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MrMori

MrMori

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MrMori
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  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3383057#Comment_3383057

    If base healing stays at 16s, then some games will have zero healing speed nerfs. I don't see medkits in every game, and I've seen many games that are 100% altruistic healing.

    Injuries currently don't feel like they matter, and this includes games that are 100% altruistic healing. All healing needs to have a noticeable healing speed nerf, so that every game can include the healing speed nerf.

    Disagree honestly. If you've ever played against a killer that can make use of Sloppy or Coulrophobia, without any medkits or boons, you'll know it's still quite oppressive. 16 seconds is fine.

    But part of what makes hit and run feel weak is also that survs are so willing to stay injured due to Dead Hard. That's gonna change. I'm really, really curious to see the PTB patch notes and how it all plays.

  • I'm fine with the Dead Hard change. It's about time it gets dethroned. It will become niche, but still moderately effective. Not all Exhaustion perks have to give value every chase, you know. It'll be a pretty cool perk that feels earned when used against you. It won't be that powerful anymore, it'll be a niche perk. And that's fine in my book. Also, Lithe will take its place, not Sprint Burst. Except maybe in top MMR. That's what happened during 6.1.0 anyway. Either way, Sprint Burst is infinitely less frustrating to deal with for most of the cast.

    The killer regression perks were a little much, sure. But I like the direction they're going with Pain Res. Considering the requirements to activate it I think it could safely be buffed to 20 or 25% though.

    CoB and Overcharge could both be 150% instead of their new regression speeds. That's a good middle ground. Keep in mind that both of these perks can provide decent info on top of regression.

    Healing speed change is awful. 24 seconds is insane and the game is in no way balanced around it.

    Medkits should have 66% self heal speed, and the biggest medkits should give no more than 2-2.5 heals total. No nerf to altruistic healing speeds. So you're on point about that.

    Plenty of changes here are great, and saying that they are "completely out of touch" feels a little bitter. I think that we'll be pleasantly surprised when we read the PTB patchnotes, and many of these points are addressed.

  • @m4x1m_000 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381747#Comment_3381747

    Hook grabs from healthy means you need to take a risk and try to unhook by yourself OR you can play safely and wait for another teammate to do a double save. If devs will remove this mechanic, genrush will be even worse, because survivors will always be able to unhook in solo, but now it requires two survivors and two tanked hits if killer camps. Also you forgot that survivors have Reassurance, Deli, DS, OTR, FtP so there’s no need in removing this mechanic because if you will remove, killers will loose a lot of pressure they can create. There’s already perks to counter it.

    I see your point, but I don't think it would be a problem. Not to mention, we should push the game in a direction where pressure is created by taking chases and getting more people on hook, not camping out someone. High level players already play around hook grabs, and rarely ever get grabbed. But when they do, it screws the entire game. It's silly.

    I say we remove it for a patch, and if it's too much, re-add it in a later patch. Just to see what happens

    Honestly, I think it's mostly lower level killers that will struggle if hook grabs are removed, since low level killers will try to camp hook and get a grab a lot. The most skilled killers prevent unhooks by keeping players injured, keeping track of who is on death hook and cannot trade, etc. And with CoH nerfed, Medkits nerfed, doing this will be even more viable.

    in Camping Comment by MrMori
  • DMS isn't as bad as people think. 30 seconds of gen block right after a hook can be very, very powerful. Especially on characters like Blight or Artist that can force survivors off quickly after a hook. I think the perk is fine as it is.

  • Hook grabs from healthy should be removed. Especially now that self healing is getting nerfed and it's easier to keep people injured. There's really no excuse. "But survivors can trade last second!" And what were you doing the other 60 seconds? Nothing? Go get people injured, get another down somewhere. Besides, they can't unhook for "nothing". It's always a trade now that the attack cooldown is lower.

    Also I sure hope 24 second heals don't become base. 30 second Sloppy sounds miserable.

    I also had a simple fix to Bubba camping, or at least a halfway fix. I think that if Bubba hits a survivor that is unhooking another, or has unhooked another survivor recently with his chainsaw, he should hit them with it, but also tantrum. That way you could at least get a trade as long as you can reach the hook without getting downed. And the survivor that was unhooked will be able to get away instead of getting hit as soon as they get unhooked, then get hit a second time thanks to Bubba following them.

    in Camping Comment by MrMori
  • @Technature said:

    I said it before but I'll put it here.

    I have absolutely no issues with survivors sharing their items EXCEPT for the location offerings.

    I get sent to hell often enough, I don't need it to happen more.

    A lot of players, except top level survivors that bring them every game, want map offerings changed.

    As for shared items and offerings, maybe? At the same time, items are so easy to get right now that I don't really see the point. Except it might improve survivor variety a bit, since you won't have all your good stuff on your main.

  • @Gamall said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381289#Comment_3381289

    From my experience I'd say Claudette (the exact opposite of how she is described in the lore 😂)

    Yeah, true. They are by far the most likely to throw their team under the bus for hatch. Megs often tend to bail in the endgame though.

    It's funny cause Yun-Jins, who's lore is all about self preservation, are actually not all that selfish. They just get in, try to win, save their skin if things don't look too great, and get out. No time to be toxic. She's played pretty lore accurately.

  • @Gamall said:

    Feng less toxic then Ace? Meg is the most selfish? 🤨

    Right around the middle is a little crammed unfortunately. I don't personally find Feng particularly toxic, believe it or not. Very mixed bag. Some are extremely toxic, while plenty are very fun and nice to play with and against.

    Aces tend to be slightly cockier, sometimes a little toxic but usually it's nothing personal. They're just mostly just messing around.

    Meg being the most selfish is a bit of a stereotype, but not entirely wrong. Who would you say is the most selfish?

  • Disagree, I think almost all the changes were good.

    But they should keep healing at 16s, nerf medkits to 65% Self-Heal speeds, and keep the Flashlight interactions on Wraith and Nurse, but remove the interactions from Artist and Hag.

  • I like the change, it's about time.

    But, maybe we could buff it to 20%, now that it is far harder to activate. You can only get it 4 times per match, and only on survivors you haven't hooked, and only on Scourge Hooks. That's a lot of requirements for 15%.

  • Not gonna lie, pretty disappointed in the killer changes. Happy that they're looking to change older killers, but these changes aren't a very good start. Again, happy that they're acknowledging it though.

  • Please don't listen to this, BHVR. The Dead Hard change is fantastic, as is the change to Pain Res. It will keep Dead Hard a strong perk when it is active, but it will not feel unfair or frustrating. Plus, you don't have to expect it every single chase.

    I think the people complaining about killers complaining should try different Exhaustion perks or god forbid, no Exhaustion perk, and see how it feels.

  • Agreed, and I made a thread. Excellent Medkit changes, but keep healing at 16s and nerf medkit self heals to 65% speed, or 24.5 seconds. Simple fix.

  • I just play nice most matches. Survs either take it or leave it. Ignore post game chat, reject post game chat. Become powerful.

  • You can't empathize with absolutely everyone, but I play clean and don't BM on both sides. And I often give newer players a second chance if I find and get them to death hook a bit too quickly.

  • Because it works. And the charts have to go up, up, up!

  • But Wesker is good and fun, so all is forgiven.

  • I like the changes coming. I wanna track survivors and be undetectable and catch them off guard and stuff. With that nice speedboost and pallet break in chase.

  • @not_Queef said:

    A FOV slider isn't going to happen because the game is balanced around killers having a specific field of view. It has to be the same for everyone.

    A wider default FOV would be very welcome, though.

    The FOV was set back in 2016 when the game was a hide and seek simulator, and Legion is about the only killer that has FOV changes tied to their power, other than Slinger ADS.

    Hell, even during the "slugging ptb" with the Last Man Standing mechanic, they made the FOV increase you got when only 1 survivor was standing into a toggle.

    Probably because gaining and losing FOV could cause motion sickness, but still.

    I say we add a slider, see how many players use it, and monitor the killrates. Everything else is just speculation.

    @Remedicist said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377230#Comment_3377230

    My idea for Shadowborn is to, given its name, spawn in the match with the undetectable status effect:

    Shadowborn

    • Begin the trial with the undetectable status effect
    • Effect lasts for 60/90/120 seconds
    • (Maybe make it disable upon downing a survivor, depends)

    Decent idea, a little odd considering it's a Wraith perk but I like it.

    How about, start undetectable for 30s duration, lasts till your first down, also extends Undetectable effects by 2s lasting the whole trial? That would actually be a pretty fun perk. Kind of like a "Stealth" Lethal Pursuer?

  • How about this: Chainsaw Sweep causes a tantrum if used on a player during unhook animation.

    That way, you can always trade against Bubba, and you can't chase down and double hit the unhooked survivor through BT.

  • I also want to point out that the "90 degree FOV" that DBD has by default is actually measured in horizontal FOV. 90 FOV in any other game, including CSGO, Valorant, Apex, is the average FOV between horizontal and vertical.

    So DBD actually has 70 actual FOV, which turns into a comfortable 90 with Shadowborn. Anyone who's played FPS games before can tell that the DBD fov is not actually 90.

    I wouldn't even be opposed to buffing survivor walk speeds slightly, if people are worried about stealth. Note, walk speeds, not run speeds.

  • Upvoted and same. Implement it, and if the killrates jump up by 10% as some people think, remove it.

    @Emeal said:

    FOV is literally tied to game balance with the direction a Killer is looking, how do you propose such a change going through easily?

    You probably picked the worst game to play when asking for this to be added imo.

    Tied to game balance how? Flashlight angles, sure, but you can already get blinded from offscreen. Red stain is far smaller than default killer fov.

    I say we add it and see what happens.

  • I don't think this is a problem at all. If you're hooking close enough to gate that a 10s BT becomes a problem then you've made a mistake.

    Like mentioned, bodyblocking with basekit BT only is suicide. And OtR and DS don't work in endgame

  • I'll use it so I can blast music and not be at too big of a disadvantage.

  • I'd like to see hook states as killer. FOV slider too, but I fear that will never happen.

    I'd also like to get a visual terror radius so hearing impaired players aren't entirely reliant on Spine Chill to be able to play the game somewhat normally.

  • Yeah, after I win too much and start facing really good survivors, any time I tab back into the game I'm at Coldwind. Weird how that works.

  • No more characters. Fix the ones you have.

  • You were supposed to press continue without bothering to open post game chat. I'd turn that nonsense off if I could, for now I just keep it hidden and press Continue.

  • @Ghoste said:

    Had this happen to me recently. Dude stood there for 30 minutes. Maybe it isn't technically against the rules, but it is hella lame to just stand on hatch. Killers really be desperate for the 4k.

    How many gens were left?

  • I think they hinted at removing the "hold to buy" feature. If they removed the level-up screen too, I'd be satisfied.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376469#Comment_3376469

    You don't have to be too hesitant with it. You just need to not swing at the first available opportunity. If you go for an optimistic lunge them you are far more likely to get DHd. But if you're right up on the surv and pause for 1 sec, then do a basic swing, you maximise your chance of nailing the down.

    It doesn't take long and a quick basic swimg is impossible to react to based on animations/reflex.

    I know how to counter it, I do it most chases. I just don't find it fun. It's tiresome at this point. I don't think letting instant M1s counter Dead Hard would be too much to ask.

  • I just despise waiting it out anytime a survivor is injured, not Exhausted, and hasn't shown another Exhaustion perk. And that happens a lot.

    I'm bored of it. Can't even swing at em. Feels bad.

  • @ThatHairyGreek said:

    As many people pointed out its not a hostage situation BUT imo this is something that should be looked at. This goes well beyond the point of typical BMing such as teabagging and hitting on hook. I could understand if he went for the Evil incarnate achievement but the reason he gave me for doing it is because a survivor put on the red forest offering. Whats more he already won the match and he got a good amount of points. I dont think there can be any defence for this behavior and im a killer main that understands what its like being on the receiving end of BMing.

    Everyone wants this stuff looked at, along with waiting at gates after EGC has started, last 2 survs hiding while avoiding crows on a big map, killer bleeding out with no way to recover, bodyblocking survs till everyone but them escapes, bodyblocking the last survivor indefinitely, etc.

    But nothing happens. How hard could it be to check for an active:

    • Self pickup perk or Boon
    • Deliverance or Slippery Meat
    • Decisive Strike

    And just sacrifice everyone if there's nothing to save everyone? No more bleeding out, at least it would be a lot harder. Fixing these issues would be incredibly simple, but they just never get addressed.

  • I heard a suggestion that I really liked.

    After EGC starts, the killer can leave the game with no penalty, and the killer gets to keep their BPs. But their body stays behind. That way, if survs are hanging out at gates you can just leave, but they can also do challenges, or blind you or whatever, since your body is still in the match.

  • @Bot_Salvo88 said:

    Agree. But don't worry. Peanits said it's something people have only talked about recently. It will get changed if we're lucky in July. Don't expect to get changes to dead hard any time soon (like April, forget it)

    They said they're looking to rework perks this midchapter. Did Peanits really say that they're not changing it till July? Even with an upcoming perk rework patch?

  • @C3Tooth said:

    Some quality of life I think he should have:

    • Stalking rate should be more at longer distance instead of shorter.
    • Stalking stop right at 95%, you have to press M2 again to continue pass 95%, to prevent accidently Tier 3 pop when you dont want to.

    How about it stops at 100%, but you can press CTRL to tier up anytime you want? That would be super convenient.

  • Agreed. Some changes to start:

    Each generator completed gives all survivors 1000 survival points, escaping gives 2000. So you're actually rewarded for reaching endgame and dying, just like killer is rewarded for hooking but not getting kills. It's stupid that you either get 0 if you die or 7000 if you get out. Also incentivizes selfish plays.

    Increase BP for a solo gen repair to 2500 or 3000. Increase skillcheck bonus to 150 from 50. Nerf Proves BP bonus to 50%.

    For Boldness or Altruism I don't know.

  • That's not holding hostage, just a newer version of hatch standoff plus both of you being stubborn. The fact that the killer can bodyblock hatch and force the last survivor to finish all gens is extremely stupid.

    Honestly the last survivor shouldn't have collision with the killer either, to prevent blocking someone in a corner with hatch still open.

    Another solution is to make hatch close automatically after 60 seconds or so, and make hatch escapes count as a sacrifice for challenges and points and stuff for the killer, so there's 0 incentive to camp it.

  • Don't delete it, nerf it reasonably. Reduce speedboost from 1.8s to 1.5s, instant M1 attacks (non-lunges) ignore Dead Hard completely, letting you hit without worries if you manage to get close to a survivor.

    You can still DH at pallet, but it's not gonna give you as much speedboost. If you get mindgamed and the killer hits you without lunging, you're dead. No more "waiting it out" when you've caught up to the survivor, because instant attacks counter the perk, as it should, since the chase is over.

    That would leave it a strong perk, but not quite as annoying or oppressive.

  • That feeling when your decision making is worse than the average human population.

  • The devs used to be very strict with MMR and who can match with who, but it made high level games absolute sweatfests, even moreso than now. Also long queue times.

    So now the syrvivor team is looser with who can join who, and simply tries to match the "average" survivor team to the killer.

    Try running some stealth perks and hiding as soon as you hear the terror radius. You could also do the opposite and try to take chases to improve, and accept that you'll probably die a ton.

  • @Nos37 said:

    New killer: The Entity

    Start the match as a random killer. Hop into a locker to change which killer you're playing as, disarming any traps, portals, powers you had setup prior.

    That legit sounds pretty fun. Miserable, probably impossible to implement, but fun.

  • @Snowflake_Syndrome said:

    I'm seeing map offerings almost every second game. I doubt I'll even see map prevention work.

    Map offerings should guarantee that you don't go to a certain map, honestly. If that's unfair to the infamous "Scratched Mirror Myers" that gets mentioned any time Map Offerings are discussed, maybe make Tier 1 Myers 110% instead of keeping this annoying offering type around.

  • No hate, I'm just tired of the meta, and other than Eruption, it'll be the same. Takes so long for perks and killers to get changes, it gets stale.

  • We have 31 killers now. I want them all to feel smooth, responsive and satisfying to play. I care more about that than a new killer, unless the new killer actually brings something interesting to the game.

    There are a lot of outdated powers out there, some only need number tweaks to feel better to use.

  • I'd like it if say Huntress and Nurses menu themes if they were playing real quiet in the background when you were outside of chase and playing one of those killers. They fit the whole "creepy, searching" vibe. While say Legions menu music wouldn't work.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3365260#Comment_3365260

    Don't see killers complain about sniffing survivors asses when they want a grab a healthy survivor while they are face camping, that mind is even more obnoxious and thats just a base kit feature of every killer.

    So if DH goes because you don't want to sniff survivor's butts, then that stupid mind game also has to go

    Both waiting for DH and waiting for an unhook grab are bad mechanics in my book.

    And if someone mentions endgame, I don't care. If you hook the survivor too close to a gate, haven't gotten anyone killed, and don't even force any other survivors out, it's on you if they get a rescue and a 4 man out.

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