Nebula
Nebula
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- Nebula
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As a console player I'm not really following. Do PC players also not have to shift their directional input when moving their camera as well? Does holding W always move you in a straight line even when turning your camera?
Either way, I don't think this a problem and would just end up messing with thousands of players who have already gotten used to this. Plus, I've seen multiple people say that hugging loops is actually easier if not the same as playing PC. Hugging loops on controller feels extremely natural to me, but that could just be that I've been playing for so long now.
Totally not against giving more controller options though, this game is severely lacking in accessibility options for console, especially considering that the majority of their playerbase plays on console. They don't seem to value the console experience as much as the PC experience and this has been clear for years and years now.
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@Sandt1985 said:
HUNTRESS PAINTBALL!!!
All five players play as the huntress. We all just throw hatchets at each other. When you get hit by three hatchets, you're out of the game. Last man standing winsThis sounds absolutely hilarious, imagine 2 Huntresses trying to mindgame each other on a rock loop 😂
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@Rajbow2023 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690141#Comment_3690141
I mean I'm facing a lot and I mean A LOT of Weskers and frankly he's just not all of that, most of them still just 1 or 2k, so I'd hardly call him unbalanced. Frankly a Tombstone Myers feels more oppressive to me than a Wesker at this point.
He's definitely not oppressive, a strong but balanced killer with lots of counterplay.
The only problem is that getting hindered on either side is just a pain and so unenjoyable. Kills so much skill expression and encourages Wesker players to tunnel. IMO the infection timer should either not progress in chase like Pig's traps, or it should completely be removed upon hooking.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691449#Comment_3691449
It is not a bad idea, my friend, but I would prefer BBQ to get reverted, instead of making the effect basekit.
After all, BBQ = one less gen regression perk.
Very good point, friend.
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what a weird thing to get upset about and try to get banned. People like you are the reason these things stay private in the first place. They’re all mutually agreeing to do it, they’re not hurting anybody.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691415#Comment_3691415
Why take away things like BBQ giving double bloodpoints when that was a great incentive not to tunnel?
Don't even remind me… :(
I think it’d be a very interesting idea to make BBQ with the double bloodpoint incentive basekit, as IIRC, they removed the incentive because they didn’t want people to feel like they had to run it and to increase build variety. Not only would this just be great QoL for killers, but also help incentivize them to leave the hook and start a chase with someone else.
Disincentivizing tunneling would also work lore wise as the entity feeds off hope, and getting hard tunneled is about the least hopeful thing as a survivor.
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@Peanits said:
First, I just want to make it absolutely clear that this is not intended to 'solve tunneling'. This change is solely to make the perk provide more consistent value when it activates, not bring an end to the entire tunneling playstyle. I wouldn't recommend approaching this with the idea that it will end tunneling entirely as that is not the purpose behind the change - you would be setting yourself up for disappointment.
Secondly, regarding disabling Killer powers: I see this getting suggested a lot, but this is not an option. It's one of those things that sounds really simple on paper, but once you start drilling down into it, it turns out to be a whole can of worms. Each Killer power works differently from one another, and there is no one-size-fits all solution that can apply to all of them. Each power would need to be considered on a case by case basis to determine what should happen when they're 'disabled'.
For example, even if you disable the Killer's power button to stop The Nurse from blinking, there are multiple Killers who may already have traps set up around the map - would these also need to be disabled, or are they okay since they were already there? Some Killers also have passive powers/mechanics, such as The Cenobite's Chain Hunt, which would also need to be considered. It would also limit the possibilities for future Killer powers since we would always need to worry, "But how would it work if it was disabled by this one specific perk?"
To be frank, this would be unsustainable. With over 30 Killers in the game and more on the way, having special conditions for each one would require far too much ongoing support just to make that condition feasible. To give an real example from the past, the original version of Tinkerer used to increase the effectiveness of all charge speed add-ons. Even with only a handful of Killers in the game at the time, it ended up being very confusing for players to keep track of which add-ons it could affect, a nightmare to balance because those add-ons could be too strong with the perk or too weak without it, and an unreasonable amount of work to upkeep as the game grew. In the same way, this would require quite a bit of additional work to be done for every Killer just to support one perk. It's one of the reasons that perks typically don't interact with powers, and the few that do are gradually moving away from that (e.g. Adrenaline waking up Survivors).
Don't get me wrong, it's a neat idea and the intention behind it is good, but it's way outside the scope for a single perk and could quickly turn into a confusing mess.
May I ask why solving tunneling is not something on the roadmap? I know that the DS buff will help alleviate this, but I mean an actual core gameplay mechanic to solving this issue that ruins so many people''s experiences with this game. I have a buddy who really wants to get into this game to play with my friend and I, but can't get over the fact that he spends over half his time playing the game in spectator mode due to people "finding the weak link and getting them out early".
This game doesn't have a ranked or competitive mode, MMR is hidden, Prestige doesn't matter in equation to player skill, why would the number one priority not be to provide a more enjoyable player experience to both sides? Even if the answer is too much work, why make perks like DS and OTR not general perks? Why take away things like BBQ giving double bloodpoints when that was a great incentive not to tunnel? Why make conscious decisions to elevate a playstyle that is not seen as remotely fun and is also one of the easiest things to do in the game with such great payoff?
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691177#Comment_3691177
Teabagging at exit gates. It's a sign of disrespect. Most people don't want to be disrespected.
it’s only disrespectful if you let it be. They’re pressing a button in a video game. I’m not condoning being intentionally disrespectful to others but this is something I see brought up all the time and if you take a step back for a second, it’s a rather silly thing to let yourself get upset over. Laughing at things like this will improve your experience so much more than getting mad over it or taking it as a sign of disrespect.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690952#Comment_3690952
So you would say it's pointless that nearly every other game with MMR shows this as well? Does it just not make sense on all them as well? A lot of them do it for it being pointless.
You can have people in "similar" mmr ranges while still having it work. Hence a League game for example that has gold and silver ranks in the match, but their mmr works.
I think if they were to do this they should only show them in post game lobby. This would only make lobby dodging worse in my opinion, something that already screws with matchmaking enough as is.
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Agreed. I don't know why this is getting so much push back honestly.
If you're able to get a flashlight save, that quite literally by definition isn't tunneling and should deactivate DS.
Also, flashlight saves do progress the game like other conspicuous actions. If healing is considered a conspicuous action, why would saving your teammate not be?
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690531#Comment_3690531
Tbf most stealth perks are useless, maybe except for plaything, like trail of torment doesnt work if people have half of their cerebral cortex working. I rather see more stealth perks that replace slowdown perks than see every stealth perk be useless and killer keep running 4 slowdows because other perks are not usefull.
I’m fine with stealth perks being good, but I’m not fine with them giving no practical implication to survivors that aren’t on comms.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3690505#Comment_3690505
i don't see the harm in rewarding a defensive play-style if the defensive play-style is balanced/winnable.
There are absolutely players who hyper focus on gens and will take anything as an excuse to go back to incessant gen defense.
so? let the player do that. The player will eventually lose after they hit 8 regression limit assuming survivor still playing to progress the game.
Because the gameplay for killers is supposed to be the survivors: chase, hooks, injuries.
the gameplay for killer will still be about chases, hooks and injuries. They will just add 1 extra element. kicking gens.
Gen regression perks are already dominant, why in the world would making old Call of Brine basekit be a good idea? Gen kick meta should never, ever come back. It is the pinnacle of stale gameplay.
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This perk is extremely poorly designed IMO.
An absolute screw you to solo queue players as there’s no tell unless you see them kick the gen or run near the gen that has been kicked. Every other stealth perk in the game gives survivors some sort of indication that the killers undetectable and to be more aware besides this one.
Dark Devotion is the only other one that doesn’t immediately give you a tell, but once you see it once, you know when the obsession gets hit to be on the lookout.
I’ve died to this perk multiple times in situations where I feel there was actually nothing I could have done to be aware it was in play. Just feels extremely stupid.
If Trail of Torment highlights the gen, why in the world would this one not?
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@Xernoton said:
Predator: I used it once or twice before and I found that it actually makes scratch marks even harder to follow.
Sole Survivor: I hate the very idea of the perk.
predator is genuinely counter-productive to tracking imo as well.
Poised is absolutely awful as well and has been power crept for 4 years now with no changes. -
against the popular opinion of this forum, I truly don’t believe you need to rely on gen regress perks / tunneling to win the vast majority of your games. Focus on improving your macro gameplay. Situational awareness, knowing where survivors are likely to push gens, where they’re likely to hide, heal, take chase, knowing when to drop chase, etc.
If you truly want to improve, don’t rely on crutches to do so, lose games and learn from them, learn how to better control the flow of the game.
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@isha said:
Me when the killer plays efficiently (They are tunneling me out)
and what happens when the survivors play efficiently? Surely this wouldn’t be complained about if tunnelings the meta, right?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689609#Comment_3689609
That is a fair point. However I'd also argue that over 10k+ hours gives me a ridiculously large sample size of data to judge most games by that is quite out of the norm compared to most anyone else making a statement like that. I'd also like to point out that I never said it was reflective of everyone else's. All I pointed out was what is being run perk wise in high mmr games and how the survivors play there.
Which is totally fair, I’m not arguing that your experience is wrong. My initial reply was pointing towards the “no one at high MMR would agree”, as this statement seems to make the assumption that everyone’s experience at high MMR is the same. It seems that regional differences in playstyles are actually way more apparent than one would initially think, and that this could be the culprit of so much contention to your points.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689585#Comment_3689585
Well what should I say when I'm telling you what I see in my games regularly and you tell me that's not the case?
that it’s your personal anecdotal experience and not reflective of everyone else’s.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689536#Comment_3689536
We might as well just agree to disagree then as we fundamentally disagree. Nearly everything you said I think is incorrect and no one who plays at high mmr would agree with.
"Most 'high MMR' matches are absolutely not all DS+OTR+DH+UB, you're
thinking of coordinated SWFs which are an entirely different game and
are extremely rare. "Most high mmr games are these perks and most matches at high mmr are swf. The rates of swf climb significantly the higher you go as swf is how you reach those higher levels. Probably sub 20% of my games are actually full solo queue groups.
"Respectfully, I don't how how you can say Survivors are not perk
dependent but killers are but then also claim to be a high-level player."Everyone well experienced in the game would agree with this. This is a widely accepted concept.
'There was nothing stopping DS + DH + OTR + UB from being meta for months
now considering MFT is the only meta-defining survivor perk that was
released recently, so you are severely over-hyping how damaging they are
to the average 'high mmr' match if at all. "Yeah, it's been meta. This isn't new. Other than the uptick in DS since people are prepping the buff anyway. Anyone who plays at high mmr knows I'm not exaggerating how impactful those perks are.
"It is not 'most often landed' unless you are not good at playing around
it, which is entirely a skill issue, and having a power absolutely does
change a lot? There are a lot of powers that are good for baiting dh,
attacking after dh, and capitalizing on failed DH's. Which would make
the point of having to hit someone 'four times' irrelevant. "Bad survivors fall for those baits. Having the m2 ability doesn't change much.
"You are definitely not losing countless games vs pub survivors because
of one DS, and if you are, then please record your games! Footage would
be very helpful in seeing how it goes down, also open to any VOD's from
high mmr killers losing games to this. "That isn't what I said. I never said pub survivors. It's many swf groups. I actually stream regularly, it's in my profile.
"Very coincidental that after a Blight player loses their 1.9k + streak
to a comp swf sniping with full anti-tunnel loadouts and a DS buff that
suddenly bodyblocking with this build is the new 'high mmr' meta,
despite none of these perks getting any changes until now and none of
them being popular even in higher mmr's. "This is so random. This has nothing to do with anything. These perks were all popular and meta long before this video, like literally since their releases. YEARS.
"I agree that these perks can be very strong but coordination with other
survivors plays a huge factor in this and the overwhelming majority of
survivors, including 'high mmr' survivors are not coordinated. Even at
their best I would hardly call these perks overpowered or without
counters. "In higher mmr brackets it is mostly swf so they are mostly coordinated.
“Nearly everything you said I think is incorrect and no one who plays at high mmr would agree with.”
Why are you being so dismissive to anyone that disagrees with this as essentially just saying “you’re not good at the game”? You’re saying you want civil discussion, yet dismissing anyone that contends with it by stating they’re clearly not high MMR. Is it not possible that you’re hyperbolizing an issue to be way more apparent and dangerous than it truly is? This is how comp players play, not your average high MMR lobbies.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3689119#Comment_3689119
Lightborn is not the same as WoO. Survivors can completely ignore Lightborn but WoO is something the killer will notice. One barely affects normal gameplay, the other completely changes the game completely.
I'd rather be stomped by some god like survivors every once in a while than winning all my games but being bored to death while I do it. What if from today onwards the game was no longer a PvP but a PvE. Would you still play, knowing that every match is pretty much the same because your opponents always do the exact same things? This is what WoO does to survivors. It turns them into bots that no longer play against the killer but play by a manual.
For all I care the perk could be buffed to become stronger as long as that aspect is removed.
I feel this reply ignored the point of my post. Again, ease of use and quality of life is why these perks are ran, I’m not directly comparing what they do, if I was I’d talk about Zanshin Tactics.
You feeling like you’re getting cheated by someone running windows and just holding W is how every survivor feels when their weak link teammate gets downed, Pain Res’d, Popped / Grim Embraced and tunneled out of the game. Both are crutches that can turn bad players into better players. If we’re going to nerf perks because they’re crutches then it has to be done to both sides. Both are just playing the game on easy mode.
And before the argument of having to down and hook people for regress perks comes out, if you’re playing against 4 people, all of which you can’t catch and down, you’re losing that game regardless. Just like how running windows doesn’t automatically make you good in chase, win mindgames and 50/50s.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688533#Comment_3688533
I'd like that too. Or even a mode without a killer / survivor so that you can just focus on the map.
Thanks for your feedback.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688526#Comment_3688526
This is my main issue with it.
It's similar to Nurse with Plaid Flannel. Nurse doesn't really become stronger with it because a good Nurse can get the exact same results without it but it still doesn't feel nice, knowing that the Nurse player doesn't have to put in any effort in dominating the match.
It's also why my main goal is not to gut WoO but to make it less of an autopilot for survivors.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688529#Comment_3688529
The goal is not to gut the perk but to get rid of the autopilot that WoO provides.
If you have any suggestions to keep the perk strong (for example a secondary effect), or you find an issue with my suggestion, I would appreciate the feedback.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688534#Comment_3688534
That could work too, although I fear it doesn't quite help with the issue that you won't know what pallets are still available as you make your way across the map during the chase.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688530#Comment_3688530
I agree with that second part. This is my main issue with it. The perk really doesn't need to be much weaker but I'd like to shift the strength towards something more interactive. Pre dropping and Shift + W isn't really fun and WoO makes it even worse because it doesn't take any effort whatsoever. At least without it, it takes some map knowledge.
“It's similar to Nurse with Plaid Flannel. Nurse doesn't really become stronger with it because a good Nurse can get the exact same results without it but it still doesn't feel nice, knowing that the Nurse player doesn't have to put in any effort in dominating the match.”
Yes, Plaid Flannel and WoO are similar, similar in the fact that they take either a perk / add-on that could be replaced with something stronger. Would you rather that perk slot be Dead Hard or that add-on be Heavy Panting? They’re sacrificing actual strength for ease of use and quality of life in both cases.Lightborn is the same exact way. People run it so they don’t have to think as much and to counteract the uncounterable flash bang background player saves. Windows is the exact same, RNG is unpredictable and your survivor teammates throwing pallets is unpredictable unless you’re on comms. Again, ease of use and quality of life.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688240#Comment_3688240
You don't need to learn every vault location and pallet spawn. It's enough to have a general idea of where to go. That's part of the survivor skill expression.
And if you cannot get to that very basic level then that is in fact a skill issue. There is no shame in not being good at a video game but you should be able to aknowledge it. The game cannot be balanced for beginners or the very best players but only for the majority. Even old WoO (the one with the cooldown) would still help you out but you would need to put a bit of thought into playing, which I honestly think is fair.
In my opinion WoO should be active permanently as long as you're not in chase, then deactivate for a while when the chase starts, activate again after a while, go on cooldown and repeat. That way, it rewards you for playing well, helps you out in learning maps and still helps beginners. The exact durations, I'm unsure about. Maybe 5 seconds active time and a 15 seconds cooldown for starters.
If we’re going to use the argument that Windows should be nerfed because it’s a crutch perk then gen regress perks such as Pain Res, Pop and Grim Embrace should be given the same treatment.
Windows doesn’t buy you close to enough time as these perks do, especially when paired together. Literally making you do 6-8 gens worth of progress in a given match.What’s skill expressive about stacking slowdowns and giving yourself 5 more minutes to get downs?
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687215#Comment_3687215
Probably one of the few things we can agree on, there is no mind gaming involve, no counterplay and the better a player is at utilizing it, the harder it is for the other side to do anything about it.
DBD is not like other games, there is a fine line when it comes to fair and unfair and if there is nothing the other side can do about it outside of just being lucky, then it isn't healthy for the game and should be changed regardless of how long it takes people to exploit it to it's full potential.
I’m sorry but no mind gaming and no counterplay is simply just not true at all
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687166#Comment_3687166
Because it was some of the most annoying ######### to go up against when it did happen as it felt like BS hits.
It's not skill expression, it's just exploiting a bug that was always unintentional.
Bug or not you can’t deny that it’s skill expression. It’s not something your average player can just pick up and immediately do. It takes dozens if not hundreds of hours to perfect. Especially learning the tiles you can properly pull them off on. There’s so much nuance and depth that hug teching added to Blight. Whether it feels cheap or not you can’t deny it added to his skill ceiling.
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@Reinami said:
They said it does somewhere.
And i agree with you. Only really top tier blights were doing hug tech. And only top tier survivors were going against blights using hug tech. In your average game, the blight doesn't even know what hug tech is let alone how to do it. So it wasn't really hurting the average player.
What they did was remove a high kill expression on a killer that would otherwise have very little (yay so he just gets to dash around, you'll never hit anyone with him anymore, may as well just play billy)
It boggles the mind why they continue to nerf these types of things, while all the "survivor techs" are continuously staying in the game, and while nurse continues to exist in the state she is in since her inception. And i say this as a nurse main.
It really is a shame. Skill expression can already feel pretty minimal in this game with the way maps, pallets and powers are designed. Removing things such as this only neuter a players potential and ceiling. Why punish the players who have spent hundreds and thousands of hours perfecting their favorite killer?
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A shame quite honestly. I feel there's a lot of skill expression being removed from the game
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686256#Comment_3686256
Exactly.
And this shows that many people simply dont understand what they are talking about. They see Double Pallets and think they are the same Double Pallets from back in the day. Which is simply not true.
There are two bad Pallets next to each other. They dont really do much, they are totally fine and way weaker than many Single Pallet Tiles.
Greenville also takes the cake for the most unplayable pallets in the game for survivor. As long as you don't walk right through them you're all but guaranteed a hit on almost every pallet on that map. Even the actual maze spawns are butchered versions of jungle gyms and 4 lanes...
This map practically begs you to hold W
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@UndeddJester said:
I suspect the changes will be: -
- No longer wakes up from the Dream World
- No longer recovers a health state when on hook or when being carried.
Personally I'm also hoping it gets moved tangentially to be more interesting for builds, instead of a boring generic 5s haste boost you can slap into literally any build.
I've said it numerous times before, so I won't labour on it but:
- gain a health state.
- recover from exhaustion.
Let me choose the form my Adrenaline takes. Means I can get another Sprint Burst, or Lithe, or Overcome, or Balanced Landing, or if I'm an absolute nutcase, a Head On. I can even take 2 of them if I wanted...
Actually allows me to think around other perks and come up with my own ideas how and more importantly WHEN to use my Adrenaline sprint, and depending on my build choices, still requires skill on my part to trigger my exhaustion perk.
The double head on plays would be devious
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I truly don’t understand why there’s a cap in the first place but I agree, it should at the very least be 5 million.
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Here you go!
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@GeneralV said:
...We really need to move on from this topic.
Agreed. I think the Devs are more than aware that she's a problem at this point. She'll receive a change but they've already slotted certain killers for updates and need to have the time and resources to do them properly.
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682072#Comment_3682072
I love horror movies I have seen a lot of them. You have interested me with Smile now. What is it available on?
I believe it’s on paramount and prime!
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684621#Comment_3684621
As opposed to unsafe pallets which are 80-20 favoring killers?
I agree God pallets should be incredibly sparse. But I disagree that unsafe pallets should be the norm.
To me the best pallet design is like the one in the main room of RPD near the front exit. It's not egregiously safe but it's not a free hit either.
Peak pallet design, easily one of my favorites to play in the game. Car loops are also up there for me like the ones outside of Badham Main, feel fair for both sides.
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@Moman624 said:
I like playing Dead by Daylight
Why do I play sweaty you ask? Because I don't think MMR drops and every lobby is comp. (Only on certain killers of mine)
DbD seems to be convinced that my Oni is absolutely God-tier, yet he continues to be my worst killer lmao. I'm absolutely trash at hitting with his power and he feels so clunky to play on console when trying to flick. I just want to do my dailies 😪
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684674#Comment_3684674
they are removed from the bloodweb - but we needed the update today in order to be able to do that successfully.
Appreciate the update!
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@NekoGamerX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683214#Comment_3683214
I play tif on ps5 do fine.
He feels extremely clunky to play on console for me now compared to how he used to. I'd compare him with Oni levels of clunkiness in terms of trying to hit your dash power, just doesn't feel good.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684657#Comment_3684657
no, there's never been another one planned, it was a one off bonus login reward.
Can they be removed from the bloodweb then? What's the point of leaving them in if this decision has already been made?
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Still waiting for the Swamp and Badham rework
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@Xyvielia said:
Yeah, always wanted to live in Australia… except for the bugs; heard the bugs were really creepy there😱
NA East Coast Tunneling is silly extreme
Wonder why tunneling levels differ from region to region, tho🤔
I’d guess that it maybe has to do with the difference in cultures. With Americans typically being more individualistic than the majority of the world. We’re taught that the most important person in the world is yourself and that you should put yourself over others. This could be reflected in game by survivors playing more selfishly and killers playing more deviously.
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684405#Comment_3684405
Being in Australia obviously I can only do West Coast/LA servers but it sounds like it's the same on your East Coast too.
Real shame as ironically NA is also quite chill in other ways... just the hard tunnelling man, it really ruins the fun and it's out of control
Agreed. My poor buddy’s not bad at the game, but not good enough to avoid being hard tunneled and he spends half his time playing this game in spectator mode. I always try my best to protect him but it doesn’t really feel like it ever matters if they’re truly trying to get someone out of the game.
The tunneling meta forces survivors to play sweaty and crank out gens as fast as they can because if it’s a 3v1 before 2 gens left, you’re just not getting out. It's a perpetual cycle.
BHVR please get us out of this 😭
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684387#Comment_3684387
I get what your saying but this isn't the case, I have over 4k hours since Jan 2019 and I have never seen tunnelling like the present day.
I am not being hyperbolic, EVERY SINGLE MATCH has been the same thing - killer gets survivor on hook. Tunnels until dead then repeat process.
I play in NA East and have been playing since the same point as you and agree that it is the most prevalent it’s been since 1 hook Mori’s were a thing.
I’d say half my games are a 3v1 5 minutes into the match.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684129#Comment_3684129
It's okay, and yeah there really isn't a verifiable metric until we're shown our mmr's.
Exactly, that was what I was trying to get across with my initial post, apologies if it came off as backhanded
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684102#Comment_3684102
"There’s no malintent at all and I never assumed that?" "Your question just seemed a little loaded"
Saying it seemed loaded is adding malintent.
"There’s never going to be a way that they can prove to you they were good players without recording their games…"
That's why I said assuming things. I never said there was a way to prove it or that that's even what I was wanting. All I was expecting was something like "they had a lot of hours" or "they seemed like good players from my experience". Fine answers. I didn't imply his answers would be bad, just that I was wanting to know what metric he was using. That's it.
Apologies, my meaning of loaded question more meant that the question didn’t really have a verifiable answer, I should have used a better term.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3684019#Comment_3684019
You immediately jumped to assume malintent behind my post. They were genuine questions and not rhetorical at all.
There’s no malintent at all and I never assumed that? Your question just seemed a little loaded and doesn’t have an actual good way to answer it. You put it best that an experienced player can tell who’s good at the game.
You can’t see MMR, you can’t see their rank, prestige doesn’t matter, I guess you could view their hours if you’re so inclined but even then that’s not the best indicator. The only actual way to tell if they’re good or not is by how they actually play and even then that’s still somewhat subjective. There’s never going to be a way that they can prove to you they were good players without recording their games…
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@Blueberry said:
How do you verify these were good survivors?
Do you feel 6 games is a good pool to draw your conclusion from?
I’ve seen you state before that experienced players can tell a good survivor apart from an average to bad one, and considering they have 80k shards I’d say they have quite a bit of experience in this game.
I do agree that the sample size is rather small but I don’t think it discredits the overall point of the post. Skull Merchant (IMO) is the easiest killer to play in the game and benefits from a plethora of different reasons of questionable design choices.
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@JPLongstreet said:
Have the Hook bubbles always been in the game? I'm not sure. For things like that (as when a gen pops) I think the intent is to draw attention to the objective being completed. Vividly & drastically drawing that attention.
It used to be more opaque than it is now, you could actually see through it. Not sure when it changed but it’s been a couple years
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I love Balanced simply because it can turn awful RNG map spawns (hills instead of fillers) to your advantage.
Makes upstairs of main buildings a threat too. Adds so much variability to your chases.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682654#Comment_3682654
I mostly have matches where these perks aren't needed because people are relatively easy to find, but then I also get those swfs stacks, where chasing someone usually takes time and other people just slam gens. TTV players are somewhere in between those. Of course the honorable mention goes to WH / MS cheaters and squad with these tools who run at ''115'' and easily outrun Bloodlust 1 / 2, can't be mindgamed at all and do gens with phenomenal speed. Out of all these, I'd say having a reliable slowdown does work most of the time. There are also those 1 / 10 matches where 0 slowdown perk load out works very well but I don't consider those as they could be other factors involved instead, such as people who have quests, troll and sandbag or simply are inexperienced.
That's totally fair, your experience is entirely valid and if you feel you have more fun when running slowdown perks, by all means continue.
I just personally have found the game much more enjoyable since I started running chase / meme builds. Sure, I don't win as much as I would while running slowdowns, and I'll come across the 4 mans with map offerings that are playing like we're playing comp, but I try not to let those games stick out in my mind more than the others. Coup de Grace has become basekit in my builds and I genuinely think it's one of the funniest / most fun perks to run in the game. Fire Up builds, Dark Devotion builds, etc. have all been super enjoyable for me to run, win or loss. It's also really helped me realize where I need to be better as a killer as I'm no longer getting that extra 2-3 minutes from slowdowns and that if I don't create my own pressure, I'll surely get 4 escaped.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682572#Comment_3682572
I think you are missing the point.
There are many times in the past where BHVR noticed that people thought that certain addons were "required" to play certain killers. Because when you didn't play with that addon, it felt really bad. Some examples come to mind:
- Wraith windstorm (movement speed while cloaked) [back before you ran faster while stealthed]
- Pig combat straps (less crouch time)
- Hillbilly overheat addons to cool faster (before they did the recent rework)
- Demogorgon movement speed while charging your power
These are just a few. But in each of these cases, what BHVR did, was buff the basekit, and then nerf the addon. Such that, when you take the addon it was the same as it was before, but if you don't take the addon, it doesn't feel as bad as not taking it.
I'm saying that it currently feels bad when you have 0 slowdown perks because the basekit regression is so bad. So, if people want to stop seeing 4 slowdown perks stacked on top of each other, buff the basekit, and nerf the perks.
I get that, and it's definitely not a bad way of going around it. Doing that though would just make me think that people would continue to stack regression (granted they would be nerfed in this scenario) and that combined with the buffed base regression, nothing would really change from what we're seeing right now. Could be totally wrong, but I feel like we've seen this scenario play out before with tunneling where there's always going to be a reason for it to be prevalent, no matter what gets added, buffed or nerfed.
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@Starrseed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682646#Comment_3682646
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682649#Comment_3682649
you know what?
you two actually made a diffrence today. i will certainly try to laugh about it next time it happens but i will also stick to avoiding the gate i think the people who really do it to hit you will probably get mad if i ignore them. i still think its stupid but i think you two really helped me to cope with the anger a lot and if it doesnt trigger me to beginn with my impulse issius cant jump start.
I’m happy to hear that! Taking this game less seriously (and by extension some things within life less seriously, within reason of course) has really helped me be a happier person. I laugh more, smile more and enjoy things (such as DbD) more!
Life is hard, so I always say to myself, why get mad at things that are out of my control, focus on what I can do better and good things will happen.

