MrMori
MrMori
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- MrMori
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Then play killer!
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Your fun is not my priority, which is why I find the least experienced survivor, hook them, hit them on hook, nod and shake at any mistake they make in chase, then playfully insult them in postgame chat.
If they leave post game chat before I get there, I make sure to leave them a pleasant message on their steam page with some pointers to what they should improve at.
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At least give us 1000 survival points per generator and 2000 for escapes so you don't get practically nothing even if you survive till endgame, instead of 7000 for escaping.
And let us ping our perks to show them to other survivors on the HUD. That would make so many more perks viable, just by letting your team know that you have it.
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All for removing healthy unhook grabs, especially now that self healing is less prevalent and keeping survs injured is easier.
As for Bubba, I feel like it would help a ton is he went into tantrum if he hit either the unhooker or unhooked with chainsaw within 3 seconds of the unhook, or during the unhook animation after it becomes uncancellable.
That way, you can't down the unhooker during the unhook animation, hit the unhooker with your chainsaw, then hit them again immediately, even if they try to vault a pallet or window.
You could still completely prevent unhooks by hitting survs with chainsaw before they even unhook, but that's life.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416435#Comment_3416435
What does this have to do with what I said at all?
I'm talking about when I go back to a hook after an unhook, and the unhooked Survivor bodyblocks with BT, then acts like I was toxic for downing them.
Adding some hypothetical situation that does not even apply to my post is kind of weird. You make it sound like bodyblocking never happens, which is incorrect.
Does that really happen? Never ever happens when I play killer. Maybe if they have Off the Record. Is this some sort of low MMR thing?
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That feel when you psychologically manipulate the killer to let you escape by dropping a 2k BP item, while you gain several thousand more BP by escaping.
Feels devious man.
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Codeword for "I don't play both sides"
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The hit cooldown is 2.7 seconds, if you hit someone before they begin unhooking it is almost impossible for the unhooked survivor to bodyblock for the survivor that unhooked them. Unless the unhooker has unhook speed, but even then it isn't easy.
What's more common is killer either slugging the survivor that unhooker and running straight for the unhooked survivor to down them after 10 seconds, or just not bothering to hit the unhooker at all, only to instantly hit the unhooked to cause Deep Wounds and deny OTR and DH.
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Dead Hard is perfectly fine now imo. Blood Rush is weird and I agree.
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The Medkit nerf and CoH nerf were both warranted.
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Old instant repair BNP.
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Yeah. I really wish they'd make an official statement on the FOV thing already. Not to mention other things like being able to turn off FXAA from the settings, DX12 from the settings, maybe even uncapping framerate above 120. It's a shame they don't seem to make improvements like that.
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I think being able to "Ping" your perks would solve so many things. Basically you can bring up a small menu while ingame, and select one of your 4 perks, then that perk will show on the HUD next to your name.
Very simple and easy solution to perks that are weak due to other survivors in solo not knowing you have it.
Like if you're downed, ping power struggle, no one will come for the rescue because they know you have power struggle. Someone is downed and you have For the People and WGLF? Ping them, so they know what's gonna happen.
It would allow for communication without extra work from BHVR other than implementing the ping system. Maybe it could be expanded upon later, but simply being able to ping and show your perks on the HUD ingame would be amazing.
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@I_CAME said:
I will add to this. Killers shouldn't be able to see hour counts either. Killers use this to dodge games and find easy targets to tunnel out.
That depends on your Steam settings and has nothing to do with BHVR.
But I agree, showing prestige to killer in lobby is just stupid. Scares players away from lobbies that the matchmaker has decided on. Keep it for other survivors and braggings rights, keep it at post game, but not in lobby for killer.
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110 hag, hell no. Blight I can agree with.
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Fix hugtech and tone his broken addons down a lot. I don't mind strong killers, but I do mind broken killers.
Of course Otz and a few people mentioned that he mostly played against solos and played at night, etc, but still kinda wild.
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Killer feels really good right now, but solo survivor feels frustrating. And I can see that the game does not have killer incentives as often as it used to.
And a lot of the unfun part of solo surv isn't just because the gameplay is bad, but because it feels so punishing to lose and there's nothing you can do. Slugged to death, BM'd after barely scraping by for 3 gens, no way to end the game early. Why are 4 minute bleedouts still a thing? The game is over, let it end automatically.
No survival points if you don't escape, depipping. Surv still gets far fewer BP than killer, even when escaping. Just removing these unnecessary punishments or giving the survivor team the option to give up, etc, would help a ton.
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I'd like to see the feature come back. It was just stupid that it completely hardcountered any self unhook and self pickup perk, active Decisive Strikes, etc. But the idea was good. Just need to make it not activate if someone can self unhook or self pickup is all.
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Buff her crouch, uncrouch, stealth, chase. Nerf the total searches to 10 total instead of 12.
I can't fathom why people are okay with her 1.3s crouch uncrouch, 0.75s charge time. Why not buff those so she's actually a threat in loops, then nerf her slowdown to compensate? Would make her more fun to play as and against.
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Maybe a little, but I'll take him over Blight or Skull Merchant.
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I'd enjoy an option to disable post game chat completely, rather than just hide it. I skip it almost every single game, but having it completely removed, ideally with a little icon on the scoreboard showing the other players that "This person can't see chat btw, so chill tf out and move on to your next game" would be nice.
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Locker save immunity only works if you searched the locker with Space (on PC) and grabbed the survivor.
If you attacked with M1 to grab the survivor during their locker enter/exit animation, that's the same as any other grab and can be flashlight saved.
So if you don't want to get locker blinded, use space to grab them after they've full entered the locker, or walk back and lunge at them once they have jumped out of the locker instead of grabbing with M1.
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Gotta agree, being able to just swing and end chases naturally instead of "waiting it out" every single chase has massively improved the killer experience for me.
Now we just need something so solo survivors aren't shafted.
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Yeah, solo and low level survivors are in need of a buff. My opinion? Remove unhook grabs as this only punishes solos that can't communicate for a double save and newer players, and add a ping system for perks. So if you're on hook but have deli and killer is camping, you can ping your Deli perk, and it shows up on the HUD.
Or if you have Reassurance, you can ping it to show to everyone "I'm gonna run and reassurance that guy, stay on gens"
I'd also like it if we got some survival BP for every generator that the team completes, and less for the actual escape. Why is it all tied to the escape? That just feels needlessly punishing, especially considering that killer already gets more BP on average.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3415255#Comment_3415255
The day overcome gets buffed just might be the day I stop playing killer, hold W encouragement simply shouldn't happen like ever
My thought was that instead of buffing it to 3 seconds or something boring like that, it would gain a bonus if you took protection hits.
So if you take a protection hit, the protected survivor now also gains a 1 second speed boost. It would be a cool support-type Exhaustion perk and would fill a niche that no other perk does. Also 1 second sounds a lot more fair than like 2 seconds, that would be too easy to abuse in SWF.
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Feels good man.
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Disagree, the best thing about the current meta is the variety. Now I see both Lithe, Sprint Burst, and a couple Balanced here and there. And some cheeky Dead Hards too, can't even be mad. Feels fine to me. I like that there's so much variety, and I have a feeling it will stay this way.
Now we just need to buff Smash Hit and Overcome to be more interesting in some way, so people use those too.
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Corrupt, Deadlock, Dead Man's Switch, Jolt, Pain Res (Still good), Eruption (Still decent)
You could also bring No Way Out to strengthen your endgame. Plenty of options. Most of them don't involve kicking gens anymore. If you're going to run Overcharge it's best to run it on a 3-gen killer or someone who can mess with skillchecks. If you want to bring Call of Brine it's best on someone who can use the info.
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@Raptorrotas said:
Well, just to nitpick, the "injured only" vault grabs are the outlier to the other "get caught during any action"-grabs.
For consistency, vault grabs should be performable on healthy survivors.
That sounds kinda broken not gonna lie lmao
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No Mither should be 100% silent and let you crawl while recovering just like Tenacity, but only at normal crawling speed. It could be pretty annoying for the killer, but it's fair considering the downside.
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People will say it never works, has no impact, and survivors can play around it, then claim we should keep it in the game. Why? If it only works against newer players and for killers that have high ping, why should we keep it in? The only times unhook grabs impact my games is when a beginner doesn't bait the unhook and I grab them.
Or when I have newer teammates, who go for the unhook, get grabbed, and the game is pretty much over.
If you want to prevent survivors from escaping endgame, hook far away from the gate. Ensure someone is dead by the time gates are 99d. I just don't think this mechanic brings anything of value to the game. All it is is a huge carrot that incentivized killers to hang around hook and bait for a grab. It promotes boring gameplay.
"Baiting" the grab isn't a very fun mechanic either. Just like old Dead Hard. Just "wait it out".
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Still 10% pickrate, and this is gonna go up, not down. Just like 6.1.0. Only difference is it will be used together with another Exhaustion perk.
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@Mooks said:
Changing files is never 100% safe and if EAC ever bans for it, it’s out of BHVRs control to unban.
that said.. this file does get changed by your in-game settings as well, so it’s very very unlikely that they ban for this.
though we really need these settings as in-game settings (Anti-aliasing has even been confirmed in 2020 to be worked on as an in-game setting…)
I for one, would like to see uncapped fps for PC. Is there actually an engine limitation preventing this? Or at least 240, cause why not, right?
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Current DH is still viable. Let's wait more than a day before we shoot out ideas. The usage rate now is 11%, let's see how it develops.
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Take chase and juice the killer
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Removing unhook grabs from healthy would be a start. You could still trade. And self healing is rarer now, so keeping survivors injured to prevent unhooks is more viable.
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Being able to just swing feels so right. Still loads of things to improve but I'd say this was objectively a good patch for the game.
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Agreed. Now we just need to buff the least used killers and perks for both sides.
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That's cool but what exactly is the point of overheat now? Wasn't it added to prevent facecamping? While now it punishes traversing the map. Kinda weird ngl.
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Completely agree. There are an absolute ton of survivor perks that are very weak, and not worth running. They're not even bad in concept, they're just straight up undertuned. Quick Gambit from Vittorio? 24m and 8% faster gen speeds. That's just weak. Why not 32m +12%? That would actually be usable.
Technician, a training wheel perk? Increases gen progress lost! Why? Why not decrease it by 3/4/5% instead?
Ace in the Hole only guarantees one addon, why? It could easily guarantee two, and the perk tier could determine the rarity of both the addons you could get.
It's so extremely obvious, and there are so many easy perks to buff out of obscurity and into being at least fun to run because you feel you can get some kind of value.
No more new perks please. Look at the old ones instead. The best chapter ever would be one that looks at 3 killers and 3 survivors and tweaks/buffs perks and powers.
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391325#Comment_3391325
I don’t run dead hard myself because after trying to for weeks and barely ever landing it accurately, I decided that I don’t have the skill level required to run it on top of the variables listed. But my friend that I play with do run it and while they’re better than me at it, they only land it around 2-3 times out of 10 for all the reasons I already listed. I don’t have to run it myself to see the issues surrounding getting it to work perfectly each and every time.
Yes I play killer. I main Myers.
Myers is hard to get to high MMR with unless you sweat hard and run max regression. What you'll see once you start facing really good teams is that Dead Hard is used by around 60+% of the players, and for good reason. It works really, really well on loops with undropped pallets, and good players take advantage of that.
As for exposed and such, it's all fine, it's not broken. There's plenty of requirements and drawbacks that make them fair. The only thing unfair and unfun about instadown killers is their ability to sit next to a hook and guarantee a hook state. That's pretty damn boring, and has little counterplay. The devs say they're looking into anti camping measures, and I'm curious to see what it is. I personally think it's about time to remove unhook grabs from healthy, since they are mostly used by players who hardcore hook camp and gamle for a grab instead of actually playing the game.
But the Endurance status effect is also perfectly fine. I have no problem with basekit BT or the perk, even Off the Record is fine. But the fact that this is possible doesn't make Dead Hard a fine perk because of how effective it is against M1 killers when used right, and how easy it is to get it with no real downside. It doesn't work every single chase, but it works enough that most players in high MMR use it. Take a look at this.
This is a community tracked usage rate graph of Dead Hard from nightlight.gg. Before 6.1.0 it had over 40% usage rate. Now it's around 25-30%, but it's still the second most used perk. Sprint Burst and Lithe quite far away. The devs released stats showing that the old Dead Hard had 75% usage rate at top MMR. And I'm willing to bet the usage rate at top MMR is around 60% now. It's just so stale now.
I like the rework, and I'm happy with it. We should look at hook camping next. It punishes uncoordinated teams far, far too heavily, while SWFs with Reassurance aren't even phased by it.
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@Veroles said:
Would love to have a daily ritual system where you could decide if you wanna have bloodpoints, iridescent shards or rift fragments and also that you can decide if you want killer or survivor quests.
Completely agree. My ideal scenario is 60-90k BP, or 10-15 Rift points, or 150-200 Shards. I think that'd be fair. Though I'd pick the shards every time. 6k shards for doing every daily ritual for a month seems perfectly fair to me.
Then they could reevaluate the things you need to do and make sure they were a little more challenging, like they take a couple games to get, and weren't spammable, like Doctors shock challenge, etc. I mean 4 shocks, really? But make sure to tweak annoying challenges like Demos shred and guard hits with Knight.
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@BougieBlackChick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391113#Comment_3391113
Except all four survivors arent running it and/or landing it in every chase. I don’t even run the perk myself at all. The situation you’re describing is extremely rare IF it even happens at all.
You claim that using Dead Hard successfully requires perfect timing, very high skill, and no interference from a whole slew of variables outside of your control to get to work. But you don't run the perk yourself at all? And you're saying that in your games, not that many survivors even run Dead Hard?
Do you play any killer? If you've got a high killrate, you'll see a lot of Dead Hard users as your MMR reaches the cap. Do you have a high MMR/escape rate on survivor? How comfortable are you in chase against M1 killers?
It's hard to explain why Dead Hard is considered broken and unfair compared to exposed without having an idea of your skill level.
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They've already announced they're looking into anti-camping measures. I personally don't feel like tunneling happens as often after unhook as it used to. Usually they go for the unhooker and hook them before taking up chase with the person that got unhooked if they can find them.
Also, what do you mean survivors can't gain distance? You get a 10% speedboost for 10 seconds after getting unhooked, even if you get hit. Base DS would be abused hard. And why remove base BT anyway? That just means the meta would be to slug the unhooked then go for the unhooker every time.
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You mean being bled out when the game is already over and the survivors are 100% dead? Yeah. That's obnoxious.
It wouldn't be hard to fix either. Just make it so when all four survivors are either downed or hooked for say 20 seconds, AND no self pickup/DS/deliverance/second chance perks remain, the survivors can vote to sacrifice themselves.
Ok, it would mess with a few archives and achievements, but who cares?
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387620#Comment_3387620
If it is additive, it is 75 + 75 = 150% which should be silent
If it is multiplicative, it is
100 * 0.25 * 0.25 = 6.25%
Yep, and it's multiplicative. So 6.25%, or 93.75% reduction is the right answer.
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@Crowman said:
I believe the devs changed sound modifiers to be multiplicative from additive a while back. So if they stack you would have 25% volume multiplied by 75% reduction for 18.75% volume.
Is it really 18.75% volume? If it was 25% multiplied by 25%, then it would be 6.25%, but if it isn't multiplicative anymore, it would be additive= 75%+75%=150%=silent, right?
Edit: I just checked the wiki, the devs changed the sounds to be multiplicative instead of additive, not the other way around. This was when Iron Will was 100%, so instead of Stridor increasing 0% to 50%, it multiplied from 0% to 0%, that's why people were talking about how Stridor was a dead perk around that time.
So it turns out, 6.25% is actually right. That means IW + NM gives 93.75% reduction to injured sounds. Check it out.
After testing in game, I've found that it for sure it 6.25%. Which, even on Meg is almost inaudible. I had to stand right next to them with high volume to hear anything.
Note that Iron Will reduces only grunts while injured, not while downed, while No Mither reduces both.
But honestly, if you want to be quiet, just play a quiet survivor like Ace or Ada, then you'll never need to use both IW and No Mither. One is enough.
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This about Dead Hard? Let is become niche. Cool it. Circle of Healing change is good too and makes sense, it's what the perk should have been from the beginning, and they should have done it far, far sooner.
As for the healing changes, it will make the game straight up unenjoyable for mid to low level players, and I think we will see a quite sharp decline in players. I'm not worried, but a little baffled that they're gonna let it go through.
What I am very curious about though is how is the high level meta gonna look now? No more greeding loops forever into Dead Hard every chase, plus healing nerfs. I'm calling Adrenaline + Resilience + Medkit with 48 charges to become extremely meta, used by almost single survivor, every game. Plus lots of Lithe and Sprint Burst. Slam gens while injured, heal up with Adrenaline lategame.
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That's a strong first post.



