MrMori
MrMori
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This must be some sort of bug.
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Hope is peak
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No, just make it shorter range. No need for a long cooldown or some awful downside. Make it 24m range, maybe 20 so you can't preplan your entire chase at your first loop.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3820426#Comment_3820426
This makes the most sense which is exactly why it won't happen. There is no good reason for the lobby to still exist. Behavior talks about how concerned they are about queue times and yet they still keep the lobby. Most of my time spent waiting for a match is spent in the lobby while multiple people on both sides repeatedly dodge. It'd be nice if I didn't have to deal with this. Sometimes it can take upwards of 4-5 minutes just to get into the loading screen when you are unlucky.
Very true. Another thing removing lobbies would help tremendously with is matchmaking quality. Because if you can match 5 players together, you can guarantee that they will get into the match together. They've admitted themselves that with backfilled players they prioritize speed over accuracy, but like you said it would be both faster and more accurate to just skip lobby entirely.
It would be good for survivors too because the killer wouldn't be able to counter their items based on what they put on in lobby, nor anticipate a flashlight save based on who was using one in lobby. Bonus points if they removed or sped up the offering screen and just made a little graphic that shows up as the match starts. When I was playing Lights Out I really liked how fast the game begun loading after the lobby is over because there were no offerings and thus no offering screen.
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Entity taking the second to last node, the level up popup, the "generating new bloodweb" animation once you've gotten to the new bloodweb. These animations waste so much time. They were made for when a single bloodweb was hundreds of thousands of bloodpoints and the most you'd ever prestige a character was 3 times, I'm talking the system that gave people legacy cosmetics if you had prestiged characters.
When people asked for the option to skip the "bloodweb level up" animation, they didn't mean to be able to specifically click the "Level Up" prompt and make it go away and save a half a second. At least what I wanted was to skip all the animations between when you buy the last node in a bloodweb and being able to buy stuff in the next bloodweb.
Don't think it's a priority for the devs to speed up the bloodweb at all, but it sure is annoying to spend 10 minutes levelling a character before you can play. Like you wanna level killer 1 but play killer 2, but you're at 2 million bp.
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It's a little confusing because a lot of their "current" stats in the post are actually wrong, like his main even is already 1.66x, not 1.33, and his laceration isn't 10s, it's 15s. It seems like they're pulling old data from somewhere.
What I'd like to see is this: Keep everything the same as it is now, but change/revert this:
- 6 blades to injure instead of 8
- Old throwrate, rampup and movespeed slowdown when throwing blades instead of static 0.3 throwrate and no movespeed slowdown for throwing blades
- Revert Soda and Autograph to speed up rampup like you mentioned
- Revert Memento Blades either to old BP bonus or extra combo, both are bad effects anyway but it's okay for it to be a bad/meme addon
- 20 blades for main event instead of 8 as it is now or 30 as it was before, old main event throwrate (unsure if that's 1.66 like it is currently or lower)
- Combo no longer increases main event duration
- Reduce base ammo to 40 from 44 to make spamming blades slightly more punishing
I like that he's 115%. It makes him unpredictable and gives him the option to either go for M2, or go for M1 at loops where using power is rough, like tiles with tall walls, and it helps his mobility and ability to catch up to survivors that prerun. It's unique to the ranged killers if you don't count artist, and makes him more fun to play without really making him any more frustrating to play against. Most complaints about his current chase are about his knives anyway and main event, not that he's 115.
Remember that Trickster was quite weak before the rework, and part of that was that he was 110. In some ways he's stronger now, some ways weaker, but I think with these changes he'd be slightly less "spammy" and annoying to go against, while keeping some of his post-rework strengths intact like 115 and no recoil, and reverting the things that weren't well received like 8 blades to down and 8 blade main event.
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Why not just remove pregame lobby completely? Could you imagine finding a match and then instantly going to loading screen? That would be amazing.
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No, still a top 10 perk.
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Read through a bit and I'll agree that messing around for 15 minutes, then instantly downing and killing you with no warning is toxic, most of the point when you farm with surviors is to let them escape and stuff.
But I still don't see why you experience such a huge psychological difference between a mori and getting hooked. Do you feel a huge difference if they hook you, then hit on hook over and over? Or hook you, then stare without moving? Or hook you, then walk away as you get sacrificed? Hook you and nod? I think getting mori'd is one of the least annoying ways to go, because it's over so quickly and it's a preset animation anyway so there's not really "room" for anything that could be interprated as BM. Your character has to die one way or the other right?
They should definitely add some tools that survivors can use to go out on their own terms if they're being slugged, etc, but I just don't think most people agree with you on this one. I think a good compromise is a "skip mori" option, either as button during the mori or from the settings so when a mori starts, the screen just fades to black and you instantly go to the post game screen, kind of like dying in a Pyramid Head cage.
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Maps and Keys should be merged into a single item type. They both do similar things, one gives aura of objects and one of players, just merge them and them tweak the addons and rarities and stuff to make them useful.
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Rancid Abattoir is killer sided, but Torment Creek and Cowshed are very survivor sided. Coldwind is more balanced now after the update, there's a good reason for why Coldwind was one of the most popular offerings before the reworks from survivors and that's because almost every map in that realm was very survivor sided.
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@himheart said:
SM mains now may dc at the start of the match. An eye for an eye!
I mean then survivors just get to go next. If 4 survivors DC against you as SM you're forced into a bot match and can't leave without getting a DC penalty yourself. That should be changed.
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Killers should start bleeding out survivors at 5 gens.
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Here before "I want to see her deleted HUHUHUH"
I hope they lean into stealth and tracking, using her radar for info, etc. Give her info and tools to capitalize on the info using stealth and ambush tactics. Currently, there's a few stealth killers, there's a few info killers, but there aren't many killers with both stealth and good info in their basekit.
Remove the "area trap killer scanline/zone" thing entirely. Ideally, don't have her even "place" a drone flying in the air, people will get PTSD from seeing her drone placement animation.
Speaking of PTSD, change her base outfit to something new. Change her animations and walk cycle, this one's important, otherwise people will immediately get traumatic flashbacks and DC on instinct. Change her terror radius and her chase music. Change all her addons. Keep nothing the same.
And for gods sake change her lore too. Doesn't matter that she has a lot of anime skins, make it cool.
Give her a cool new short trailer with the new design that doesn't feature drones, but focuses on her stealth or something.
I hope people don't even recognize her as Skull Merchant anymore other than "stealth and tracking". Everything needs to be different. Give her a clean image, trick people into playing matches against her while they also have fun, and things will change.
But the power has to be well designed and she has to be fun to play as and against. Otherwise it's all over.
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That would be OP and unfun. But they could buff Blood Warden indirectly by making gates regress to the previous "light", so if people 99 the gate, it will regress down to 15 seconds/75%, aka the third "light". Maybe at a rate of 0.5 seconds per second or something, otherwise at 1s it might be too strong when combined with things like Remember Me.
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Good ideas. I also wish searching for perks would work like searching for characters in the new character UI. For the perk search it's more like a search button that brings up a search prompt, then another button to confirm. While searching for a character you just select the search box and start typing, way more convenient even though searching for perks is more useful and common.
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@KatsuhxP said:
That sounds like he's ether way to weak or insanely op, also he would probably be the same like nurse and nerf some perks that are fine on other killers but not on him xD
Right? Because his whole thing would be perks it's impossible to know what kind of build he would bring when you met him, and how powerful he would be in general, that's the interesting part to me.
They could just create a super basic design, 32m terror radius, average height, name him Joe, backstory "Joe is a killer that kills people" and surprise drop him in a midchapter. Would be fun. I'd probably run a mix of undetectable, info and chase.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819133#Comment_3819133
That's not right. I'd simply report and move on.
I'm rarely getting a bad end game chat.
At most I get a critique if I've played harshly, which I only do as an answer to my opponents doing it first. So my reply is easy.
Yeah, I guess I'll just report without even responding and go next from now on. No real point in endgame chat when playing this character, it's usually just silence or that stuff.
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#DISABLECOLLISIONFORSURVIVORSWITHCROWS
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3819115#Comment_3819115
I never play her myself: I've never liked her so I've never even acquired her (and I have over 200k shards).
So I can't experience DC against her.
Well I can, and let me tell you, it hurts. When they don't DC or give up, even if we had a good match, they are not nice in post game chat. It makes me want to curl up into a ball and cry. They tell me to hang myself in post game chat, to get cancer, and to die. They also mock me and humiliate me. And that makes me want to cry too. But you know what? I'm still going to play her. And I don't even BM or play mean at all. It makes me very sad. I just like the stealth and the scans and think she's fun.
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@SpitefulHateful said:
Endgame chat should be removed entirely. Simple as that.
Best take, get rid of it. Less moderation needed for BHVR, people that want to be awful human beings or give thanks can do so on steam profiles instead, everyone wins.
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All Skull Merchant players are my enemy, and must suffer. They must be punished.
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@drsoontm said:
Survivors have been giving up against any killer for any stupid reason.
Don't expect the SM to be an exception.
I've played quite a bit of SM and it's absolutely different with her. People DC instantly as soon as they hear your terror radius or see your character. Or stand still and wait for you to hook them. It's off putting that people are taking out their hatred for 3-gen merchant that was in the game a year and a half ago on people playing SM today.
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Man I made this exact same thread a few days ago and it got no traction at all. Anyway, fully agree, would be great and save lots of time. Hope they don't just leave the finisher mori as is, but instead implement this. That would make it go from wasting peoples time to saving people's time and I think people would warm up to it.
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Wholly disagree on moris being toxic by nature, and I agree with the other posters that you're taking the game far too seriously. It's not personal at all and they're literally just using the game mechanic to naturally end the game. Also the examples you give of moris skipping second chance perks is a moot point because if the killer picks you up as the last survivor, you're dead 99% of the time, unless you had something like power struggle flip flop or something, but even then the killer could have just slugged you for 4 minutes. Moris are a very nice way to close the game out. If you're referring to ebony mori killing people that have been 2 hooked, sure, that can be used to prevent saves. What's the problem? They've already been hooked twice and if you bring a mori offering the survivors can bring map offering uncountered, seems balanced to me.
But I will say this. It would be very convenient to have the ability to skip moris as survivor, either automatically through a setting like you mentioned, or manually with a little button that shows up in the corner when the mori starts or something. Because if you're in mori animation as survivor, the game is already over for you. Would be nice to be able to skip the hook sacrifice animation too.
Also I think there should be an incentive for killers to go for a 3k instead of 4k. If I as killer could just quit the match with no penalty, interact with some object to end the game and give the last survivor the escape, or anything like that to save time and not have to deal with the last stupid 50/50 for hatch and then gates, I would love that. Would save so much time and the game is already over anyway.
I also see that you're upset with killers BMing a ton, and then doing a mori. How is that any worse than them slugging the last survivor, humping, swining, nodding, shaking, picking at last second, hooking, then slapping on hook? It's the exact same. We shouldn't take away this update just because some people find moris more toxic in their personal preference.
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@Mandy said:
Sorry that this happened - we've switched off new accounts being able to join the forum temporarily, to ensure security.
It's frankly disgusting and that person (clearly a previous banned account), is not someone that should ever be allowed on the internet!
It's not as simple as not being able to post images unfortunately as there is very many ways to get around that (links etc), and then it would have to be for everyone not just new accounts (due to the forum set up which is out of our control to change).
Again our deepest apologies to everyone who was forced to see those imagines :(
Mandy
Maybe users that are newer than a few weeks shouldn't be able to post images? That would make this kind of thing much more difficult to do.
EDIT: Nevermind, I saw that you can't set it for individual accounts, that's unfortunate. -
You should play killer to understand how it feels to play killer. Then you'll gain new perspective and become better.
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Devs don't care about ingame BM and it will never be punished as long as it isn't holding the game hostage. There's also rarely any punishment for being awful in post game chat unless you say very specific kinds of slurs and death threats.
Unfortunate, but the best way to deal with it is to tab out if you play on PC, and just not bother engaging in post game to deny them the satisfaction.
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Nurse
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I've had people give up immediately a few times tonight playing her. Also a match where a 3 man told me to die of cancer, told me I was dogshit, said they weren't even trying, and a few other fun things after I got a 4k on them
with meme perks
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815566#Comment_3815566
it’s also way more productive to thoroughly read a post before responding to it.
Fair, but they should still put a bug report, complaining in general does nothing until someone has documented the bug.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816446#Comment_3816446
Oh, face camping in end game has never been rare. I misbelieved you were referencing face camping during the trial. Before AFC was implemented people still camped during end game so it’s an inconsequential change that it deactivates during end game. But I suppose if AFC is meant to give survivors a sort of competitive edge then the opposite remains true in EG: killers have always had and still have a competitive edge there.
Yeah that's fair. Now that you mention facecamping during trials I remember the awful hook grab mechanic too, I'm glad that ######### was removed lmao.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816440#Comment_3816440
AFC isn’t a coddle feature for survivors because 1.) face camping has always been rare and 2.) Killers still camp fine with AFC: Deathslinger, Huntress, Hillbilly, Cannibal, Artist, Trickster, to name a few.
Facecamping has not been rare in the endgame at all from when I played survivor before they added anticamp. There's not much else for the killer to do once both gates are 99'd and everyone else are healthy. Leaving hook after that would just lead to a rescue and a free escape. Basekit BT off hook could be considered a coddle measure too, even if a select few killers can power through it. That doesn't mean it's a bad feature.
The reason why many survivor perks disable endgame btw is that they used to lead to guaranteed escapes. Before 6.1.0 when the killrate was 50%, not 60% as it is now, if you were unhooked with DS endgame you were 100% out as long as the closest gate wasn't at the other side of the map. You could even 99 the gate and then have the DS user open it themselves.
I fail to see how anticamp, which wasn't even in the game for most of the game's life is a coddle measure for anyone but survivors, if anyone at all. Most of these system and restrictions are there to promote the best gameplay, having AGC in endgame would just make defending hooks in the endgame impossible for half the cast, while the others that you mentioned like Huntress, Bubba, Trickster, etc, wouldn't care at all. That's bad game design.
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Otzdarva streams this game for a living and doesn't tend to waste BP. I believe he has a couple characters P100, and the rest are P20. This is with him playing this game for a living for 2 years since the prestige rework happened, with lots of the characters starting at P6-P9 thanks to rollover from the old system.
You'd be setting yourself up for burnout. Even if you did your top 10 favorite killers for example, you would eventually have to do your 10 least favorite killers with your restrictions and at that point, I think you would find DBD too boring and draining to keep going.
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@Ayodam said:
All bets are off (for killers anyway, not so for survivors which is also why a lot of their perks disable along with certain base kit features) once five gens are completed. It is a coddle measure for killer.
Isn't it more accurate to say that the anticamp is a coddle measure for survivor which is taken away during endgame, rather than having anticamp removed being a coddle measure for killers? Anticamp was added after 7 years.
Plenty of killers would have zero chance to defend against a 2-3 man save if anticamp was active during endgame.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816229#Comment_3816229
God forbid Survivors get to play the game
seriously, complaining about "devs won't take away Killer agency" in response to a a complaint that the current state of the game can allow a killer to deny a survivor all agency and force them to hold a hook for 140 seconds? reads as someone who thinks survivor players exist as servants to fill your Killer lobbies, absolute disrespect. could not disagree with your perspective more
If they want to fix this, they would have to remove hooks and camping entirely, or make survivors teleport to other random hooks across the maps that killers don't know, or hide hook information for a while after an unhook. Or something crazy
Hooks have been in the game for 8 years now, there's no way a killer standing near it will change. Lots of survivor gameplay includes losing agency! For example when you are slugged and when you are hooked. But there are four survivors, so if you remove these states or minimize them then suddenly the killer has to deal with 4 active survivors at all times which is too much!
I think anticamp does its job. If Nurse wants to sit there and let the others do gens, so be it. BUT the anticamp should be visible to all survivors. Some say we should add basekit kindred. Solos don't know how to deal with this, but teams can. As for the person on the hook? That's just what happens when you get hooked. What else should happen, they teleport somewhere random across the map and gain a hook state, but become healthy and automatically unhooked and some kind of immunity? That would solve camping, but how would you balance something like that? No way, that would be way too crazy.
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@Xernoton said:
My favorite Nurse build: Starstruck, Devour Hope, Dragon's Grip and Haunted Grounds.
It's not about actually being able to instadown, it's about sending a message
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Best way to deal with this is report for cheating in game then press continue without bothering with chat. Of course submit video if you wanna go through that process.
Without a reaction, cheating isn't as fun. And reporting them in game won't get them banned, but will make it more likely to get them banned once someone submits video evidence and BHVR sees that their account has an unusally high amount of cheating reports on top of that.
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@Aceislife said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815787#Comment_3815787
If the game isn't cpu bound, it means gpu is doing more work, which means the system is closer to it's limit. Gpu usually sets the maximum performance, unless we're talking about really low effort games like CS running at uncapped framerates, in those kind of games your cpu is the limiting factor. Dbd can only run at 120fps anyways, so you will not be limited by the cpu unless it's horribly weak for 2024 standards.
Man I wish they would uncap the framerate on DBD, it's a pity it can only run at 120 in 2024.
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Something needed to change, but we'll see how devastating the nerf is. The choice make radar movespeed 4.4m, but also add the haste back makes no sense. Now you're bringing back the haste that survivors hate, and the radar slowdown which SM players hate, but they'll even each other out, so survivors will feel like they get hit thanks to the speedboost and SM players will feel like they're not getting hits because of the radar slowdown.
The immunity to being scanned when fast vaulting thing is also pretty damn lame. Now she has absolutely nothing she can do on strong pallets that survivors can camp after they've dropped it, they literally can't get scanned and you're forced to kick it. What's the value of her drone in chase then? If you're about to get scanned as you approach a pallet, just vault without thinking and you don't get scanned, no need to play around the drone at all. I can sort of get why they remove stealth scans to help newer players since it wasn't very intuitive, but then you nerf her chase like that?
Same scan line immunity also works when you're fast vaulting a window of course, but I just don't get why they would add this. Now her drones won't be consistent at scanning survivors in chase, made even worse because she only has one scanline.
Partial basekit Ultrasonic speaker is welcomed.
I'm gonna play her for a while and see what I think. She was already very hard to play vs good players, but stomped newer players. I think she'll stomp nobody now as long as the survivors are actually trying.
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@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815514#Comment_3815514
Increase timer to 8 minutes
That's insane. People are complaining about being slugged for 4 minutes, doing nothing, but you want those 4 horribly boring minutes to become 8 whole ######### minutes? Bro.
Haha yeah. I was just kidding. I already think its lame that you can force a 4 minute bleedout. If anything, I think any survivor that has been bled for at least 60 seconds gains access to a way to bleed out faster. Or something like that, anything at all really.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815501#Comment_3815501
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815558#Comment_3815558
This isn't a "weave OP, Plz nerf" thread. The perk is currently broken in that the icon that pops up at the bottom showing you're in the area of the perk's effect never leaves screen. It's a bug issue, not a balancing issue.
Didn't seem like it at all when I played against it last night. It would be way more productive to make a post in the bug report section than to make this thread here in general in that case. I didn't find anything about this bug in bug reports.
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Absolutely agree, it's been suggested many times. I'd really like to know BHVRs official stance on this kind of change. Why would they not want this? In the long run the change would be worth it for them too, because they would no longer have to manually ban people for bodyblocking.
I just don't get why they haven't done this yet, the system is literally already there and ready to be used, it can't be that technically difficult or risky to implement.
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@malith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815477#Comment_3815477
This mindset should never be a thing "it will probably get better" doesn't mean it isn't an issue now, and doesn't mean it will get better, something has to give eventually.
Your post is also speculation, but you think things will get worse. The people that already slug for a 4k are already desperate enough for a "complete victory" that they slugged even before the update, that won't change. I personally doubt people will slug any more for the 4k after this update, most regular players will just treat it as a neat little bonus they can get every now and then when they catch the last survivor.
But that's just my speculation. What I one hundred percent agree with is that when there's 2 survivors left, being slugged for the 4k sucks, is boring for everyone, and BHVR should absolutely improve that aspect of the game somehow.
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Easy, use Off the Record and bodyblocking in basement becomes way weaker. Just make sure you get the fast vault on the window, otherwise the killer can grab you.
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Slugging is absolutely an issue. One of the most serious issues is when you get slugged so much in a match that you bleed out, that's no good.
We should increase the bleedout timer to 8 minutes from 4, that would be a good nerf to slugging.
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@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3804511#Comment_3804511
Yeah, it's been 150% for survivor today for me, too. The queue is surprisingly slow for such a large bonus, though. I would expect it to be instant.
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3815255#Comment_3815255
It was 150% Survivor last night for me again, strangely enough at 11pm when I usually see 100% killer incentive. I didn't play though so can't speak for queue times. The incentive is definitely all over the place.
Same here, 150% on survivor, but survivor queues were long and killer queues instant. Man I wish they would fix this already. In theory they're actually making their own queue times worse by pushing people to play the side that already has too many players. I miss having 100% bonus, especially on killer.
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Would be cool with an option to skip the mori animation for survivors. Sacrifice animation too.
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The biggest problem with this kind of BM is how long it goes on with the survivor not being able to do anything to speed it up. If it was like 10 seconds of humping and then the killer picks you up and hooks you, slaps you on hook, sure whatever. Cringe and BM, but at least it's over quickly and it's not a huge deal.
But being forced to just sit AFK for 4 minutes, then they pick you up, then they walk for 15 seconds purposefully, then they hook you and force you through the sacrifice animation, it's all just such a drag and a timewaste you know?
I do think a system that let survivors bleed themselves out quicker after being on the ground for a long time would be nice. Anything at all to speed this huge waste of time up, really.
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Killswitch is reserved for game breaking bugs, not stuff people think is OP.
That being said I played against it last night, and I think the most annoying part of the perk is that it's so hard to find the item that's giving the killer aura reading on some maps. Like I'd love to pick the item up and place it in a corner, but I can't find the damn thing.
Weave would be a lot less annoying to go against if survivors could see the aura of the item that was revealing them.
