MrMori
MrMori
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@I_CAME said:
They don't need to kill switch the system. They need to delete it entirely because no one asked for it. Just admit that it was a mistake and move on from it. What people wanted was for people to stop going next on the hook. That's all we needed and then we could have looked into something more if it turned out to not be enough. This kind of draconian crap is ridiculously harsh and is never going to work the way that Behavior thinks it will.
I'd honestly make the same argument for the new point system that requires you to play TWENTY games to lose part of the penalty. Do people realize how much time twenty games is? If you assume a match is twelve minutes then that's FOUR HOURS in game alone just to go down one level. Not even counting the time you spend in queues, menus, loading screens, etc. Also remember the penalties no longer go away over time anymore. This kind of stuff is only going to drive people away in the long term.
Agree to an extent. But disconnect penalties being based on your recent games instead of going down automatically is a good thing, it stops people from DCing daily, especially on their last game of the day because they know they won't get punished as long as they wait until tomorrow to play again. Say someone plays 3 games a day, with the old system they could basically disconnect one of them for free, that's not good. But with the new system, let's say it was reduced to the last 10 matches, you'd only get 1 "free" DC per 10 matches. Unfortunate if you lose connection of course, but if you're losing connection in over 10% of your matches then that's a big problem for not only yourself but also everyone you play with, right?
The crows are too aggressive now, but the collision loss can stay, that's a good change. But go next prevention… yeah just delete it for now. Maybe try again later. Putting such an aggressively penalizing system in the game during a chapter launch with so many new players is a weird move for sure.
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Yeah, those kinds of downsides are outdated and shouldn't be a thing on already unpopular perks. Same with some survivor perks, like Technician increasing your gen damage for no reason, and Visionary deactivating temporarily when a gen is completed.
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They should just turn it off in a hotfix until they can tweak and test it so it doesn't punish players that are getting tunneled. Getting tunneled and then also getting penalized is the kind of thing that will make many players never want to play again, especially new players. The thing they are trying to prevent which is survivors that immediately give up on hook to try and quickly go to the next match is mostly fixed anyway with the self unhook and second stage skillcheck changes. And while some survivors like this will throw themselves at the killer anyway to go next, at least they can't get out of a match super quickly anymore, which should help discourage it quite a bit.
This go next prevention system is just excessive and doing more harm than good.
The idea is good in theory, but they should absolutely have postponed it until the midchapter. Maybe even the crow update too, they could have just added the no-collision thing and kept all the other changes for the midchapter instead.
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@HeroLives said:
idk why not as long as it replaces you with a bot when you leave match.
Just replace killers with the trapper bot when they dc or abandon.
Yeah, that would be the most elegant solution. I always figured, if EGC is active and the killer is farther than 20m or so from both gates, and no survivor is on hook, the killer could abandon and be replaced by a bot that simply walks and M1s survivor. Let the bot "push them out" in the same way the last survivor can choose to abandon and have their bot get mori'd instead of the actual player, what difference does it make to the rest of the players? All it does it make the game more bearable for the person that gets to leave early without affecting the remaining players gameplay at all. The match is over, let people leave without these time wasting frustrations.
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It used to be 3% yeah. I don't mind self unhook attempts being removed but this perk is just even more useless now. At this point they should just rework luck and slippery meat completely.
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I'm very happy with the change, though it does make map offerings useless. At the same time, completely removing them wouldn't make any sense, it would be lame to just delete thousands of offerings from people's inventories, and it might mess with item distributions in the bloodweb to remove so many offerings at once.
As for Scratched Mirror, that should be easy to fix. For some reason when they made him 110% in Tier 1, they also made it so Scratched Mirror put him back down to 105%, which I think is lame. Now they can probably remove that downside from the addon. Maybe even buff it so he's 115% with Scratched Mirror? It's a thought.
@Moofy said:
I'm not happy with it. I used them because I would get sick of the same map being in rotation on some servers over and over again. Why even have them at this point if there is only a 20 percent chance of getting it?
I'd see the same maps in rotation exactly because people would bring map offerings. There's a realm repeat prevention system in place to help with getting repeat maps, hopefully it will kick in more often now that people aren't constantly forcing certain realms.
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Lucky for you, this won't be a problem next update because they're completely removing the 4%.
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I always loved the idea of first person survivor. Obviously it'd be worse than playing third person gameplay wise, but it could make the game feel genuinely scary again if you're okay with losing some matches. Like imagine hiding in lockers in first person, or crouching behind something to hide without being able to see the killer.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933147#Comment_3933147
It sounds bad, because some killers are way worse on outdoor maps, and some killers are way worse on indoor maps, and the map offering change is almost completely removing a killer's ability to choose "outdoor map" or "indoor map".
…Meanwhile, survivors aren't affected anywhere near as much.
The overwhelming majority of players that bring map offerings are survivors trying to get a comfortable or strong realm in my experience. While there are some killers that do the same, this nerf is definitely a killer buff overall. But regardless of who it benefits the most, map offerings are way more fair now. Being able to guarantee a realm with just one offering was just way too strong.
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Good take. But I feel people that act this way aren't open to this kind of feedback or self reflection. I've got so many thoughts about post game chat so may as well share them.
What I've been wanting for a long time now that I think would improve post game chat as a whole is a couple simple changes: Give players that have chat enabled an icon that says they have it enabled or not. Not an icon that shows if they have the chatbox hidden or visible, but rather if they have access to post game chat at all. So console players you'd see "No chat" icon, Epic players you'd see a chat icon, etc. Then, add an option to just turn off and opt out of chat completely, needing a complete restart to change the setting.
I think it would be a huge eye opener for a lot of people that spew bullshit into post game chat when they realize the overwhelming majority of the people they face never even see their message, and they have to find another way to cope with how mad DBD makes them. Maybe they never improve, maybe they take it out in other ways. Whatever the end result, I think it'd be a good one. It'd be a win for BHVR too since there would be less chat to moderate if fewer people used the chat as a whole. Maybe add a "gg" button that gives everyone in the match a few bloodpoints? Even players without chat, like console players could use this button. That would incentivize people to be positive and even reward players for playing nice, even if it's just bloodpoints and a little icon at the end of a match, every little bit counts right?
And if they're feeling extra ballsy, they could even let console players enable post game chat with the same setting. I don't bother engaging with chat all that much nowadays, but I feel it would make the game as a whole feel less toxic. I'm mainly here cause I love the gameplay and there's no game quite like DBD.
Oh and remove the chat filter completely. Take some responsibility for the things people type in post game chat, and mute people if they overstep. Don't ban them from the game, just completely remove their ability to chat. I don't think saying awful things should get you banned from the game, but definitely banned from chat if that's all you use it for.
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@TragicSolitude said:
Halving the amount is pretty significant. It really feels like you don't make progress with the new system. It was very easy to miss the rewarding of those 5 fragments, too, since the new system wasn't displaying the little bar illustrating XP to Fragments after a match.
Also, it seems there is a bug where people are not getting any Rift Fragments for XP: https://forums.bhvr.com/dead-by-daylight/discussion/445614/no-rift-fragments-from-xp
I don't get why people say the rift progress gained from exp earned is halved. It isn't, it's the same. Before, it was 500 exp to get 1 fragment, and 10 fragments to level up. So 5000 exp to level up. Now it's 250 exp for 5 fragments and 100 fragments to level up… So 5000 exp to level up. At least the 250 exp per 5 fragments has been consistent for me ever since the new quest system dropped.
What is worse with this new system is the quests, they give pitiful amounts of progress compared to completing an entire page of a tome.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/446045/concerned-about-going-next-prevention
pretty much lets you know which player can be bled out
That's lame to do. Luck offering will be hidden anyway, but I guess if you've got a chip on your shoulder you can spot someone trying to self unhook, find that they have also brought a hidden offering, and then bleed them out. If they're a new player trying out the mechanic or a troll trying to throw is impossible ot know. You wouldn't even know if they were the one that brought the luck offering to throw, because a teammate of theirs could have brought a luck offering that gives every player luck and thus lets everyone self unhook and you bled out the wrong guy.
I still think it's weird to keep luck in this weird state now though. Luck offerings by themselves will basically just be "I want to throw the game offering" unless you build your whole build around it. May as well make them related to chests and items you get from chests or something, let you get extra addons from chest items or something.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932898#Comment_3932898
I think that means that if each survivor brings a separate map offering, they have a 1 - (0.8 * 0.8 * 0.8 * 0.8) = 59% chance that one of their map offerings is picked.
That would still mean the survivor side can still have a map offering they want, over 50% of the time.
They already detailed how it will work and you're overcomplicating it, it's not multiplicative, it's static.
Think of it like there are 5 "map slots" that the players can influence through offerings. By default, all five slots are just "go to a random map". Not a specific realm, just "any map in the game". But if one player brings a map offering, then one slot becomes that map offering, so it's a 20% chance to get that realm, and 80% chance for a random map. If four players bring a unique offering (since multiple of the same offering still only fills one "map slot", then they have an 80% chance to get one of the four realms they brought offering for and 20% chance for a random map.
Sounds bad, but remember that Sac wards will now be stronger than they've ever been now that all map and game altering offerings are hidden. If the killer brings a sac ward, survivors can't know that, and thus can't dodge it unless they're willing to dodge oceans of matches. On top of that, even if survivors bring 4 map offerings and killer doesn't bring a sac ward, having an 80% chance to get one of four realms is still way less obnoxious and powerful than guaranteeing a realm with a single offering. And they may still get that 20% chance for a random map.
I think we will be seeing far, far less map offerings after this update, they simply aren't as impactful and reliable as before which is about time. What I think we'll be seeing a lot of is shroud offerings from survivors, since it's very important to spawn separate. Maybe a mix of shroud offerings, hatch offerings and map offerings, forcing the killer to counter only one of them.
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The only thing I wonder is, what if there's 2 survivors left that haven't been hooked yet, you down them both close to each other and hook them both. If you need those 2 sacrifices, do you just have to stand around and wait for 140 seconds since they can't self unhook? If they abandon, will the bots try to self unhook now?
Also, if there's 2 people left, then there will be no way to give up on hook and give the last survivor a chance at hatch, which is going to be pretty painful I think. I think the 2v1 needs some updates so there's more incentive to at least try to play and not hide for hatch, and less incentive for the killer to slug for the 4k.
Other than that, great update, very welcome changes.
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As is the meta in top mmr, grab quad slowdown and hardtunnel someone that isn't the obsession in hopes that they don't have Decisive Strike.
But in terms of playing Kaneki against good survivors, then know that you shouldn't be breaking pallets that can be outplayed wiht M1, or with your power. You won't have the time to break every pallet on the map against good survivors. Kaneki can outplay some strong/god loops with his enraged vault, but others he'll have to break, figure out which loops are which before you mindlessly break every pallet. His enraged vault is his chase power. As is his leaps on some tiles, but not all of them.
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Totally agree. If every survivor remaining is a bot, the bots should all attempt to self unhook as soon as they go on hook, as well as not struggle when second stage on hook like you mention. Obviously it's possible for the killer to abandon but there's often incentive to get the kill for things like milestone challenges.
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I've tested and you still get rift fragments for EXP, it's just not displayed anywhere except random 5-10 fragments you get after matches. It seems to be 5/100 fragments per 250 exp. That's the same as it was before the quest system, which was 1/10 fragment per 500 exp. But I still feel the rift grind is way heavier now since tomes and tome pages gave far more rift fragments total than these weeklies and milestones do combined.
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Her search is the main reason I don't enjoy the character. It's clunky to use since you have to "charge" the distance up, hard to target gens like you mention, slows you down when you activate it for some reason, dog can get stuck, no way to recall the dog manually, and sometimes when the dog returns it'll follow you without giving you your cooldown back. If they fixed search mode she'd feel so much better to play, chase mode already feels quite good.
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I don't like how you don't get any rift fragments through EXP anymore. The milestones are limited, and eventually you'll run out, and then you won't be gaining any rift progress outside of dailies and weeklies, which will feel bad. And right now, the split between dailies, weeklies and milestones quests is about 40 levels max from each, which is not generous enough. If you're aiming to get level 100 you are pretty much forced to do dailies and also make sure you get all the milestones on both sides maxed, which many players won't be able to do. If you happen to miss some dailies here and there, it'll suddenly be impossible to reach max level without paying extra which is not good.
Yeah you can say "Level 70 is enough" but before you could comfortably reach 100+ by just doing some tome challenges and a few event tomes, plus play some normal matches. You weren't forced to check in every day.
I'm sure they'll tweak it to make it decent, but I feel like at least the dailies need to be buffed to at least 35 fragments so you get a full level each day instead of a little less than half. Also adding back rift gains from just gaining EXP like before. Then the rift would feel reasonable again.
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@xGodSendDeath said:
The blatant cheaters are one thing but the amount of subtle cheaters seems crazy. I don't even bother trying to report them because of the time investment and I doubt the support staff is actually going in game to recreate these scenarios to prove yes that survivor speed boosted just out of line of sight
I actually spotted a subtle cheater when playing survivor recently. They had ran the killer for a long time while on death hook so I figured I'd help before they went down. I spot them and what do you know, they were boosting their speed randomly between tiles while the killer was busy breaking pallets. Suddenly it makes sense how they "juiced" the killer for over a minute on an almost completely barren map. I do always report them since if they then get manually reported with evidence they're more likely to get banned if BHVR see that their report rate is much higher than what's normal.
But even with video evidence, needing to create a BHVR account and submit each ticket manually is such a bother. I frankly think it's embarrassing that it's possible to cheat like this, but I don't know the infrastructure behind DBD. I just know for being such a big game, the anticheat is pretty much useless once you've bypassed it since the server doesn't question what the client sends to it in any way whatsoever, seemingly at least.
Like imagine in Fortnite, CS, Valorant or Overwatch that a cheater could teleport around the map and shoot people immediately as soon as the game started with infinite damage and instantly win the round in a few seconds. That would be ridiculous and it would be incredibly dumb that the server doesn't recognize a teleporting instakilling character as cheating. Which is why it's literally impossible to do that in those games since they properly check what the client sends to the server. Yes, there's aimbots obviously, just like there would always be wallhacks and info hacks in DBD. But at least in those games you can't directly change your characters stats and speed and position and even other players characters directly. The fact that you can do it in DBD and the server doesn't even question it is very bad.
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It's pretty obvious that milestones reset every rift, they even have a timer that counts the days until they are reset just like the rest of the quests, so your math is off here, reaching max level is still definitely possible. But those are for players that play a lot, most players won't get close to maxing them unless they play pretty seriously, which is lame.
For me, my biggest gripe are the dailies. Why do you get a little under half a level and only 7500 BP for doing dailies? That's even less than the 30k you used to get, which was already not really even worth it. Aren't dailies supposed to be the best return for the least time possible, a big reward for just checking in? Dailies should be the quick and easy way that casuals can level their rift pass and get some BP without investing too much time, but the rewards are just bad. It should be at least 60k BP and 1 full level for doing all 3 dailies.
At the same time, if dailies become too important, then that's just FOMO that forces people to check in every day, and I'm so tired of games demanding this kind of followup nowadays. I'm sure they'll tweak and fix the quests so they'll be reasonable at some point though.
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Do whatever you want, I can't be bothered to alter my playstyle just because someone is throwing. The match is ruined either way. I'd personally just hook them and continue to play, downing and hooking the rest so they can abandon. Then report the person that threw the game for trolling. A single report doesn't help much, but it's still a stat that BHVR can check on someone's profile if they get reported for it a lot so who knows, maybe it will make an impact on whether they get banned or not if someone ever submits a manual report on them with video evidence.
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I agree but what frustrates me is that it wouldn't take much to massively improve what we already have either. Cutting out all animations between bloodwebs, make purchasing a single node instant instead of having it fill even with click to fill enabled, double the speed of all the animations, make the auto bloodweb continue forever until you clicked it again to stop it, let us prioritize what type of items and addons we want when using auto bp spending, etc. But it seems they're just gonna keep manual leveling as it is.
When the bulk spending comes out, I do hope that you can at least prioritize certain addons or items. It would be such a letdown if it just gave you a whole heap of random stuff which when leveling manually you'd avoid.
If they don't let you prioritize stuff, then you'll still be left with the dilemma of "do I use bulk BP spending to level quickly but get more useless stuff and less of the addons or items I really want, or do I go through the bloodweb manually to get what I want but waste a lot of time?"
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Mandatory gif post
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They should have just made kicking a pallet remove 1 token, instead of setting your tokens to 2 while enraged or 1 while not enraged. It was weird that if you kicked a pallet when you were out of tokens, you'd actually gain tokens.
Make it work like that, and also make Blight lose a token when breaking pallets as well. That would be the most balanced imo.
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I don't think Ghoul needs a rework at all, his power is fun and straightforward. All he needs are some more nerfs to the most frustrating aspects of playing against him. His strength comes from that he's pretty good at everything while being extremely easy to use. Incredible mobility, super free injure, free slowdown in mending, counters prerunning and can catch up almost instantly between tiles, decent looping with power cancel and enraged vaults.
But there are loads of ways to nerf him further if he keeps being a problem without wasting resources by reworking a perfectly functional and fun power. They could reduce the grab attack range, reduce enraged vault speed, add more cooldown after cancelling power until you can attack, even remove Deep Wounds completely and make the mark a separate thing entirely from it, taking like 3 seconds to remove instead of the 10s to mend. Just removing Deep Wounds would instantly make the character far more bearable to go against since he'd no longer counter important perks like OTR or DH.
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There's a certain charm to the old tomes and challenges in them, but trying to finish them all was a huge chore since there were so many, and so many of them incentivized throwing the match to "Stay within the killers terror radius" or "Sabotage 5 hooks" or whatever. I have zero issue with them being shelved. Just the fact alone that all challenges are equipped, getting progress, and cashed in automatically is so much more convenient. Sure you can't save BP anymore, but now the BP cap is 5m, so that helps some.
But I don't think the old tomes should be removed, ever. They should keep them and let people do them if they feel like it, why throw away so much content for no reason?
As for rarity changes, I think it's pretty much unnecessary, I don't think it's any better or makes more sense than what we already have at all, but I personally don't mind it much. Doesn't affect my gameplay so eh. I think it might cofuse new players even more than if they just didn't change them though, now all the old guides will make no sense.
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Only the deepest respect for survivors that bring Sac ward. Understandable if killer brings it. It's not the offering for someone that wants to sweat and get the most powerful map they can. Bringing sac ward is like saying "let's keep this as fair as possible and make sure we go to a random realm, not a cherry picked one".
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@[Deleted User] said:
I've played for 8 years & took 2 breaks, one was after my best friend died but that was a general video game break not dbd specific.
The other was last November, i'd just had enough of everything in the game quite honestly.
Came back in feb for my birthday & 2vs8 then they announced all the changes for this year & I thought i'd give them a fair chance, they have until the 10th Anniversary next year to convince me to stay, I'm highly sceptical but trying to keep as open a mind as possible.
Biggest issues for me personally is matchmaking & it always has been, while I think mmr isn't nearly refined enough lobby dodging kills it regardless, hiding prestige helped but doing away with the lobby, & making actually relevant punishments for dc's (along with changes to go next & tunneling ect) in my opinion would make a significant difference.
I'm not holding my breath, I don't particularly have any hope, & I expect a god awful 10th Anniversary event thats grossly one sided will be my final & ever lasting memory of my most played game of all time!
Matchmaking is also my biggest gripe with the game right now and I completely agree with removing the lobby. All it does it wreck matchmaking and waste everyone's time. I assume it would be way, way easier to get balanced matches if they removed it since once you've matched 5 players, that's it, now you're guaranteed that they'll get into a match together. I'd assume it could help against stream sniping too, but idk.
Another issue with matchmaking is how the MMR brackets works. Once you hit 1400+ MMR (from what has been datamined), you're in what's called the "gold" bracket and can match with anyone in gold, including anyone in 1800+ which is still gold but is at the softcap. This means that your next match may be some semi-decent players playing at 1520 MMR, with half decent builds and looping, reasonable match where you may not even have to sweat to get a win. Or, you get seal team 6, all with 2000+ MMR but matchmaking softcaps them at 1800, and the match is completely hopeless. The experience is so inconsistent it's not even funny.
The range is too high but I get why they do it. There just aren't enough high MMR players to go around, but still makes for a bad experience.
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I sure don't, I already got the character I wanted to P100 and now I'm sitting here wondering what to spend all these BPs on. Starting another P100 feels like such a slog but putting points into random characters is such a waste. Give me less BP, give me a half bp event.
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@WolfePhD said:
I mean this with respect, but the community asked the developers to take time to fix bugs and improve the game’s health. That is where the focus is now, and this is a placeholder to fill time. I am happy with whatever we are offered if the end result justifies the boredom.
Fair, but you have to wonder how much devtime it would take to implement "Items and addons are also randomized, and map offerings are banned". It would make the mode much less sweaty and more fun imo.
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Completely agree. Some may think it looks "clean" but ultimately we just get less info for no real reason. I for one just want to know the number, I don't care if it's a clean and even look or not. And some players have spent lots of time collecting tons of addons for their favorite killer and now have nothing to show for it other than "999+". If they don't want to revert it they should at least add an option to show it, or worst case make it visible when hovering over the addon or something.
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Wouldn't mind if he had slightly shorter range on the grab attack. Ghoul now has 14m range on his power, but I feel like the injure should have only something like 10m range. It still feels like you can get the injure from way too far away.
Another thing I find weird is that when you break a pallet, the game actually sets your charges to 1 if you're not enraged, and 2 if you're enraged, it doesn't actually remove charges. So say you're enraged, you jump right next to a survivor but run out of charges, then break a pallet, you'll actually gain 2 charges. Very strange that they coded it like this. I think breaking a pallet should simply remove 1 charge instead, that would be more balanced and make more sense.
The enraged vault might need tweaking too, at least make sure survivors don't get stuck when being grabbed through a window or pallet.
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Definitely feel Call to Arms, especially now that Knights has a whole mechanic around making long patrol paths. He feels limited without it.
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They made Eyrie weaker, plus they added Dead Sands to the realm which is a somewhat killer sided map, so I don't mind the realm or offering that much anymore at least when playing a stronger killer. If you want to avoid being sent to it, use a Sacrificial Ward.
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Would be nice. I've seen people mention for example being able to pin someone as favorite and have them at the top of the list. I bet they could add more filters like this is there was enough demand.
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MFT is extremely strong against him, Resi is also extremely strong if you're confident enough at looping to get value from it. Windows of Opportunity is also a very important and great perk against him because ghoul will down you in the open in seconds, but can still be outplayed at loops. WoO helps you avoid deadzones where ghoul can simply hit you, leap after you, and down you almost immediately.
Some anti tunnel is good too, Dead Hard or DS is important. Dead Hard is still decent despite his power putting you in deep wounds. Because either you find yourself with MFT, or you find yourself with a Dead Hard ready. If you often end up looping ghoul easily and not getting tunneled much in your games, but your teammates are getting stomped, consider bringing Shoulder the Burden. It could potentially save the match but it is situational.
Some general tips against him is never drop a pallet while healthy, it's not worth it, just play the loop as long as possible without wasting any pallets, he will hit you with the free injure eventually. When you do get injured, use the full distance to reach a decent tile, he will need to recharge his power for a few seconds. At loops, you can usually outplay his instant vault over windows or pallets with the MFT + Resi combo.
Be very careful with unhooks and healing under hook. It's smart to wait for him to completely leave before unhooking, and ensure he's in another chase if you're going to heal. So much time is wasted by healing and then having ghoul jump back in and interrupt the heal, maybe even downing them. Best case if ghoul goes to interrupt a heal is them applying deep wounds and negating any OTR or DH that the unhooked survivor may have had, which is still really bad. So be careful.
Because he is so good at interrupting unhooks, you could bring a strong healing medkit or even a healing perk if you're comfortable with sacrificing a perk slot for it, it may help you get the heal off before he can interrupt it and buy you both some time to run and extend the chase.
I actually don't mind going against ghoul and can run him pretty good in chase, but again I've been running MFT+Resi+Windows+whatever since he came out to pretty good success.
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@CountOfTheFog said:
The Weekly Gift 🎁 for this week, April 23, is 10 Rift Fragments.
https://us.v-cdn.net/6030815/uploads/ZJ5HRX2LE49R/1000025240.jpg
5000 bloodpoints, sweet! This will surely go a long way in combination with the 200k+ I'm getting every single match during the event.
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In case you guys don't know, the Blood Moon score events are actually multiplied by multipliers after the match ends, such as the 500% global bonus, or any anniversary cakes/bps that are brought. Most BP you get from events does not work like this, but the Blood Moon points do.
So if you get 40000 points from the four categories you would normally get, but also get 20000 points from the Blood Moon, and the multiplier is 500% like it is now, then you will end up with 60000*6=360000 BP assuming nobody brought any cakes.
So the best move is for everyone except yourself to bring BPS and Anniversary cakes, while you bring Bloodshot Eye which then gets multiplied by everyone elses cakes on top of your regular score. Like the prisoners dilemma but in DBD.
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I find it depends mostly on time of day and the role you choose. If you play in the late afternoon and evening, or even at night, lots of people are playing survivor with their friends so killer queue is instant while survivor queue takes a few minutes. Whereas if you play in the morning or early afternoon there are more people playing alone, so far more than 20% of the players are playing killer which means long killer queues and instant survivor queues.
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I think it's strange that Blight and Nurse haven't seen any adjustments in a long time despite being top killrate killers at the highest MMR, now confirmed by BHVR themselves. I get that they're afraid if they nerf them then they will be too hard to use for new players but is that the end of the world? Some characters have a high skill floor and should be balanced moreso around the more experienced players.
Just tone them down some is all, I don't even think Nurse deserves a full rework or anything. Just remove the mangled addon or change it to hemorrhage, massively nerf the lunge addon, make her aura reading blind while charging/using her power. Maybe even deafened too so she relies entirely on prediction and line of sight. Similarly, nerf Blights most powerful addons some more, add a little cooldown like Kaneki has after he breaks a pallet where he can't immediately rush after the survivor. They just need some small nerfs here and there to put them in line with the rest of the cast.
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I can confirm that, I have far fewer of the Fresh Coffee addon than the rest of the browns without trying to get any addon in particular. I also have far more umbrellas than the other purples. Something is a little off about these rarities.
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They're increasing the BP cap to 5 million so there will be less reason to want to save BP. I get what you're saying but I personally massively prefer these things to be equipped and redeemed automatically.
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Cake is way better. I've never gotten more than 25k points from the blood score events, usually it's 15-20k, so a Blood eye would only double that. While with a 100% booster you can double the regular BP gains which is often gonna be higher than 25k.
Not only that, but if everyone brought anniversary cakes/bps then everyone gets the bonuses too. If you have cakes or other 100% bp boosters, I'd use them unless you're almost out and want to save them for later.
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If they don't wanna surrender then that's on them, there's no point to adding this now that surrender exists.
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So what, the game is over, let them leave. Then you can leave after them and everyone saves time. You won.
And if they run up to get slugged, they wouldn't have tried to play normally anyway.
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@SaltyNooty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904520#Comment_3904520
Alright. Seems like you're thoroughly convinced there's nothing wrong with this perk, so you keep telling yourself that and see where that gets you. 👍️
Alright, the way you're typing makes it seem like the perk is completely and obviously broken and anyone with half a brain known this. I assume you've either played lots of games against new Knock Out and the hinder made a significant difference in chase, or that you've played a ton of matches using it. Because if you haven't then it's everyone's word against yours, none of this means anything until we've tested the perk properly.
I've at least watched plenty of players use the perk and honestly the effect is incredibly mild. It's 5% hinder and it's only lasts 5 seconds, it doesn't make a difference when it comes to reaching the next tile comfortably. I've tried it myself, but I tried it on pallet breaking killers like Bubba, but it doesn't even work if you instabreak the pallet after they drop it. I'll actually put the perk on and try it out for real on a whole bunch of killers and come back and see if it really is as strong as you say.
I just don't think the distance lost is that significant, and that the fact that it doesn't work when the pallet is broken removes any synergy it would have with killers that actually could benefit from the perk.
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Dead Hard gives Endurance. Endurance doesn't work while you're Deep Wounded, and Kaneki puts you in Deep Wound.
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Knock Out destroyed solo players, and less experienced ones even more so, while stronger players and coordinated SWFs didn't care in the slightest since they already have all the info that knockout takes away from solos. I think it's a fine change. But the perk is awful now, and it definitely should work even if the pallet is broken within 6 seconds of it being dropped. Especially considering Bubba will be doing that a lot with his chainsaw, and now his own perk doesn't even work if he's shredding pallets in chase with his chainsaw as survivors predrop them.
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I think it's just not a priority for BHVR. I'd love 120fps for consoles, but especially would like to see 240 fps or uncapped fps for PC. PC is still capped at 120, which is sad because plenty of players could take advantage of a higher framerate cap. But I don't think there's enough demand for them to bother implementing it.
