much faster and easier short than looking for ways of getting themselves killed that would depend on the reaction of the killer and could even get them banned for working with them.
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@Jadelysta said:
I wish they would look into WHY theres a "Go Next Epidemic" and make changes based on that. Nobody really knows exactly what is ahead for the go next prevention, but i know player counts will suffer on the survivor side even more than they are now.
They DO look into the "why", all the time, they've been doing that for years. The devs are always hearing about sources of insatisfaction on both sides, so all changes intended to make the game less frustrating and more enjoyable have an impact on that. But for a lot of people, doesn't matter how much you improve the game, there will always be an excuse to ragequit/give up. I've lost my count on how many times I've seen games that were going well, with most survivors playing well and both sides having a similar chance of winning, until one survivor suddenly gives up and all goes south. Not to mention people who give up on first down way before they get camped, tunneled or anything, even against weak killers. They just make mistakes, they have consequences, but they prefer to blame the game for it and ruin the match for everyone else.
This is not the first time we have a rise in people leaving matches. Before the DC Penalty was added, survivors would DC all the time, even though the game was extremely survivor-sided at the time. Turns out that, sometimes, the "why" is just "this person is being outplayed but doesn't want to accept it".
And let's not forget: people going next are a source of frustration for other players as well. Just because someone is frustrated by the game, that doesn't mean they are entitled to make everyone else frustrated. And just because something is being is done for stopping them from doing this, that doesn't mean the devs aren't looking into their sources of frustration as well. Hell, look at the Skull Merchant nerfs and rework, plus all the stuff added in the Quality of Life initiative, does it really seem that they are not looking into the why? If anything, that is the first time since the implementation of the DC penalty that they decide to do something about it BESIDES just looking into the "why", because that alone is not enough.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3921989#Comment_3921989
I also feel like completely removing it is not the move. Especially since it sometimes DOES work and it can be great.
The problem is that this "sometimes" might as well be once every hundred matches or more for what we know. Seriously, in the lattest day you have played, how many times have you seen it be this "great"? I could count on my fingers how many times this mechanic allowed me to turn a sacrifice into an escape, and I've been playing this game since 2017. This happens not only because the odds of a survivor actually self-unhooking are really small, but also because survivors who aren't trying to ragequit only try that at the very end of a match, when no one is available to unhook anymore… and often that happens when the killer slugs for the 4K, so they just place the first survivor in a hook and then wait for their unhook atempts before picking up the final survivor. Easy to prevent, easy to counter: when it works, the survivor leaves the hook only two go back to it in seconds, or WORSE: to be slugged for a whole minute because the killer doesn't want to risk DS.
Meanwhile I see this mechanic being used to ruin multiple matches everyday.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922013#Comment_3922013
literally this. And a little unrelated, but it's funny to see my comment having so many downvotes, i guess people want their way of griefing to stay in the game so that they can cherrypick their matches freely 24/7
Lots of people defend the indefensible in these forums. If you look at any thread about survivors who stop doing objectives and hide to hold the game hostage, there's always some people defending people who do this. Same thing about people who ragequit/give up all the time, and some even come here to suggest the removal of the DC penalty, I've seen it many times. But it shouldn't be a surprise: if lots of people in this game love to ruin games by DCing or giving up on first hook, then of course they have some presence in the forums…
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@Neaxolotl said:
Isn't it "go next prevention" right at the QoL changes?
Yeah, but the promised "prevention" is just a disincentive that is intended to detect the person who is "going next" and punishing them by removing a grade. But honestly, I don't think this is going to be very effective. It relies on the system automatically detecting and punishing someone who is giving up, which I honestly don't expect to be accurate. Plus, it will do nothing to people who don't care about grades.
This "go next prevention" is just a band-aid fix. It atempts something complicated while ignoring the most necessary fix that is REMOVING the survivor ability to bypass the DC penalty while also preventing a bot from staying in their place.
But considering how long it took for the devs to remove hook grabs, who knows how long that will take.
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@NarkoTri1er said:
just remove the 4%, it's used to grief in 99% of cases and just contributes with RNG aspect even more. Make unhooking yourself only possible with perks like Deli and Wicked
I've been saying this for a long time. Remove the 4% and remove the instant death on missed skillchecks. The 4% mechanic rarely ever makes any difference in a match for anything that isn't throwing the game on purpose, it's just not worth keeping in the game.
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Today I had to clip a video in multiple different parts to be able to upload it in the ticket.
It was not even a case of cheaters, just griefing and holding the game hostage, but the same problem applies.
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@toxik_survivor said:
There's not horror about a lot of things in dbd...Ken Kaneki is not horror nor is a clown in an elephant costume or a trapper in a bear costume, nor like half the killers, idk man my Spidey senses are telling me you haven't watched cyberpunk Edgerunners.
There's nothing horror about that.
There's so many other things that'd be better.
Lots of people use this kind of argument once in a while in an atempt to completely dismiss/discredit concerns about the game losing its identity if too much non-horror stuff gets added, but I got to say, the whole argument is bs and never made sense. It started many years ago and originally people would even include "shirtless myers" as example of "non-horror stuff" even though it was just a community meme and not actual content in the game. With time, the game got more content and people got more stuff nitpick as "non-horror", but they still don't care if it makes sense or not.
Tokyo Ghoul is an horror anime or at least horror-themed. DbD is a horror-themed game. It wasn't my favorite fits. Being an anime doesn't mean there's no horror. You can argue that it's not scary, but not that doesn't mean it is not horror. A bunch of horror movies don't succeed at being scary and are popular for other reasons.
Mr. Puddles skin was probably the very first thing to ever be used to argue that DbD already had non-horror stuff so it was fine to add any non-horror stuff, back in the day when it was the only joke skin in the game and people had to come up with other stuff to take as an example. What lots of folks seem to ignore is that it's one of the few exceptions, a joke skin initially added because it was a community creation, but stories with more than one genre are a thing, and there is comedy in many works of horror. Would anyone argue that Ghostface, Chucky or Ash don't fit in the game either because they "are not horror"?
Also, let's not forget that even the joke skins are made to fit into the game aestethic. Come on, compare a joke animal-costume skin in a horror-themed game…
…with one in a game that is not horror:
The diference is a little obvious. The creator of clown's skin still cared to give it a serial killer look, with a lot of dirt, blood, a stain left by the bloody hand of a victim and even a pocked full of fingers. Still, do a lot of people think that God of War lost any seriouness it had just because it had a joke skin back in the day? Joke skins were always a thing in video games, their whole point is the contrast from the rest of the game, they don't ruin the identity and are not the same thing as a whole chapter/DLC dedicated to something outside the genre.
Naughty Bear leans more on the comedic side with less horror elements, but come on, it's even a bigger of an exception, it was added an an homage to Behaviour's first really sucessful game, when it was still called Artificial Mind and Movement. And again, it is a joke skin, something that was always part of gaming, not an entire comedy-focused chapter.
"Nor like half the killers" is not true and you know it. Killers that don't seem to have enough horror in their design are rare enough that it quickly becomes controversial when one is added. Yeah, some people will try to argue that the Twins or the Artist aren't scary enough, but that is just a stretch. The Twins have body-horror, the artist is a mutilated woman who screams like a bird because her tongue was severed.
I actually do think that killers like the Legion or the Trickster lack something, but that doesn't mean they're outside the horror genre. The Legion's design feels lacking because they look very ordinary while all the killers released before them had far more horrifying looks that made them look special, but they are still horror. Designed to look more human than previous killers, yes, but still something that can be seen in movies like The Strangers, You're Next and the Purge. The Trickster doesn't look very scary, sure, but his entire deal is about being a cruel murderer who pretends to be something else and doesn't show who he is on the outside. That's something that is done since Psycho.
And I DID watch Edgerunners and I liked it a lot, but it's just clear it's not horror nor intended to lean into it. A cyborg who shoots and smashes people in tragic action sequences doesn't make it horror just like Terminator isn't horror, and there's a reason why BHVR got a Terminator license for Deathgarden, not for DbD. Cyberpsychosis is an allegory for drug addiction. David doesn't turn into a monster, he almost loses control as his falls into addiction as his life spirals down. If anything, Eren from AoT is more of a monster than he is. But that doesn't mean that AoT is horror, no… but you see, all the AoT content is DbD is a skinline, not a chapter. And even then, it's an anime that started about people trying not to get eaten by giant naked people who eat others while smiling, not poor people resorting to organized crime to make a living while trying not to get crushed by late-stage captalism, which is a common theme in the cyberpunk genre. Edgerunners is even further from horror than AoT, so let's not ask for DbD to become like Fortnite and just because there is ONE skinline of an anime that is not horror.
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It is not toxic at all. If anything, you're disincentivizing toxicity by making ragequitting harder. The people downvoting you here are probably just ragequitters too.
And I must say I do the same whenever someone tries to give up early. They tried but were rescued from the hook before they died? Pressure them but don't kill them, go for someone else. If they run at you to get killed on purpose, slug them. Don't give them what they want. So the only way they are not wasting their time for at least 4 whole minutes is either DCing and taking the penalty while leaving a bot behind (as it should be when someone wants to give up, the bots exist for that purpose) or staying on the match and trying to play normally.
And before anyone says the latter won't ever happen, I've SEEN it happen just a few days ago. I was playing Sadako, three survivors were playing well, the fourth tried to give up early but got rescued. She tried running at me and even bodyblocking me in chase while injured, I just slugged her and continued the chase. Later she tried standing still when I approached to give me a free down, I just ignored her and chased others instead. Guess what she did then? She started playing normally, doing gens, healing and all, yeah. Because the only way she was leaving that match early was with a penalty.
In the end it was a fun close match. I only went for her after I had killed another survivor and the last gen got done while I was chasing her (and she actually tried to escape this time, would you look at that), then I was still able to quickly teleport and go for the others. I don't remember if it was a 3K or 4K, but honestly I don't care, what mattered was seeing "gg" and positive comments from another survivor whose game the ragequitter had tried to ruin.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919647#Comment_3919647
Imagine needing an offering, at the cost of BP, in order to make the game mode what it should be.
You're not wrong. But with that offering being mandatory in order to partially experience the mode in its full glory, it makes the whole mode feel soggy
Not to mention that using that offering means you're not increasing your BP, AND you have to spent bloodpoints in the bloodweb in case you're running out of wards with the character you want to play. In other words, you have to gain less bloodpoints AND spend more just in order to make sure an aspect stays random on the game mode that is supposed to be about randomness.
"Chaos" Shuffle is a deceiving name. Nothing chaotic about that game mode. On the contrary, it manages to be sweatier than the normal mode.
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919417#Comment_3919417
Then you were either lucky or unlucky depending on how you view it.
I just had my first Chaos Shuffle match today and there was already a player with both a syringe and a styptic.
On my second match, a survivor brought a map offering.
Good to mention these matches happened AFTER I made my last comment. It was not a prediction, just how this mode is, all the time.
And in my third match, a BNP.
I'm telling you, it happens all the time.
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@Cassiopeiae said:
Not a single survivor I have been with has brought sweaty stuff and a big chunk of them don't bring anything at all.
Then you were either lucky or unlucky depending on how you view it.
I just had my first Chaos Shuffle match today and there was already a player with both a syringe and a styptic.
On my second match, a survivor brought a map offering.
Good to mention these matches happened AFTER I made my last comment. It was not a prediction, just how this mode is, all the time.
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@LockerLurk said:
Garden of Joy still feels awful for all Killers tbh, and definitely needs a big overhaul. The little changes made aren't enough.
Yeah, the changes made to that map were too… minimalistic. They only toned down some of his must absurd/blatant problems, like the random small clutter killers kept running into, or the ridiculous number of perfectly-aligned pallets. But there are still lots of pallets that are very strong and well-aligned, they are just not right in front of the others like before.
The house is just the most obvious problem, and the one that the devs acknowledged themselves. Main-buildings aren't supposed to have such strong windows anymore like the one in the dining room, specially not one that includes a god-pallet on the same loop. What annoys me is that the devs acknowledged the rework they had just released had let this problem pass, promised to change it, and still didn't do it after more than a year.
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This mode was always full of tryhards.
Since people can't choose perks, but CAN choose everything else, they just get the strongest add-ons and offerings to compensate for the lack of meta perks. Survivors bring styptics, BNPs, syringes and map offerings all the time. Killers bring the strongest add-ons, sometimes map-offerings and they tunnel because they know survivors are going to tryhard too, but are less likely to have Off the Record or Decisive Strike.
It sucks, I know. But it's been like that since the first time this mode was implemented, and the devs NEVER made any change to it for some reason. Literally the only game mode that never got any change between multiple releases.
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@THE_Crazy_Hyena said:
I second this.
I have been asking for a true randomizer mode (like where you spin a wheel of fortune), where items/add-ons and everything is random. Note: offferings should not be random, but map offerings, moris and basement/hatch spawn offerings should be restricted.
Have the killers and survivors be randomized too. That would actually be kinda fun, and a good way to learn different killers.I hadn't even thought about randomizing killers. I love the idea, but it would be nice if the killer player had the option to "ban" a small number of killers (like, 3 to 5) they don't want to play as, remove them from the shuffle so they at least can't be forced to play with those killes they hate to play as and never have fun at all with, either for finding them too hard or too boring. I think most people have at least 2 or 3 killers they dislike like that. A "ban killer" option would prevent this from making this mode unappealing, and there would still be plenty of killers available to make it quite random.
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Agreed. Chaos Shuffle is the most boring of all the alternate game modes so far, it never changes and it doesn't even honor its own name.
Oh, so it's a mode exactly like the normal one but with randomized perks and it's called "Chaos'" Shuffle? That just makes people optimize in everything they can beside the perks. It's the sweatiest mode, people bring the best possible items, add-ons, and map offerings to make the maps LESS random and favor them instead. How is that "Chaos" Shuffle? This should be a mode to get out of the meta and play with unexpected randomized builds instead, not one that INCENTIVIZES bringing meta stuff.
Make the items, add-ons and offerings random and remove map-offerings from the equation. Give everyone a bloodpoint bonus to compensate for not being able to pick BP offerings, then we can start talking about actual CHAOS Shuffle.
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"Surrender" is not a win for the killer, and doing all gens takes way less than the 10-minutes needed for a surrender, so I really don't think the surrender mechanic makes any difference in this scenario.
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@Massquwatt said:
I do think they'll eventually get around to giving just about everyone their own TR music, it just really sucks that Freddy will most likely never get his own TR theme because he really deserves it. Supposedly the Wes Craven estate are really awful to work with when it comes to licensing and stuff.
Wait, does the "Scream" IP belong to the Wes Craven estate too? Because that was another Wes Craven creation. The franchise is still getting new movies, but DbD never got the license to the movie and got the costume line license instead to make its own Ghostface. That could be a hint that they don't easily accept license deals.
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@Nicholas said:
This was part of the Realm Beyond, right? Whatever happened to the rest of that campaign? We still lack Ray Tracing, and the rework for the last realm, Backwater Swamp.
Yeah, it seems they traded the map reworks for making new maps for already existing realms. I like the initiative of expanding the realms, but come on, there was ONE realm left for the map reworks, with only two maps. And Garden of Joy (not part of the Realm Beyond, but a reworked map nonetheless) still has that problematic main-building loop they said they would soon fix when they delivered a lackluster rework.
Could they have given up on finishing the Realm Beyond after they got so much negative feedback for the map reworks? Or perhaps they delayed it so they could have more time to release them in a proper state? Because I remember the reaction for the latest map reworks, Red Forest and Garden of Joy, to be quite negative, to the point they acknowledged Garden of Joy still had problems and later made further changes to the Red Forest, reducing Mother Dwelling's size and the clutter on both of the realm's maps.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893220#Comment_3893220
Wrong
The real apples to oranges comparison here is T-Bagging, and getting humped after a slug.
One of the situations there isnt a powerless 2nd party. And is not delaying the game. (T-Bagging)
The other has a person unable to do anything and you are just doing it to delay the game (Slugging)
Summarized:
T-Bagging, typing GGEZ, Emoting, is poor sportsmanship or Bad manners.
Slugging and humping delaying the game until bleedout, when you have the option to hook, is intentionally ruining someones experience or Griefing.
Hope this clarifies the distinction for you between BMING and Griefing.Talk as much as you want, you are are still wrong according to definitions of the rules and the devs. You keep acting as if slugging is comparable to hiding to delay the game indefinitively, the point the other person was trying to make before you, just because there is a possibility of using it to bleed someone out for up to 4 minutes. Well, it isn't. One is considered a bannable offense that validates a report for griefing, the other doesn't.
Killer humping and survivor T-bagging are still the same thing. Both are tiny quick movements made with no purpose other than trying to and annoy another player, and both are name after sexual acts. Both are nothing more than BMing. If they are performed while someone is slugged or not, it still doesn't make them any more of an offense because slugging isn't a bannable offense either, in any scenario, in any context.
If you think I'm wrong, just look at the list of invalid report reasons I had just posted on the other comment.
Or better, just look at some of the multiple times devs had to state this over the years. I hope this clarifies the distinction for you.




