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Mr_K

Mr_K

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  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3970297#Comment_3970297

    Isn't this essentially ONLY used by people trying to sell accounts? I feel like banning would be the way to go since it would remove their product they're trying to sell.

    Sidenote... wouldn't it ALSO be a good idea to clean out all the accounts created during the free weekends that have never once logged in? Obviously the account that was created 5 years ago with no hours played isn't an actual user and is just a backup for when a hacker gets their account banned.

    Even if it's never been played it wasn't stated at time of purchase that inactivity could result in the ownership being pulled. It's a big legal liability for BHVR, Epic, and Steam. It also sets bad precedent that games not played can just be removed. As someone with a large Steam library I would be pissed to find a lot of my old games missing because they haven't been played in years.

  • If you feel guilty go play perkless Trapper for awhile to wash that feeling away.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969721#Comment_3969721

    But that's the problem, most maps are too open to get jump scare value. It really does rely on the indoor map set up for it to work.

    I would rather keep it. Not every addon needs to be viable for sweats and having something to just have fun with is just fine to me.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969384#Comment_3969384

    Its a meme build at best and is only remotely useful on indoor maps. On open maps you're very unlikely to get much value. Vanity mirror on the other hand has viability on non indoor maps.

    Even if you reduce it down to a meme build there's nothing wrong with that. So people don't always want to play the must win at any cost attitude. Playing the jump scare killer is fun to do every now and then.

  • @Dwight_Fairfield said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969355#Comment_3969355

    Speaking of which I hope they do something with scratched mirror now that map offerings are pretty much dead.

    I don't think its dead. Even without getting your perfect map it is still useful in many maps.

  • @Coffeecrashing said:

    https://us.v-cdn.net/6030815/uploads/6MIM5RNGK561/image.png

    What does this mean? Does it mean killers will get more hits now, or less hits now?

    It means it's been active all this time. More or less is a question of when you thought it was different.

  • The Shape Rework

    Michael Myers has been with DBD for a long time and many of you said he needed long overdue updates. We listen and here are the changes.

    Addons

    • Removed Tombstone Piece
    • Removed Judith's Tombstone

    With these changes we hope that playing as and against The Shape is more fun and engaging.

    Thank you

  • EAC may or may not pick up on it. Many cheats can use the same technique to detect players otherwise hidden but within view. If EAC sees an app taking and reading lots of screen captures it may get flagged.

  • In order to have casual mode you would need players to actively ignore vulnerable states the opposing side puts themselves in.

  • Some chase music changes were fine but others were way too distacting or just plain loud. A bad chase music rework really ruins playing that killer for me.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967287#Comment_3967287

    I… I did though.

    I literally did. Like I LITERALLY mentioned it right here, and I quote:

    "And being able to chainblind, though not a problem, is similar for the reason that it doesn't feel good for the Killer to get blinded repeatedly especially when they cannot act to stop it, such as while in the stun animation."

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966989#Comment_3966989

    I actually can point to a case where a Killer cannot move from a blind until an animation stops. It's when the Killer gets stunned somehow - say with Head On or a pallet or even from dropping the Survivor when blinded while carrying - and then another Survivor blinds them successfully because they sat there and pointed their flashlight at them as they were in the animation and waited. The Killer is locked into an animation, they can't avoid that blind. It's not a traditional stunlock, but it still feels unfair like one, and again. If you had read my posts before, you would realize I have said it's not a true stunlock despite feeling just as bad.

    I feel you want to engage in a disingenuous argument where you move goalposts and try to find some "gotcha" when I have already supplied examples of these situations and made exceptions, as you asked, for when it feels bad despite not being a true stunlock. I think the discussion has run its course here.

    It's not a traditional stunlock, but it still feels unfair like one, and again.

    I feel you want to engage in a disingenuous argument where you move goalposts and try to find some "gotcha" when I have already supplied examples of these situations and made exceptions, as you asked, for when it feels bad despite not being a true stunlock.

    I haven't moved the goal post once. You started out saying chain blinds was a stunlock. Not that it feels like but was. Then when pressed for examples you said its not like a traditional stunlock and it feels bad.

    Again, a stunlock is when you prevent another player from moving on their own. Blinding a killer while in animation from head-on does not re-stun or extend the current stun timer. Also this example isn't chain blinding which was the point of this thread.

    You can say all you want that chain blinding doesn't feel good. We are all allowed our opinions on how the game makes us feel. But don't be conflating being blinded with being stun. You are fully capable of stopping the blinds by looking up, down, or away. In no way are you forced to continually be blind.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966989#Comment_3966989

    If you had read the comment I made, you'd see I mentioned this specific situation as not being a stunlock. However, I DID mention it as feeling similar to one in that the Killer doesn't have agency to stop a blind when in the middle of an animation, any animation - such as the stun animation. Nobody is getting mad if they get blinded at a pallet, but being stunned and then blinded when you cannot do anything to prevent it feels bad. That's it that's the whole point it feels bad. It feels as bad as actually being stunlocked does. Why is a Survivor allowed to stun the Killer, and then kick them while they're down by blinding them? it makes no sense and serves no tactical purpose except to farm BP off the Killer, who probably got annoyed you forced them into an unavoidable blind through an animation. At least give me the chance to preemptively ward the blind off.

    I also believe the "prefilling" of the blind meter should be looked at. At the very least, a successful stun or blind beforehand should definitely reset it back to zero and give at least a second of resistance so the Killer has a chance to avoid it. This would also serve to make blinds and stuns more skillful for Survivors, because they have to be more careful of how and when they do it.

    I did read it but you failed to provide a situation where flashlight blinds stun the killer twice. Instead you give that it feels like a stunlock. Feels like a stunlock is subjective. It doesn't feel like a stunlock to me, so which one of us is right? That's why our definition needs to be objective, in which we both agree.

    If you are blinded which causes a drop, then get stunned again for whatever reason, it's a stunlock because you are locked into a stun animation.

    If that second action was a pallet or head-on then this conversation wouldn't even occur. But it's about being blind a second time. If you want me to agree getting chain blind is a stunlock, then provide the example where the act of being blind a second time prevents you from moving.

  • @PatchNoir said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966989#Comment_3966989

    the chain blind sometimes happen when you are not locked in an animation, thats right BUT since it uses the already pre filled meter of the blind it is not humanly reactable (if this word exists), you can see one of the examples i provided in a youtube cut.

    In that video the first blind was unavoidable due to the pallet breaking, but the second one was undeserved and far off the killer POV but it worked due to the meter already being prefilled

    look down, not side to side.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966499#Comment_3966499

    But the Killer doesn't get any sort of stun if blinded while hooking, plus it's not usually possible to actually blind in the hooking animation. I had it happen to me only once, and that was back when the blind hitboxes were bugged for a few months making blinds more powerful than they should be.

    If you are stunned, and then get stunned again, it's a stunlock because you are locked into a stun animation. If you are blinded which causes a drop, then get stunned again for whatever reason, it's a stunlock because you are locked into a stun animation. This is the literal definition of a stunlock.

    Here is the definition of Stunlocking from Wiktionary:

    stunlock (third-person singular simple present stunlocks, present participle stunlocking, simple past and past participle stunlocked)

    1. (video games, transitive) To render (a character) unable to move or react by repeatedly hitting them and keeping them in a stunned state.

    It does not say it has to be a specific number of times. It does say repeatedly. A Killer being stunned and then stunned again right after is therefore a kind of stunlock.

    Here is a discussion on NeoGAF from as recent as 5 years ago about why Stunlocking is still a thing and still feels bad. The general consensus there is it feels bad unless it's a fighting game or it makes sense to have it, in which case it's a feature not a bug. DBD is not a fighting game, and it doesn't make any real sense to be able to double-punish the Killer this way unless you want to irritate them, so being able to stunlock a Killer is therefore poor game design that needs addressing. And being able to chainblind, though not a problem, is similar for the reason that it doesn't feel good for the Killer to get blinded repeatedly especially when they cannot act to stop it, such as while in the stun animation.

    Now, I will concede that in many cases a blind isn't a stunlock, but it still FEELS unfair because you still cannot react in an animation. The Killer cannot stop a blind while they are in the stun animation. The Killer cannot look away from a blind while picking up so they have to preemptively face away from a possible blind. The Killer does not get to "save" against stuns or blinds while already stunned, and that doesn't really feel good. Why does the Survivor get to have double stun/blind points off of me while I am locked in an animation, that feels like insult to injury.

    If you have any further discussion on this feel free to disagree or add it. But my description of what a stunlock is wasn't wrong just because you disagree with it.

    If you are stunned, and then get stunned again, it's a stunlock because you are locked into a stun animation. If you are blinded which causes a drop, then get stunned again for whatever reason, it's a stunlock because you are locked into a stun animation. This is the literal definition of a stunlock.

    The issue is that 2nd blind does not lock you in animation or does not extend the duration of the initial stun animation. While your definition is true, it does not match the situation of being chain blind.

    If a survivor can constantly blind a killer and that killer cannot move until it stops, that would be stun locking. You cannot point to a situation where that is true in DBD.

  • @ThatRyanB said:

    Thanks for bringing this to our attention! I've shared this with the team to look into and will come back to this thread once I have an answer.

    To confirm for those of you encountering this, if you subtract the number of "complete xx quests" quests you've completed from the overall total on the left-hand side of the screen, does this align with the total you're seeing in the "Rift Pass Completion Quests" quest?

    (phew! I didn't expect to be writing "quests" quite so many times there)

    Rift Pass - 50/59

    Complete xx Rift Pass Quest(s) - 3/4

    Complete x Quest(s) This Week - 10/11

    Others - 37/44

    image.png
  • All my years as a Nurse main not once have I've seen the meta be 4 slowdowns on her. Not that players didn't do that, but certainly not the meta. I'm not wasting time kicking gens thats for sure.

  • Play killer and be the example.

  • Yes, not being licensed is a pretty bad state to be in.

  • Checked and same here. Stuck at 44/48 with 50 completed.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965862#Comment_3965862

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965963#Comment_3965963

    Redefine it however you want. No matter how rare it is, being stunned and then hit with another stun is stunlocking because it locks you into the stun animation.

    I didn't calem or I say it was rare. I believe we both said it's not a stunlock and even in your statement you prove it's not a stunlock. The only time you are stun/unable to move is when you are blind while caring a survivor. Hooking a survivor is not a stun, it's an animation lock which you will be in blind or not.

  • Spirit Fury/Enduring

    Gives off that unstoppable terror feeling.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966122#Comment_3966122

    If it's such a small group then why were DC penalties and anti go next features added? I seem to recall hook suicides/DCs being referred to as an epidemic. I don't believe you can have it be an epidemic and be only a small group doing it.

    Problems don't need to reach majority status to be a real issue. In a game of five only one is needed to ruin it for the other four.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966119#Comment_3966119

    And yet trials are still ruined by early 1v3s when no Survivors give up, among a host of other variables.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966122#Comment_3966122

    Maybe not the majority, but I also don't know that we can pretend that the frequency of going next and the amount of complaints it received were negligible given that it had to be patched out. We're not talking about a perk or a meta, but a core gameplay mechanic that wasn't a huge issue outside of the last 3 years. That's a significant enough portion of players to absolutely affect the queue, in addition to balancing making Killer more attractive already. The only thing I think counteracts that is the revolving door of players that come and go with each new crossover.

    It couldn't be the community making it more and more acceptable to just leave.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966088#Comment_3966088

    Because they're unrelated. Players are still giving up now. Unless you want longer queues and players giving up, you have to compromise somewhere. If DCs had a limited timer and replaced players with bots (or ended the trial for Killer DC) as well as maintaining the surrender option if it's all bots against one Killer, it wouldn't fix the issues that cause players to give up at all but it would keep the queue moving. The game would require better balancing and changes if we want the quality of trials to bump up.

    You're implying the majority of players give up. I don't believe that to be the case. It's a small group of players that only care for themselves that will give up the moment the game doesn't go their way or they go up against something they don't like. The less of these type playing the more enjoyable the game becomes for everyone else.

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966066#Comment_3966066

    It's the worst of both worlds. You're just asking for longer queues and players finding unhealthier ways to quit the game versus striking a balance that you might not love but benefits the game overall.

    What's the point of fast queues if the first teammate to go down gives up?

  • It decrease ever 10 minutes or so. Thats about the average match time, right?

  • @100PercentBPMain said:

    were you playing Bar Clown? Or House Charlotte? maybe Carnival cardboard cutout Ghostface?

    if you mess around now as killer maybe it thinks you're afk

    Don't think so. If it were, I would have seen a penalty by now.

  • Good, let them DC. Then they cannot ruin other players matches for an increasingly amount of time.

  • What's the celebration?

  • 24/7, you signed the EULA now you must always play. Forever suffer in the fog.

  • Are they stopping change? No, BHVR does not shy from changes because of addons. We don't see big changes with Myers because he is licensed and how he works must be signed off by the IP owner.

    Besides, the tombstone addons is what makes facing Myers scary. Being insta down is not uncommon. Being straight up dead is.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965433#Comment_3965433

    Because getting stunlocked in games sucks. This is a form of stunlocking.

    Stunlocking? The mildest tamest form maybe and even then is a stretch. Stunlocking puts you in a possition you cannot get out of without the source stopping. Once you are able to look away, it's over.

  • Does the fire hit you twice?

  • Even with it, still gets a bot.

  • but you can't see anyways? Are you asking that blinds cannot occur while in animation lock? Because I didn't get that from the OP. It just sounds like you don't like the extended duration from the initial save or blind. To which I see no issues with.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965443#Comment_3965443

    You just described deliverance, lol. Broken as a downside is much perfered over a lossed hookstate because you hit 2nd.

    It is, but besides new players, attempting was really used to get to that second stage.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964855#Comment_3964855

    it was too weak tho, by the time you deal any meaningful damage, the item would've been used up on its own anyway.

    the best version will always be the charge timer one, though i would always love the "entity eats item" version cuz it was so petty

    True it didn't matter much back then. But with the changes to medkits and toolboxes, losing a few charges could mean the difference between a full and partial heal now.

  • @coco_shotz said:

    I personally think the "go next prevention" is a bit over done. For instance, the ability to unhook yourself shouldn't be removed but you shouldn't die after your second miss of a skill check while struggling. Makes it to where you still can 4% (which plenty of people did without giving up) but you cant just let yourself die on hook.

    The unhook could stay as long as it was limited to 3 attempts base and didn't progress the bar. To balance out the free unhook (no downside for attempts) the survivor could become broken for some time after if successful.

  • Got to wonder why these people still play. Doesn't nearly every match invoke this reaction from them?

    The other part of the prevention was detecting actions in game. This bombed and was taken out for now but would detect this kind of behavior if left in.

  • If you can't move then what's the point of not getting chain blind? Worst case you get the full duration once you regain controll.

  • The hostage takers are the most annoying.

    in Hackers Comment by Mr_K
  • If you play every killer the same, merks won't help you in the long run. Merks won't carry you, your own skill is what closes that gap.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965215#Comment_3965215

    I'm not trying to say they're identical.

    My entire point is that survivors do not have a perk that even functions similar to this mechanic.

    The closest thing would be maybe flame turrets for xenomorph or possibly emp, but even that takes time (off gens) to collect, deploy (turret), and use.

    Neither of those is even close to "equip perk, and play like normal for extra value with no additional requirement or time investment", which was my entire point.

    My entire point is that survivors do not have a perk that even functions similar to this mechanic.

    OK, but why is that a surprise? The roles are not perfect opposites and you cannot expect pariry on every perk, item, and addon.

  • @JusticeForFrankStone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965209#Comment_3965209

    That is not my goal, and that's what I've been talking about this whole time. But even if you do want every survivor p3, the general perks are still massively inefficient to obtain and take way, way longer then they need to

    Not if you P3 a survivor. Only if you level how you are leveling.

  • Streamlining in the industry means make everything mediocre.

  • I'm not seeing any changes to repair speed this patch or even toolboxes in general. Were you going to make this regardless of the upcoming changes?

  • @TieBreaker said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964913#Comment_3964913

    It would be something like if a survivor perk was released that caused a killer's add-ons to go on cooldown, or just deactivate. Items and add-ons give players was to customise their playstyle. So having something that can limit that creative freedom isn't great for gameplay.

    I don't believe that could work in practice. Disabling an addon that drastically changes the power or even the killer walk speed would cause a spaghetti nightmare I don't want to think about.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964913#Comment_3964913

    They aren't exactly equal, but items are the closest thing survivors have to a killer power.

    Your build only gets 4 perks and add-ons. Survivor items are a watered down version of a killer power you can slot in, put add-ons to taste, and for that flexibility (and there are 4 of them per match) they are limited use. Usually limited by charges, or uses, depending on which items we're talking about.

    But nearly every killer power is infinite use in some or all capacity, and while there may be counter play, there aren't perks that completely shut down the killer from using their power, even temporarily. That's what franklins, and to some degree weave do for items.

    Closest think to killers power, while correct, is still very far apart. Killer's power is fundamental to how they are played. Otherwise they are just trapless Trappers. A survivor is not defined by the item that they bring as items are fundamental different. They may project a role but does not pigeon hole them into that role. If you lose a toolbox your are not prevented to repair. Losing a medkit doesn't mean you cannot be healed. Dropping a flashlight does not mean you can't get away from the killer. They are tools to help the survivor. Killer's powers are the killer.

  • @JusticeForFrankStone said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964990#Comment_3964990

    No, I can't just get the survivor to level 15, that's the entire issue here.

    Your solution is to get every survivor I want to get the perks from to p3, that's the good part of the mechanic. That's the standard I'm using for the general perks

    but also no, I can't just spend 1 million to get every perk on that survivor. You are correct in that it would get you all of the general perks. However. That would also get the survivor to p1, and suddenly the job is harder for every other survivor I get forever because then that survivor's perks are added to the bloodweb. Unless I get them to p3, so I gotta do that too

    so its not that I need 1 million per survivor. I need 3 million per survivor

    And as I said, I got 8 new survivors this anniversary event

    so I need to spend 24 million bloodpoints

    for ONE perk

    that's 8 times more expensive then unlocking a character's THREE perks FOREVER

    and then I gotta repeat the three million for every future survivor I get

    And I am thinking of the long term. I'm thinking "wow I'm going to have to p3 every survivor I ever get from here on out just so that I can use deja vu, that really sucks a lot"

    That would also get the survivor to p1, and suddenly the job is harder for every other survivor I get forever because then that survivor's perks are added to the bloodweb.

    I didn't know that was the case for you. You can get all the common perks before reaching P1-1. Most of the time it's around P0-44.

    But you seem to be only thinking of minimalistic approach to this, only unlocking perks you want, which I cannot relate. I find getting characters to P3 to be more efficient in the long run. But that does not seem to be your goal.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3964981#Comment_3964981

    Problem is, it's not doing this. It's not self adjusting, it's been broken for over a year.

    Maybe your MMR is much higher than the match making threshold?

    Keep in mind if the SBMM system "worked", everyone would be around the same skill level, making matches the same difficulty regardless of low, mid, or high "MMR" score.

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