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MrMori

MrMori

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MrMori
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  • @indieeden7 said:

    AHAHAHHAHA FUNNY AND ORIGINAL JOKE!!!!111!1!1 🤣🤣🤣🤣🤣🤣

    This but unironically.

  • I think letting go before the skillcheck shows up visually should cause incapacitated for 4 seconds.

    Or like mentioned, the skillcheck persists after you let go.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3216601#Comment_3216601

    Yeah that is true when bonus is 100%, probably not much when it's less.

    Yeah I do miss BBQ bonus ngl. But with bigger BP caps and cheaper nodes you can get extra value out of BP offerings at least.

  • @SurprisinglyCreative said:

    The biggest mistakes I have seen BHVR commit is during more recent updates. The artist with Eyrie Of Crows, which has truly god awful collision. (blight, hillbilly, huntress, and leather face suffer from this) Secondly, the map has way too many filler pallets, which often lead into shack or a 4-wall, T and L, or jungle gym. The main building has two walls that you have to break, and the map is genuinely huge. ALL OF THESE SAME ISSUES apply to Garden Of Joy. Nicknamed, Garden Of Pain. I believe the issue is with BHVR's design philosophy. They make perks that help with map pressure, instead of just fixing maps. BHVR has been fixing perks with new perks since forever. Hopefully they change their ways soon, because garden of joy genuinely sucks. N O T E: Both of these maps have incredible visuals, I love the color palette, lighting, and aesthetic of these maps. But gameplay was overlooked.

    Glad to see I'm not the only one who calls it Garden of Pain.

    These big maps aren't very fun. But when characters like Nurse and Blight exist, small maps can be extremely oppressive as survivor if the killer has both mobility and chase.

  • I don't think that's necessary. I was disappointed when the incentives came back and were additive, but the bloodweb node cost reductions were massive, I think BP gains are fine now even with additive incentives.

    Survs could use a buff though, much harder to get 30k+ BP on surv than killer. Still feels mediocre even with incentives.

  • Nah, but I'm patiently waiting for updates to the bloodweb animations with options to skip them.

  • Your first mistake was to hook near gate, that much is obvious.

    But I just think self unhooks outside of deliverance are as lame of a mechanic as unhook grabs. Keeping them in the game is "fine" and all but from a balance perspective they're not really fair to the other side.

    But at the same time, RNG like that, map RNG is part of why DBD is played so much, it just adds complexity and unpredictability which keeps people playing.

    As for BT in endgame/self unhooks, I'm cool with it, most killers can easily get a trade. It's your responsibility to push survs out, keep them injured, and hook far away from the gate anyway.

  • Eh it's fine. It just feels bad to players that have used the old flashlight. New players probably will just accept it as how flashlights work and not be bothered by it.

    It only nerfs the most obnoxious parts of flashlights, macroclicking, chainblinding at almost zero charge cost against newbies who don't know how to deal with it. It's fine honestly. Feels bad to use compared to old flashlight, but it's fine. Maybe it'll make newer players less scared of flashlights in their lobbies.

  • @Toaster427 said:

    Kill rate is above 60% now and yet somehow killer mains are still acting like they are victims.

    Kill rate could be at 100% and they would still find some way to complain about how hard the game is.

    Makes me take none of the stuff they say seriously anymore, doesn't matter if it's a balanced change or not, if it benefits survivors they will whine and cry no matter what.

    I think the killrate should be 75%, it would fit the horror theme of the game and be good for balance.

  • @hastarkis said:

    Well, countless time we get "swf sweathards" even though we aren't sweathards at all, we just chill and do stupid things. So even if it was super fun game for you, you don't know how was it on the other end. Maybe someone was annoyed by you because was lucky enough to meet you every possible time. Maybe the person was trying to make an archive and failed. Maybe it's their 30d attempt to do that. Maybe it's their 50d game without escape. Maybe you performed not so well but capitalised couple small mistakes and got "undeserved" win.

    Like, yeah, the matchmaking was so fair you did 4k. Fair (as far as I know) is if it's close 2k with variations of 1k or 3k. You even was soooo good person you posted a hart emotion for destroyed people. How nice of you to do that and expect other side to "just say gg or say nothing", how was your "gg well played <3" different from "gg ez 4k"? They did mistakes and died, all of them, was it well played really? Honestly? You destroyed survivors with feeling "ah, it's so cool, they aren't sweaty, it's much easier than could be!" and expect what exactly by typing smth like that?

    I mean, that's sarcasm but only partly. Because...

    >> Why is it whenever you have a good game as killer that the survivors come back with insults like "your trash" or "baby killer" despite you 4king.

    Because, having good, not hard, not sweaty 4k for you sometimes (and most times) feels completely unbeatable for survivors. They were sweating their asses (and you didn't even notice) and achieved nothing.

    And

    >> Now sure. if a survivor or killer purposly went out of there way to make your game literal hell then give them some grief post game but 99% of the time its a normal game so if you lose accept it and move on.

    99% of the time what you feel normal isn't normal for others. They feel you easy, hard, tryhard, sweat, not-sweat, dumb, cheater, newbie, swf, and so on. Like why do you complain about "get rekt"? It was normal game, just accept you lose and move on. No? Why? Why do you care about that? How hard it is to just type gg and move on?

    You can stay in white coat on the table asking people "but that was a good game, why do you pissed off by my gg, it's a game!" and then asking other people "yeah, you destroyed us, why the hell you mock us after game too with your gg ez??" and see no connection between those two questions. But the truth is: people have feelings, those feelings are different, and no matter how game-ish this game is, people love it and love wins and don't like to loose. They are invested and have passion and this fact itself is cool despite all downsides.

    And with current balance and hoe different people are it's super hard to have match where both sides feel it balanced and cool. If you really want to reduce toxicity in community (not ask why is it here but make smth), you should think not only about yourself and your personal impressions of the game.

    Countless times I was nearly pissed off by the game and sweat killer but their "gosh, guys you were SO hard, I had to sweat myself to compete with you, nice chases Kate btw" get me cooled.

    Countless times I had felling it was nice good game, 4k with all gens, cool chases, killer won and it was deserved, and right before "gg killer, you're good, thanks for playing fair" I read "die bastards, EZEZEZEZEZEZEZEZEZ". Why? Well, this game wasn't really good and balanced for them, I suppose. They did well. Did they feel that way either? I guess, not. It's not their fault. I still sent my message. Turned out, our killer is a nice person who can talk in civil way. He said gg after that.

    iT's jUsT aGaMe argument doesn't work here, really. Those people for whom "it's just a game" argument works play it 2 hours a day, 3 times a week. They don't have hundreds and thousands hours, and all those people with hundreds and thousands of hours like this game, they want fair games and sometimes they are sad, frustrated or unlucky because of the game and its imperfection.

    The moment you accept other people have feelings (and have their rights to feel those feelings no matter how small and unimportant their hobby looks for you) those toxic messages become 1) less toxic by default 2) more understandable. And the moment you get this idea, you 1) find your way to chat with people without frustration, 2) won't have reasons to ask why people are toxic anymore.

    Like, yeah, some people are toxic, but don't you really understand how is it work for humans?..

    Yeah.

  • Nah Billy is fun, but he could use a rework like Legion got. 30% faster chainsaw movement speed + 30% faster turnrate (boots) basekit, more forgiving overheat when not near a hook, and an addon pass would do wonders.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/3203082#Comment_3203082

    Thank you mister obvious. But if you're in a 4K streak, you don't want to risk a hook ; the other survivor has a probability to escape.

    Hardly anyone does 4k streaks anymore precisely because 3k + hatch is identical to a 4k in terms of whether you won the game or not. So they do 3k streaks.

    Slugging for the 4k is unnecessary. I'd make hatch auto close after 60 seconds, that's good right? Then there would be absolutely zero point in slugging since the game is guaranteed to end in max 3 minutes.

    As for the last 2 survivors and getting the Mori BP from offerings, the issue is that they bothered to change the offerings in the first place, that was pointless and lame, especially the perks.

    And also, the killer can only slug the 2nd to last survivor at most 5-6 times. The solution here is to hook and swallow your pride. Why does it matter if someone gets hatch before gens are done?

  • Endgame chat sucks, especially as killer. Hide it and ignore it unless you're in a good mood and want someone to put a damper on it.

    Let us disable it completely and delete the whole button. Also, for the complete opposite type of players, let us disable the profanity filter. That would be a good update. Toxic people can enjoy not getting censored, normal people can disable chat.

  • Yeah, you're missing that you can hook survivors.

  • @SeannyD115 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194161#Comment_3194161

    Every perk gets nerfed due to pig. Pig is in a league of her own. The devs have to constantly nerf pig just so the survivors have a chance. Pig makes nurse look like a D tier killer.

    That's a fact. I shudder to imagine what inhuman hits she could get if her crouch took less than 1.3 seconds for both crouch and uncrouch, and her dash attack took less than 0.75s to charge. There's a reason the grease and straps that reduce these durations are considered massively overpowered. They should just remove those addons to start with so she only has 18 addons instead of 20.

  • @DBD78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3194127#Comment_3194127

    It's a joke man. People joke about nerfing Pig all the time.

    Well Certain Killers are the reason Awakened Awereness got nerfed.

  • I've been wanting a way to completely disable post game for a while now. A setting to toggle on to never have to see the icon again, I'd use it, and it couldn't be "reenabled" without restarting your client, so it would be more than just another "hide" option that you could unhide from the settings after a match.

    And some may think that's stupid considering you can just hide it, but hiding isn't the same as removing. And as an added bonus, we could add an option to remove the censorship filter completely.

    Best of both worlds. People that don't like chat don't have to see it. Meanwhile, people that enjoy giving their teammates constructive criticism, or explain to the killers how it felt to play against them, can do so without being censored. Also relentless text-based abuse. But no one has ever gotten chat banned for that, so why bother with the filter in the first place? Half of the time it doesn't even work.

    Bonus points if you add a little icon on the scoreboard that indicate if the player can read chat or not. That would be good, because it would save survivors the hassle of having to wait for 10 minutes after being killed to give the killers tips on how to improve their gameplay. Now, they would immediately see that the killer either is a console player, or has chat disabled, and they could feel free to leave. Unfortunately the killer would never get their advise but we'll just have to live with that.

    Or you could just do like I do now and just keep it closed + go to lobby as soon as the post game screen shows up anyway. I don't care about any builds unless something unique happened, and I don't care about BP or grade, so I just skip it.

  • Note that according to the wiki, the addon is actually meant to grant bonus BP in brutality. But the in-game description is really unclear. And funnily enough, old streams show that it doesn't actually grant any bonus BP.

    image.png

    I'd like it if it gave bonus brutality, but that's more of a suggestion than a bugfix if it's working as intended.

  • Why nerf Pig when Certain Killers are stronger?

  • The only, singular thing I would change with Off the Record, or endurance in general is that it is disabled if you become healthy. Every single endurance effect requires you to be injured or going from downed to injured to activate, it's only fair that it gets disabled if the player is fully healed to healthy state in my opinion. That would prevent awkward bodyblocks with Off the Record from heatlhy.

    Bodyblocks while injured with OtR is a waste of time and not a problem.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3180597#Comment_3180597

    SWF could have a higher soft cap than solos.

    And SWFs have a much higher escape rate than solos, so their games obviously aren't sweaty enough. Giving solos more info would increase the escape rate of 2 SWF and 3 SWF even more, since that would allow them to have better coordination with the survivors not in their SWF. In other words, increasing the escape rate of solos would increase the escape rate of the 2 SWF and 3 SWF that are in the same games as those solos.

    Giving SWFs a higher MMR rating is the only way to bridge the gap between solo q and SWF, that doesn't involve trying to figure out how to buff killers in response to solo q getting buffed. BHVR is looking for a specific escape rate range, so if solo q gets a higher escape rate, then killers would need to be buffed in response.

    This would reintroduce the issue where high MMR killers just get sweaty match after sweaty match, and simply quit or force their MMR down in an awkward fashion. I don't know man, I don't actually think the matchmaking is the biggest issue. It's just not that fun to play solo survivor right now so the lack of players is messing everything up. Of course that includes people who give up, but that hasn't been happening to me all that much.

  • Unfortunately with how low the soft cap is it wouldn't have much of an effect, reaching high MMR is not that hard, and then the matchmaking is wild west style since everyone is considered the "same skill", 2800 mmr, 1900, same thing.

    But remember when they had really strict MMR? Games in high level were intensely tryhard with all 5 players needing to hardcore sweat to win, it was insane.

    I think the solution to this is to give solos more info to work with so they can work more as a team, as well as more rewards. Why is it that after dying 12 minutes into a game for a trade to get someone out lategame, you get 0 survival points? Why not give players survival points just based on time spent alive, or hell, even amount of gens done? 1000 per gen done for the whole team, 2000 for escape? That would make a lot more sense.

    The issue right now is the game is just too hard for solos. Giving solos more info wouldn't affect SWF much, but would help tons of solo players.

  • I think we should combine maps and keys into one item based around aura reading and the hatch. Maybe even remove the killer aura addon from the keys to make balancing the duration less difficult. And maybe let it read the hatch, but at a shorter range?

    It would also be easier to make interesting addons if you combine them, right now most map or key addons just do "make the item numbers higher", or "give the green map the same functionality as the iri map".

    The ultimate "information and survival" item, for hunting hatch and for gathering info during the game. It would also mean there would be fewer useless addons clogging up the bloodweb if these items were reworked to be useful.

    Who's with me?

  • You can put on lightborn if you suspect a bully squad until you're more comfortable with going against them.

    Last second switching, map offerings and suspicious/matching names can be a tell.

    For last second switching, it is possible to close the game down in task manager during loading without being penalized.

  • @Entitled_survivor said:

    Holding the game hostage means the other side can't do anything BUT dc ,,at your case they were being immersed and hiding very well but you as killer weren't unable to do anything about it,,you just took ages to find them ,boring as it is it's not holding anyone hostage

    Not wrong, but OPs point still stands. I agree AFK crows should get more and more aggressive the longer no one has been hooked or gens have been completed.

  • @Rise432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172354#Comment_3172354

    No, why would I waste my time doing that instead of making distance to another pallet tile?

    It's a great way to make killers chase you! They get angry, so they overcommit. You should do it after a pallet stun, missed hits, or after reaching a strong window. It's a tactical, psychological move that's very good to do when you have the chance, adds depth to the gameplay.

    Do you know how to bind a flashlight macro?

  • @Rise432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172344#Comment_3172344

    I loop 1 pallet and then they immediately avoid me like a plague for rest of the match, having me end up being stuck doing gens rest of the match

    Now hold on you dont tbag and click and meme nod at them when you outplay them do you?

  • @Rise432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3172287#Comment_3172287

    I am pretty much playing 60/40 or even 70/30 killer and survivor, survivor being a challenge is fun, I just cant play it as long as killer, M1 simulator isnt the most interactive gameplay really

    What kinds of builds do you run? I think if you unequip slowdown the games should get tougher.

  • @AshInTheTallGrass said:

    I don't think old DH was as bad as people say.

    (GASP!)

    I know, I know. I just said the forbidden phrase. I clearly must be new to the game. And I also clearly never heard the arguments for why it was beyond broken and never should've been in the game.

    Guaranteed you distance to pallets or windows you otherwise would have never reached, and as a result it could erase mistakes too, and countered everykiller ability in the game including trapper and slinger.

    It was boring, broken and 75% usage attop MMR. I have no idea what your skill level is but it made high level games miserable for a large portion of the cast.

  • @TheLastHook said:

    https://forum.deadbydaylight.com/en/discussion/comment/3170742#Comment_3170742

    Whatever, you sure are smart enough to interpolate red rank to the top of the current MMR rank or whatever word you want to use it.

    You must have a hard time in general if you read everything literally.

    Man you said something that makes no sense. Just say high MMR, then people will see that you know what you're talking about.

    Nobody knows what you mean if you use old terms, do you think grade affects matchmaking? It doesn't.

    Either way, I don't think OP could keep getting these 4ks forever. Why doesn't he go for a 50 winstreak and try to 4k every match? Then he'd reach high MMR and we'd see if he was actually good or just playing against noobs.

    Also let's not bring awful old DH back. Let's givesolo survs more info instead.

  • Only on the last living survivor. Pretty much zero reason not to.

    Other than that, absolutely not.

  • Me, from my personal perspective as a Survivor Main, I think killers are fine strength wise. I appreciate the challenge and that you have to work hard to get an escape. Perhaps you could play some survivor since you are a killer main who doesn't play survivor?

    It is a very fun challenge and very rewarding right now. If we nerfed killers, it would be too easy, like before Dead Hard was reworked, and playing survivor wouldn't be fun anymore.

    I think my role (survivor) feels fine, and that killer doesn't need changes.

  • @Sabraiz said:

    It does not state that it should give 100% bonus brutality points though.

    Only that each Hit score event gives you 100% Bloodpoints in Brutality and an additional 150% Bloodpoints in the Deviousness category.

    Edit: This is because otherwise he would barely be able to get any Deviousness points.

    Yeah looking at some old videos of the addon I can see this isn't a bug after all. Oh well. Guess we can close this thread.

  • It's worth whatever BHVR can reasonably sell it for and get optimal profit.

  • Hyperfocus + Stakeout + Commodius with Wire Spool + Built to Last. Guaranteed 4 gens where you have loads of skillchecks. Save your toolbox for when you have 4 stacks of stakeout, be pro and hit your greats, watch the gens fly.

    No need for BNP, what you want is skillchecks and Built to Last lets you use your combo on multiple gens.

  • Dislike the crafting, the idea to remove bloodweb purchase animations has been said before. Odd that they haven't bothered doing it though. It's clear that they could. Or even skip the "level up" animation since it's displayed at the top of the bloodweb anyway.

  • Stop trying to use it on reaction and start trying to use it on prediction. It works great in tight loops where the killer is forced to either lunge or eat a pallet after barely catching up to you. You can also fake a window with it. It shines when the killer is just barely within lunge distance and you're close to a resource such as window or pallet. You can also fake that you're gonna vault a downed pallet when you'd get hit, then use it.

    I don't think it needs a buff. Not to mention, extending the duration wouldn't do anything the times where you press it too late for the server to register it and get hit anyways. I think DH is in a fine spot right now.

    It feels bad against high ping killers but that's just how the game is coded in regards to how it interprets hits and ping.

  • Old DH was nasty. New DH is kind of annoying because it can be used near pallets where you'd otherwise be within lunge range. Predict the lunge, and boom, DH. Also it doesn't fix the issue of having to breathe down survivors necks to ensure you get a hit, which can get tedious.

    But honestly I don't mind new DH. I just hope its usage stabilized and it doesn't shoot up to like 40/50% usage rate again.

  • If it saves time, or if they were a good sport and I don't mind spending some time getting hatch. Usually I'll let the last survivor go if I catch them at gates and could down and hook too. After all it's 7k points for them, so why not. I don't need the 4k for pips or achievements or challenges anyway.

  • Cheaper bloodwebs plus incentives that seemingly will stack with BP offerings, at least it did in PTB, as well as when queue incentives came out. Prestiging and getting new items and addons will feel so much faster and better now. Great stuff.

    Chapter looks pretty great but probably won't pick it up for a while. I'm curious to see what a very skilled player can do with Stake Out + Hyperfocus + Toolbox. Wesker looks super fun.

  • @Akumakaji said:

    Okay,you mean his optics. Yeah, he looks somewhat derpy and I wouldn't mind a glow up.

    A lot of players also seem to hate his power and call it weak, while I myself "admire its purity ". Its deceptively simple, but bypasses a lot of the survivors defensive techs by putting then directly into the dying state.

    The only thing any his power that I really despise is und juice mechanic. It would be rad if survivors regenerated their stalk juice slowly over time and especially if a sacrificed survivors stalk juice would be distributed amongst the remaining survivors.

    Losing a pretty full survivors to a hook suicide or their "buddies" unwillingness to save them can screw you over big time.

    Funnily enough I've said the exact thing word for word about dead survivors, distributing stalk between the remaining ones.

    Another cool idea I had is that you press Special Ability/CTRL to Tier up. So if you hold down CTRL, his stalk is identical to before, activating as soon as you've gained full stalk. But you can also "Store" your power by stalking the bar full, but activate it whenever you want by pressing CTRL. This would help with not being able to tier up on a survivor you've fully stalked.

  • I say we give him 30% speed increase by default, 3 sec charge time, and 35% increase in turn rate after the initial curve. So like a toned down version of double engravings, plus an improved version of the yellow boots.

    Decrease overheat buildup by 50% when further than 24m from a hooked player. Then rework some of his addons like engravings.

    His issue isn't that he's bad, he's just heavily addon reliant to get hits against better players, and unnecessarily punishing. I think he'll always be clunky and have difficult collision, but that's part of the challenge. Could always make heavy clutch basekit too. These changes wouldn't make a huge difference to lower skill billies but be super helpful to see more billy in high MMR.

  • @Friendly_Blendette said:

    Dead hard should as the name implies make the survivor dead and the game harder for the survivors.

    Best post in this thread not gonna lie.

  • @HugTheHag said:

    I have trouble discerning irony when in written form, so someone please confirm it is just some jovial trolling and people are not seriously asking for more DH nerf.

    It's a joke lad. I just noted that it had gone from 18% or so up to 20%, surpassing the other exhaustion perks and made this shitpost as a response. We'll see how the usage evolves over time. I don't mind DH being the most used exhaustion perk, it's not unfair anymore. It can still be unfun to against sometimes, but as long as there's more variety than before in survivor builds, I'm okay with that.

  • @Biscuits said:

    Another tragic part of the patch will also be the queue time of killer also getting worse than it already is. I already sit in queue for on average 5-10 minutes on most of my killers. I can't even imagine what it is going to be like when everyone is going to want to play Wesker.

    On the bright side, 100% bonus BP when playing survivor. In the PTB is stacked with BP offerings too, so that's gonna mean super fast BP gains and prestiges.

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