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Massquwatt

Massquwatt

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Massquwatt
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  • The problem really boils down to it being a cultural issue as well as a fundamental misunderstanding for how the game works. The job of the killer is to kill. There's different ways of going about it but it's usually hooking that's the most consistent and the most beneficial, not always but in the vast majority of cases it's beneficial to hook sacrifice survivors. Since killer is technically the power rule it's usually ditacted by them how the flow of the match goes. Aside from giving out incentives to tough it through a match there's really not much that BHVR can do to fix the "gg go next" epidemic outside of reworking the fundamental dynamic of the game itself and that's why this issue will remain as a cultural one.

  • Gonna be real but the amount of people I've gone against that have ran dedicated slugging builds (or even just knockout for that matter) over the past 6 months I could count on a single hand. Doesn't stop knock out from being kinda awful to go against however, I think the easiest solution to it is to slap a 30-40 second duration on the aura cover up aspect of it. Functionally the perk is still the same and does what it does, but it lasts just long enough for the killer to get it's intended use out of it while not making it horrible to deal with in uncordinated solos.

  • I mean, if you ask me people should be taking breaks. I took a 6 month off the game last year and that's fine. It's pretty obvious that a lot of people are just feeling burned out so the solution is simple: Take a break, go play something else for a while and come back to it. The game isn't going to die without your continue playing of it.

  • I'll say it before and I'll say it again but Freddy's dreamworld actually needs to be unique in the way that survivors actually want to leave it whenever possible and just not have it be a mere suggestion. Best and most thematic change I would say is simple: Survivors in the dream world cannot see awake survivors beyond 8 meters. Kinda like how you can't see Freddy from a distance when you're awake, if you're in the dream world then every awake survivor is just 100% invisible to you beyond a short distance. It's easy, you can change some addons around it and it's just really fitting for the Fredster too.

    You don't even have to pay me for it BHVR, I'll give it to you for free.

  • I think it's fine that there's lots of hook spawns on the map, you kinda have to look at it from the perspective of survivor's as a group themselves. Let's just sabo'ing a hook or using boil over gives the survivor a 50% chance of wiggling free. Now suddenly every survivor is running sabo toolboxes/boil over/etc etc. It would get extremely annoying VERY quickly for the killer. And that would just result the killer in opting to slug survivors over actually hooking them. It reminds me when petrified oak offerings affected Midwich so badly to the point where hooks would just not spawn in the hallways or anywhere that wasn't a classroom making hooking some survivors just downright impossible.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865213#Comment_3865213

    Being chased has become far less interactive/ skillful. There's little skill in attempting to loop the current map designs in the game. In most cases, a skilled survivor won't last much longer than a bot Leon with Windows of Opportunity camping 3 pallets and then running into a wall.

    Doing gens and healing are mostly the same as they were in prior years. Lack of skill expression is the chief reason survivor is no longer fun, and it lines up directly with horrible map reworks.

    I feel like the comparison is very disengenous. Great survivors can do extremely well but it all depends on the map, the killer and how much the killer decides to commit chasing said survivor. I don't think you can do much in regard to map design and tiles to make it any better than it is now. A lot of the maps are pretty fine? Like a lot of the more aggregious maps aren't really a problem anymore and unless you're just advocating for more god pallets there isn't a lot else that can be done other than tweaking tilesets.

  • I think don't realize that their actual problem with survivor is that it's an incredibly binary role. As a survivor, you're usually doing one of three things:

    Repairing generators

    Healing or healing others

    Being chased by the killer

    Only one of those interactions actually have any skill expression/interactivity involved. Outside of being chased, you're just watching a bar fill up over time so you can implement all these conditions and mechanics to give yourself an easier time during survivors but at the end of the day, you're still doing the same things over and over. So if you're playing survivor most of the time it's gonna get stale and to that I would say mix it up with killer matches.

  • Share the Burden is a really good perk, it just comes with a clear and heavy cost so the situations you use it might not always be clear or even appropriate for that matter. It's definitely niche but what it does it does extremely well and personally I think that's a good way to balance it given what it does. It should be a niche perk but it should also be powerful at what it does and shoulder the burden does both. I wouldn't want it to get buffed in a way where everybody starts running it because that'd just make for a horrible experience.

  • I think it's a good perk, although I'd avoid giving it any buffs now because it's in a good place and frankly making it TOO good would just result in all four survivors potentially running it and I'm not particularly fond of the idea of near-permament 5% repair speed.

  • Addon passes and all that would be great. What I hope for the most is a slight rework to the dreamworld itself. I would love it if they made something that survivors WANT to try and stay out of instead of it just being a mere suggestion.

  • I didn't get around to trying chucky again until last night and man you guys weren't kidding about the nerfs. Slice and Dice feels SO SLOW, like you're trying to sprint through knee-high water or something. Even if Chucky had nothing else going for him at least you could enjoy being a tiny little ######### zoomin' at your enemies but he's just kinda got nothing going for him anymore? Like he isn't unplayable, you can perform decently well but everything just feels like a slog to do.

  • I don't think the increased exposed on shoulder the burden is even worth complaining about at all. It's like everybody forgot what the perk was for. It's not meant to help YOU survive, it's meant to help the OTHER survive. You quite literally take a hook state away from someone, nothing else in the game even does that so spending a while being exposed for it? Fine by me. If it's really that huge of an issue for you just ruin vigil to cut a huge chunk of the timer.

  • Unless the same effect is extended to killers as well it'd be pretty unfair, although when I think about it even if killers could get the notification that a survivor can see their aura it doesn't tell them who can see them. I don't think it's a really good idea because dbd is a game of information and handing out a bunch of free information to survivors only further railroads players into doing gen regression builds.

  • I think they should buff it to 50% but it ONLY activates late game. It'd be pretty hilarious being able to basically yeet survivors off the ground with 50% faster pickup speeds.

  • @Soopa said:

    If the hatch spawned when two survivors were left, but only one survivor could enter it, do you think this would solve this longstanding "hostage" situation?

    I don't think so to be honest. All it takes is somebody to bring in a 'hatch at shack' offering and now you'll have a hatch standoff between two survivors with the killer being the deciding factor on who escapes. Also doesn't it just bring back the awful dynamic of how old hatch worked? I don't really see it being a good compromise for both sides since all it does it encourage letting the third die for an easy hatch and only incentivizes killers to needlessly slug even more to prevent hatch escapes.

  • In regards to Chucky I hope they rework some of his addons to make them better. Shattered glass would be cool if it wasn't for the fact you can hear the fake footsteps. Just rework it so you can see the fake footsteps but instead of moving around survivors they actually lead you to them or something.

  • Frankly I don't know what they can with it without totally reworking it. Number tweaks are kinda pointless and will just push it to being overpowered or underpowered. I suppose they change it so that ALL survivors can see the exit gates if somebody has it equipped?

  • WoO and visual heartbeat are both interesting, they're very good in their intended purpose. (Helping new players learn map layouts and audio impaired people) however, at the same time they're used by a majority of the people because it makes the game easier. (veterans can use the info from WoO to chain loops and take the gamble out of going to a loop while visual TR mostly eliminates the need to make a judgement on the killer's proximity.) I think the best solution going forward is introducing more sources of blindness through addons and perks so the counter to that is for survivors to become more situationally aware of what's going on while afflicted.

  • I don't think it's a balance issue, for the most part the game is at it's most balanced it's ever been. So it's either a fundamental issue of the game or a behavioural one. I'll choose the latter since I personally think so, for every person that kills themselves on hook or dc's for justified reasons there's at least 8 more that'll just give up for the most inane reason and that isn't from balance, that's just entitlement. I'm still of the opinion that a low-priority queue would solve a lot of problems with people giving up too early. People who engage in that kind of behaviour regularly can go play in low-priority queue with others that are just like them. They'll quickly realize their ways and stop that, or they'll be banished there for a good while. Either way, win/win for the rest of us.

  • @Glaive said:

    I had success with trapping people on loops and just endlessly turning the rotation till the become injured, boring but it works not that I overly played her before.

    That only really works on people who are clueless against her and in that case almost anything works. Unless it's a really unsafe loop most people will just stand still to be immune and wait until you make a move that forces them to leave. The vault immunity also gives them a lot more wiggle room too, frankly I've found it really hard to scan people normally? I dunno, if it weren't for the fact that low power mode is bugged(?) that's the best way I've found to scan people since you can force them into it.

  • If I'm going against a killer with 4 slowdown perks vs one with 4 aura reading perks I'll choose the latter every time thank you very much.

  • I'm very confused about the complaints regarding the endgame. Killer is at their weakest at that point and most desperate because their prey is quite literally about to slip from their fingers. So thematically and gameplay wise it makes sense, all bets are off at that point. As survivor you have a choice, either escape now or work together to help your friend on the hook. Sometimes it works and sometimes it doesn't. In regards to the endgame itself, there's nothing you can do to improve that aspect of the match that's as good as it gets without tipping it extremely in favour to one side or the other.

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815902#Comment_3815902

    This is not intended as far as I'm aware so this will be going to the team for review.

    Dang I didn't expect a response but thank you very much. That's reassuring to know.

  • I'm glad the drone orientation was being pointed out because I thought I was going crazy or something. I was playing a bunch of matches with low power mode and drones would veer randomly 15 degrees to the left or right of where I was pointing at and it's so annoying. It kinda kills the playstyle that the addon offers altogether because what's the point of using it if the drones don't orient themselves to where you want them?

  • Despite the gigantic fumbling that was the twins rework I think BHVR have the ability to learn from their mistakes. I do have faith that they'll manage a pretty decent rework for Skull Merchant that'll overall make her more enjoyable to play as and against. That being said I don't really have much faith in the playerbase in general, we'll probably still see a fair few people just giving up against her for the fact that she's Skull Merchant no matter what. You can't fix those brain worms.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811481#Comment_3811481

    i think bloodlust 1 and 2 shouldn't exist. bloodlust 3 should exist but it should be like fixed amount of time it activates. for example if you didn't hit a survivor for 60 seconds, you get 25% haste bonus. if certain killer are too weak without bloodlust 1, they could buff their base m/s very slightly. like 118% m/s. it is already exists for hag waterlogged shoe, I cannot see harm in other killers acquiring that.

    I don't really see that being practical in any way for the killer. Current Bloodlust 3 requires 35 seconds of not hitting, breaking or using powers in a chase to grant you +15% haste. What you're proposing is +25% after 60 seconds of not hitting, breaking or using powers. At that point you might as well scrap the bloodlust mechanic altogether because your proposed change serve no use in any situation aside from the killer hard tunnelling out a single survivor and even then they'll probably down before bloodlust even happens.

  • Bloodlust is pretty fine as is and serves its purpose.

    Bloodlust 1 exists to help give you a leg up when a chase drags on.

    Bloodlust 2 exists if you're committing to a losing chase.

    Bloodlust 3 exists if you've already lost the chase.

    I think it's the mindset that people need to understand, if a killer if getting to Bloodlust 3 to down you then you've already won the chase. It isn't about outrunning the killer, it's about how much time you buy your team and in that scenario you've bought your team A LOT of time. Also, given that a lot of killers these days rely on their powers to help in chase it's very rare that you'll see anything like BL2 or BL3 so you don't need to worry about that.

  • If they can figure it out, a low-priority queue for serial quitters should be implemented and swap it out with the DC penalty. Could it bork queue times? Maybe, but it'd be worth it if it leads to better quality matches overall. People who just disconnect because something hasn't gone their way, or they don't like the map/killer honestly really do deserve to play with others who think just like them. Hook suicides is another issue entirely though and admittedly I don't know how to address that in a meaningful way.

  • I wouldn't say exhaustion perks are a crutch but WoO is an interesting case. I kinda put it in the same camp as the visual heartbeat, they're meant to be there to help out newer/disadvantaged players but are generally ran for their ability to streamline the game. It definitely is fascinating watching how blindness can affect survivors sometimes as they can become really lost without it.

  • It was definitely true before his buffs because going after non-contaminated people could really hurt you. But after his buffs now, especially if you're running licker tongue you're incentivized a lot more to go off and contaminate people now because of how easy it is to follow up on it.

  • If you're on the ground for more than 60 seconds either, there's a knockout in play which sucks. You're the one of two final survivors or your teammates are very, VERY bad. Not great situations to be in but I wouldn't say they warrant having unbreakable basekit. Honestly I'd be more okay with just allowing a boost in movement speed while you're slugged. Nothing too crazy but making yourself slightly faster would definitely help in repositioning yourself to make plays from it.

  • Robert Englund legendary with voicelines on the same level as Chucky would be amazing. Although I thought it was the Wes Craven Estate that still held the rights to Nightmare on Elm street? And from what I heard they're notoriously ass to work with when it comes to licensing.

  • At the end of the day, even if the PTB changes go through in their entirety people are just still going to DC or kill themselves on hook againt Skull Merchant. Doesn't matter how weak she'll be people are just gonna keep doing it, keeping her kill rate inflated.

  • I dunno what I'd call it but I'd make a perk that lets you rummage through a chest to collect a special item.

    What is it? A trinket or memento based on the survivor.

    What does it do? Basically nothing.

    What can you do with it? Escape with the item and get some bonus bloodpoints and a neat little scoring event based on the item. Kinda like a mini white glyph if you want.

    Rummage through chests, collect the item. Trade mementos with your friends, etc.

  • I still find it crazy that there's people who are casually hand-waving over the fact that the proposed changes will leave Skull Merchant with half her power gone and somehow she'll be okay because of it.

  • I dunno, it's pretty easy to tell they're just making her bad on purpose so people will stop playing her. Let's look at it this way, she was reworked so that her drones would functional as chase tool primarily. With the PTB changes in mind let's look at it this way.

    You're in a chase with someone and at a loop, you put the drone down.

    First scan: Does nothing

    Second scan: Does nothing

    Third scan: Attaches claw trap, injures the survivor if they're healthy and applies broken

    Fourth scan: Applies -5% hindered

    Of course this assumes you can get four consecutive scans off that survivor when the drones only have half their detection range now. That's PRETTY bad. Even clown has a -15% hinder, hell even Freddy has a more reliable hinder now. Even PINHEAD has more reliable hinder. It's not like you can use them for gen defense anymore, they're basically throwing skully's chase potential in the dumpster when that's all she's arguably got. Sad thing is people will still probably kill themselves on hook out of spite against her.

  • @JonahofArk said:

    Shes not. I've gone up against good SM. What they do is place drones in high traffic areas where it's hard to hack her drones. Initiate chase and basically bait the survivor to run into all your drones. Claw trapped and downed. Simple. I dislike how people complain about changes, but don't try to adapt to them. She's still gonna be brain dead when it comes to getting value from her power. You place a drone. If not hacked, survivor runs into it. Bam scanned.

    She was a pain to go against. Now, there's just more counter play for survivor. and I also play SM when I feel like killer games aren't going my way with my normal picks. I use the same strat, and there's nothing the survivors can do about it cause they can't hack my drones lol. Nothing is going to change except the haste. Which really needed to go. Wasn't fair if she chases you and is faster cause your other teammates got scanned.

    Hope you use this strat. Have a good day.

    I dunno really, the fact that they're removing one whole scanline from the drones is just going to make her complete ass to play ass because that's basically half the drone's coverage gone. The only way they can make it work is if they majorly increase the rotation speed on the scanline for it to work since now with the proposed changes, you kinda get nothing out of scanning survivors for the first two times.

  • Most of Skully's problems have been ironed out now, she can't take the game hostage anymore and her drones were reworked to be more chase oriented. Issue is now is that they nerfed the hinder (which is fine), removed the haste completely (not great), and even removed one of the drone scanlines (????????). So what does that make her now? An infinitely worse legion? I know BHVR has been pretty good on balance changes in the past but these just feel like flat out appeasement which I've said before, is an incredibly bad thing because it only emboldens players to continue bad behaviour and sacrifice themselves on hooks against killers they don't like in protest.

  • It's yet to be seen how corrective action will combo with other perks. I'm glad it's getting a buff but if it works with Bardonic inspiration (once that gets fixed) I can see it being a problem. Hell you could pair Bard with Stake out yourself so you and your partner can get a few fat skillchecks too.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797592#Comment_3797592

    Yes. And also, no more stealth drones. 90% of what made her strong was beginners that don't understand stealth drones giving her free scans. She's done for if this goes through. People can celebrate all they want, I don't think it's a good thing to make a character completely unviable and the least popular killer in the game. If they don't have any bigger changes in mind, literally all they needed to do was this:

    • Drones are now always active
    • 5% Hindered instead of 10% Hindered
    • Only survivors within 32m of Skull Merchant grant her bonus movespeed

    There you go, no longer scans noobs, no longer hinders pros so she can brain off win loops, and survivors no longer get punished by their teammates being locked on. That's all they needed to do. Not THIS.

    I feel like they're gonna HAVE TO rework her completely now which I feel like is a waste of time and resources? She's pretty okay in her current state but now they gotta rework her again when there's other killers more deserving of it like Freddy.

  • The removal of one scan line? Wouldn't that make it twice as hard for a drone to scan a survivor during chase? I thought that was the whole point of reworking them into that way. That's pretty excessive and I feel like sets a pretty bad prescedent that they can just completely ######### on a killer and leave them like that for a future rework.

  • Where's the issue? Half the problem with soloqueue is that it's an attitude problem while the other half is a balance issue. If you put all the quitters and griefers together in their own queue then that's half the problem solved. They can keep quittin', dying and giving up as much as they like, they'll just be in good company.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796853#Comment_3796853

    No they won't. Besides the point is moot because there is no way you can prove they weren't actually trying to Kobe.

    If Valve can work out a system to determine who goes into low priority queue then the same can be done here. If people can find the time for a 40 minute Dota 2 match then people can find 15 minutes for a match of dbd. We'd all be way better off if serial dc's and people who give up far too easily had their own matchmaking pool to play with.

  • @doobiedo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796785#Comment_3796785

    You guys are so delusional. If Bhvr started trying to police this game to make sure people are trying hard enough to win it would literally kill the game lol.

    Half the issue is just basically an attitude problem. It isn't policing how people play, if they want to give up on the first chase and sacrifice themselves then they should go play with others that have the exact same attitude. Just hold a mirror to their face and they'll quickly course correct.

  • @Huge_Bush said:

    DC penalty is fine.

    The next step is to start putting serial DC’ers in their own pool of matchmaking so they only ruin each other’s games. I can’t think of why this would be considered a bad idea unless it turns out the majority of the player base are whiny entitled babies that can’t handle loss.

    Players should run Reassurance and force their teammates to sit on the hook longer if they see them try to go next. Either way, they’re going to get saved and get back into the match or ruin it out of spite and drop pallets or sandbag their teammates. This is fine. What should happen next is everyone should start reporting these players to get them banned so they can be forced to stop playing a game they’re not enjoying.

    Honestly I'd love if they implemented a low-priority queue system like what Dota 2 has. I guarantee EVERYONE here that such a system will make soloqueue 50% more tolerable.

  • @Brimp said:

    If they had a different way to earn distortion stacks it would by far be better. In its current state it is overtuned and straight up just promotes horrible team gameplay.

    All they gotta do is make it so you earn stacks through chases and just adjust the numbers so you can get the stacks back through a respectable amount of time. It's all it needs really, doing so will greatly incentivize people to engage with the killer so they aren't sitting on gens all much hogging up the hook states.

  • I think giving an extra chest on the map with MoG is a fine change however the numbers themselves should be avoided. 40 seconds seems a little excessive because you don't really want the perk to be strong in chase and have it consistently heal you. And I wouldn't touch the requirement either because I think it should require an appropriate cost for two chest searches/rummages. The perk, like all of Trevor's requires you to combo it with another and I think that's fine.

    And while this point might be more out there, I feel like lowering the requirement/heal time would just make survivors fight and squabble over chests and I don't want that. Could it be fixed by playing coins? Yes but let's be honest, outside of meme builds are you going to play coin offerings all the time or bloodpoints/maps instead?

  • Maybe I'm going crazy but I feel like I'm seeing a lot more P100's now. Almost one in every match with most of them being Fengs. So many Fengs…It's horrible.

  • I think people are being pretty harsh with hellfire. It's no punishment of the damned but it's VERY deceptive with what it goes over and you can use it to your knowledge. Unlike Punishment, Hellfire can travel up or down elevation and the "low obstacle" requirement only needs to be a pixel lower than the survivor hitbox. It takes a lot of testing but there's a lot of bullshit shots you can make with it.

  • I generally keep to bat form only for the teleport aspect. That being said my only problem with bat form is the momentum on it is a bit funny and I find myself slipping and bumping into things when I shouldn't.

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