Mr_K
Mr_K
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- Mr_K
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Comments
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It's not that outdated. The OG tutorial was just a few videos. Besides, if you ask 10 people what would make a good tutorial you will get 11 answers and everyone will still be unhappy.
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Kicking a dropped can gives the killer 2500 bp. It's hard find a survivor willingly drop a can for you.
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It's not unusual to see a new killer the majority of matches after release.
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Back in the day sabo squads would break every hook on the map leaving only the basement hooks. So technically I didn't get any hooks those matches.
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The block function just stops them from friend requesting you through dbd. It does not block match making.
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The real reason is there are many rare (green) items/offerings/addons than other rarities and only a few slots to place them within the web.
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BHVR is made up of a bunch of office workers. Fresh Coffee is a myth.
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It doesn't matter what they do.
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@th3 said:
Looks interesting but the nerf to haste stacking is way more impactful than hindered. Aside from the obvious example of Hope + Made For this (only meta recently due to Kaneki being stupidly busted) it nerfs the teamwork power of two perk (which still sucks I never see it) and Blood pact. Oh also it makes Dark theory even worse somehow.
Everything else looks cool i guess.
Wait, Hope combo is because of the Ghoul being busted? You mean the perk that only activates when the gates are powered? How are you finishing 5 gens against a busted killer? (Or) How are you escaping a killer once the hatch is closed?
How does it make sense burning two perks slots for this?
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@Garboface said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909110#Comment_3909110
Thus, proxy camping is a problem on the level of tunneling and face camping. The exact same thing. There should never be something that allows an uncounterable win for either side.
How is it an auto win? I've seen many pull off escapes against these types of tactics.
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Hillbilly, Nurse, Demogorgon, Blight, Dredge, Spirit
Not like there haven't been killers that can return to hook easily. How about killers that hide outside the camping radius?
Myers, Pig, Wraith, Ghostface, Sadako.
Quit acking like this is the first time a killer proxies hooks.
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You must be new enough where this is your first good killer release. Long queue times used to be the norm long ago. Just gives perspective to how players viewed the last few killers.
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They could of come up with something better but rushed it.
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The reward is the friends we made along the way.
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@ChuckingWong said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902299#Comment_3902299
You didnt see the previous 5 games where it WAS the issue.
You guys have to think a bit more macro to understand this.
Maybe the last 5 matches was throws, unfair addons, bad behavior, and now they loaded into a match with someone running no mither, running to the basement and activating invocation crows, along with 0 prog on gens within the first down.
Id agree with the above poster about treating the symptom and not the problem. Ie 0 coordination tools, no lobby loadouts, bad killer behavior (excessive humping while slugged), and maybe even tunneled (skill issue sure, but MMR is broken in this game), int challenges/archives, etc…
When you say YOU dont see it you are correct. You dont personally see it, and I hate to say it, but its because you arent asking why and just assuming "well they are just terribads/grumpy"
quotations used above as that is not EXACTLY what you are thinking, but in the general sense these people are just dismissed.If you are going to DC/go next on the 6th game then don't bother pressing Ready. How about the other three survivors? Think about their last 5 games and tell me it's fair to put them in a 3v1 at 5 gens? Why does one player's butt hurt infringe on everyones elses enjoyment?
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@AmpersandUnderscore said:
They're approaching with this issue backwards imo. Treating the effect, and not the root cause isn't going to change anything.
The best hope is to address why people give up on hook, at least some of the reason. The biggest being that the meta is not allowing survivors to actually play the game.
Hopefully, the anti camp, anti tunnel, and anti slug they've announced will do something, anything meaningful to address those issues, and the problem should lessen.
But they're implementing this in phase 2, while "anti go next" is phase 1. So I guess we'll see.
People keep saying that, it's because of x thing the killer does, but that is not the case with my games. I get survivors opting out the moment I hook them for the first time. I'm nowhere near them, finding/chasing other survivors, doesn't matter. 3v1 and here I am having to weigh playing nice with kid gloves, afk, or rip the bandaid off.
Maybe survivors need to look a bit into how their behavior is impacting the game for others. I'm sure the remaining three are so happy being one down with 5 gens.
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Other PC platforms will show up as globes. You can be on Steam and play Epic players and not know unless they chat at the end.
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It means the opposite really.
Seen many P100s trip over their own flashlights.
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That's fine and all but these types just stand under the hook or run at the killer.
It's a mentality issue not a mechanic issue.
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To have a low MMR as killer you would need to dedicate a lot of time letting every survivor go every match. That is not possible when streaming for several hours playing killer and getting 3k/4k.
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They're a waste of time.
On Dead Dawg Saloon it can screw you over breaking the wrong one in main and also a must to break others.
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Being a new player you missed out on what an unfair hatch looks like.
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The issue with solo survivor is having teammates giving up over selfish reasons.
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Will you also forget every match you played?
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The last thing you want is for the Devs to look at Huntress.
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@CautionaryMary said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896877#Comment_3896877
Lmao, what's that supposed to mean?
Because I mentioned a counter to an already popular perk, haha?
But people can talk about deciding to not hook people because gen regression is "too weak", right?
Yet that's what I got all game two days ago, so it's a problem if I counter your perk?
It means once survivors are done with one perk they move to the next.
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Onto the next perk already.
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How much of OW2 code was not ported from OW?
If bhvr did make a DBD2 don't expect a full rewrite. That's not how the industry works. Besides, I don't believe the playerbase would want to start from zero progress.
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We play this to have fun? 🤯
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894452#Comment_3894452
So you are saying the DC penalty has done nothing but shift the mechanism of how people leave trials? I'd agree with that.
I ask for empathy for the player because I understand that this is fundamentally, a design issue. Yeah, some people are just asses. Most people aren't and just wanna have fun on their favorite game. Yet, if this issue is as widespread as I am being told, everyone is DC'ing or suiciding. That tells me that there is a deeper root cause, which I believe to be that DBD does not know what it wants to be.
It is trying to both please the comp crowd and the casual party crowd and is pleasing neither, imo. Some balancing is super competitive, other balancing is not
The penalty made those that pushed escape Leave Match out of reflex to pause before clicking. We see this every time the penalty is disable proving it does stop some survivors from rage quiting.
You can say there's game elements that you believe are unfair but what does that have to do with this match? The survivor prejudged the killer and tried to exit the match early. Oh, but they had many bad matches before this one. What about the other three? Could it be they too had bad matches prior to this one? That this match was going to be the first fair match of the day but then ruined by a teammate. How about we consider the feeling of those left in a 3v1 because someone who should of quit for the day pressed Ready instead.
If you want change this is not the way to go about convencing people. Ruining the experience for other players does not bring the changes you want. It just make enemies out of allies.
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Imagine this perk during the DS juggling phase.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893348#Comment_3893348
No. You are just wrong on that.
Simplifying it down to "if you leave, you're a selfish ######### and if you stay you are a good person" is a joke and lets BHVR off the hook for continuing to push unfun mechanics.
DC'ing and hook suiciding wasn't this bad even PRIOR to the DC penalty. That tells me something has changed between then and now.
We should TRY to make matches worth playing. We should TRY to encourage BHVR to actually innovate and change DBD's gameplay loop (which has remained the same since EGC SIX YEARS AGO). We should REWARD players who stick it out by giving them BP/Shards. We should TRY to reduce burnout. We should TRY to encourage BHVR to make Killer designs that don't suck to play against.
That's were you're wrong. Before the DC penalty it wasn't uncommon to have survivors DC the moment they hit the ground. The DC penalty came about because it was a major issue. Then survivors would attempt three times on hook and not struggle for an insta death. Then they had to miss two skill checks to die. Now, Now it's a problem because other survivors have an opportunity to save. Now it's an issue because now you have to afk at the hook or run to the killer. It is only a problem now because it's not instant.
You sure are making a lot of excuses for inexcusable behavior. I realize reading these threads that those that excuse the behavior ignore what is presented in the OP for hypotheticals tailored to their position. If the survivor got to the point to kill themselves on first hook then they shouldn't be queing up. You ask for empathy while denying the feelings of the four others trying to play the game. Somehow it's more virtuous to quit over some preconceived notion of unfairness instead of at the very least verifying if things will play out negatively.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893568#Comment_3893568
- It's 6-meter range which is really small. There are many loops where you will get hit with the Hindered effect just by playing around the loop because of the range.
- Play a Killer that instant breaks pallets after they are dropped, like Demo, Bubba, Billy, Blight, etc. The forced instant break forces the Survivor to leave the area and eat the Hindered.
- If they drop the pallet and try to play around it to avoid getting Hindered, they are actively losing distance by doing it, thus putting the pre-dropping Survivor at a lose/lose situation.
- It stacks with other Hindered effects.
- It has no cooldown, unlike other perks/effects that inflict Hindered.
Ive seen people say that it is "bad" but honestly Im going to completely disagree, I think this perk can be useful, I think people are trying to be intentionally obtuse about the change because original Knockout only served to make SoloQ more miserable and did nothing else.
I'll wait and see how much survivors complain about it.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893568#Comment_3893568
ds is fair? it's got buffed back to 5 seconds enduring doesn't counter it and it is used offensively most of the time so i can't tell
Yes, 5 second DS is fair for a one time use perk that only activates after a win condition from a killer, ie a hook state. What was unfair was DS could cancel out the effort it took to down that survivor with a push of a button. So yes, the current state of DS is fair.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893446#Comment_3893446
Knockout was objectively a poorly designed perk.
It only worked against SoloQ, the weakest role in the game, since the lack of informations and comms made it easy to slug the entire game with minimal effort. Paired with MMR being loose enough to result in your random teammates being of varying qualities further making the issue worse. Compared to SWFs that just easily counter Knockout just from using basic communication.
The new versus works against SoloQ and SWF, since it's a static effect that can proc in a chase. The new version solves the issue of "pre-dropping and holding W" that is often complained about, since it punishes Survivors for doing such. It also has synergies with many Killer powers that makes it insanely flexible to use (as a Demo main, I am going to enjoy this perk, it will be amazing on them).
The new perk effect only triggers if the survivor moves away within a few seconds. How does one delay a killer? One way is to be extra annoying a blind at every pallet where the hinder doesn't come into play.
While knockout wasn't useful, it had its uses. Even against a SWF, without prior callouts you still need to tell someone where you are. The Doctor's map being the nightmare scenario.
They could of easily made the survivor aura return after a few seconds or cause blindness until they are healed. You know, something other than survivors hate this perk, lets scrap it and replace with a rejected idea some intern had.
But, as to what I stated, survivors campaigned to change the perk. So much so that one would believe it was an S tier perk if looking from the outside. The Devs, like always, gut the original intent of the perk and put in a half ass effect to please the mob.
Then to complain that survivors get nothing and the game is killer sided when it took years and several revisions just to make DS fair while keeping with the original intent.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893416#Comment_3893416
go back to 24m
She was never 24m. She was 28m back in the day.
Even better.
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Survivors got nothing?
An entire killer perk was nuked from orbit and survivors got nothing?
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@I_Cant_Loop said:
Why is the this specific surrender scenario even needed? What killer is going to want to choose to surrender when survivors are hiding and not doing gens? This was not thought through very well at all. The other surrender scenarios are fine, but this one is incredibly stupid. Just release the “reveal survivors that are doing nothing” mechanic along with the other surrender options that actually make sense at the same time.
Yes, the only thing this encourages is trying to make the killer surrender. Aura or idle crows would have been a better option here.
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Ok, but the perk is now dog #########. Could they have given a little more thought into what the change should be? Who is going to run this in any build?
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That's the added value.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891540#Comment_3891540
A killer can be a lower tier and can still be annoying.
If there's a will there's a way.
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You don't need Lethal when the crows start circling above them. Maybe, don't make it a 3v1 from the start?
Besides, leaving the AFK injured or slugged is a mercy.
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Why are we talking about Nurse when the subject is about "going next" against a Pig? Did I miss the part where the Pig blink trapped every survivor or something?
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Are there frustrating things in this game? Yeah, I don't think the game would be active without it. But I got to ask, what was frustrating about going against a pig? No boop? No snoot? WTH?
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I believe we will see the return of quick switching. Not because of killer dodging, but survivor dodging.
Also, an increase in complaints about running non-meta perks.
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EAC is not developed by BHVR, it is it's own company and used in many games. Give an example of an anti-cheat system that stops all cheating? You won't find one.
Now, there are things BHVR should be doing since we were forced onto dedicated servers years ago. Monitoring player positions to catch teleports for one. I feel there are many things they could do server side to at least flag cheaters.
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I believe they just recently added a third location to the US region.
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@MrMori said:
Also 240FPS cap or uncapped framerate on PC. It's sad that 120fps is still the cap in this game when 240Hz is becoming so coommon in PC monitors.
You will have to settle for 120fps. It was limited due to issues with the game when higher.














