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NerfDHalready

NerfDHalready

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NerfDHalready
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  • i get it's still soloq but it shouldn't take minutes until everyone realizes what's going on. just do all 5 gens against those afk killers and take the 3 escape.

  • @Nameless said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793306#Comment_3793306

    Aight, I'll be honest… I'm a bit of an idiot.

    How do I run the game in this mysterious dx11 mode?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793476#Comment_3793476

    I once had a toaster pc until I decided I wanted run my games smoothly. Joke's on me I guess.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793300#Comment_3793300

    You have not seen my stop-motion moves just yet. The only reason I want to fix this is because I want to give the killers a chance. I'm just too powerful!

    this vecna i faced today was just looking around in pure confusion and then left the chase after i tpd around because my pc couldn't handle beholding his mage hand spell (and its animations) for the first time, it was hilarous. didn't feel bad because those freezes kill me 99% of the time.

  • game was unplayable after the chapter release patch but with the bugfix patch we got this wednesday the issues were mostly gone. though, now or before the chapter patch game is really hard to run for my toaster pc while, league of legends for reference, runs smoothly.

  • not every perk needs to be release mft to be good. there have been lots of unique perks that added variety recently and objectively good ones like plot twist, champ of light and wicked. in my personal opinion they aren't that strong but dramaturgy and finesse also.

  • windows and predropping pallets. and obviously emps.

  • @NarkoTri1er said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792246#Comment_3792246

    but it literally is the most helpful advice lol. The most helpful advice most of dbd community isn't even considering to apply to themselves because they are in toxic relationship with the game.

    we aren't their therapists lmao they don't post here to be told to take a break.

  • @Devil_hit11 said:

    it has cooldown because it is suppose have incapacitation effect. they put cooldown there so that incap doesn't overlap with itself. they should lower cooldown to 15 seconds and return incap to 10 seconds. the 10 second aura reading is pointless.

    it's just regression, aura reading actually is useless 99% of the time. but the sad part about the perk is it eats up regression events like breakfast.

  • it's tuesday. patches almost always drop on tuesdays.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792220#Comment_3792220

    It's a rant/vent post.

    When the game is getting you this bothered, the best thing to do is to take a break.

    they probably don't need to be told to do that since it's just, common sense. if you don't enjoy a thing you leave it. you could share your experiences, opinions or ways to deal with it but you chose to hit them with the classic, it's not helpful at all just annoying.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792118#Comment_3792118

    You can leave feedback about what you would like to see change, but "demanding" changes is a bit much.

    Also with the context of his topic complaining about how everyone in the game is intentionally being toxic towards each other, I think OP just needs to take a break from the game.

    you can at least comment on their points and not just tell them to "take it or leave it"

  • @Crowman said:

    Given the other topic you made, I think you really should just take a break away from the game.

    please. can people care about the game they like and demand changes so it's more enjoyable?

  • wraith if you are an absolute newbie, then you can switch to nemesis. you can never go wrong with nemesis, very simple and strong power and not map reliant in the slightest. zombies help with gens a little as well.

  • @Valaryyn said:

    There isn't really a killer meta in the same way anymore, which is probably a good thing. Pain Res is still good, but Pop is definitely usually not it anymore.

    Perks that grant undetectable like Trail of Torment and the Unknown's perk can be very good now, and several perks that used to completely suck like Oppression and Dragon's Grip are actually usable because their cooldowns got halved. Surge is still quite good as well.

    Spirit in particular received some addon nerfs, so maybe that's what you're feeling.

    hasn't it been a year since spirit's cooldown-duration interaction nerf? time went slow this time i guess.

  • as everyone said, there is not a defined killer meta currently. i guess full slowdown is still the best build you can go (pain res corrupt etc), but otherwise there is not a perk standing out. you can try weave attunement with franklin's, it's strong in your average soloq lobbies but will get nerfed in like a month.

  • idk why they would intentionally limit the perk in such an absurd way. it's an anticamp perk and doesn't work on camp fest hooks?

    i'm not a reassurance pro but i'd assume it just needs like 1 or 2 meters buff to its range so it can reach from above.

  • huntress but i simply suck as her and can never get any better it feels like.

  • lmao that phase-through pallet hit was such bs and funny. though one can argue insta swing after coming out of bat form is fun, it's basically precise phasing as spirit. don't worry they are gonna fix it in two years.

  • that would basically be reverse 2v8; brings nothing fun to killer side. would be fun for a short time though, even just to see how it was before.

  • @AmpersandUnderscore said:

    Pretty sure I had several people tell me that hooks respawning would prevent this exact scenario.

    Good to know that was actually just a lie the whole time.

    it depends. sometimes i can't see the hook in awkward areas and realize i won't be able to reach a hook anymore, then drop the survivor; that's boil over value not hook deadzone issue. sometimes someone sabos a hook so you have to drop, or you know they have flip flop etc.

  • my game literally takes 10 minutes to launch. i have a low end old pc but it's never been this bad.

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790105#Comment_3790105

    Normally that would be true. The reason why I think there's more going on is because there were 18 games. After 18 games a functional MMR system would have given them some success. It didn't in this case which is why I think saying skill issue is disguising the actual issue.

    With a functional MMR, even if they were total potatos, they should be matched with a similarly potatoish Killer after enough games. That didn't happen which suggests to me the actual issue is MMR is pairing them with Killers far above their skill. That's not a skill issue on their part per se; that's a MMR functionality issue.

    tbf op came off as "killer is op in this game" and everyone got defensive and i jumped on the train sort of. this game's matchmaking is hot garbage there is no arguing that and it should be fixed.

    though i'm just saying i would accept mmr is dysfunctional and focus on improving, game is in their favor as a 4 man squad it's worth the effort if they like the game and want to win.

  • @TheSubstitute said:

    I think a lot of you are gaslighting him with "skill issue" when the actual issue is matchmaking and that actual escape rates are lower than the official stats due to not including DCs, etc.

    saying skill issue isn't necessarily an insult or disregarding matchmaking flaws. yes a swf of 1k hour players won't be able to beat multiple thousand hours killers and that's a skill issue, they didn't play long enough to develop that much skill yet and it's okay.

    for example i specifically pointed out that normally in an equal skilled lobby, a 4 man swf is the strongest thing there is so they can confidently put in effort to get better if not being able to beat killers is the only reason they want to quit.

  • if you care to wait until you get better at the game, a 4 man swf is the strongest thing in this game, even than nurse. in time, you should be able to beat most killers.

  • it's kindred level coordination but for gens but only deserves like half a perk slot lol. might give surprising value on indoor maps.

    also, it makes the game lag so hard especially the first time i get into the boon.

  • i see the suggestion, but as far as i know how nowhere to hide works is it just shows auras near killer when they kick a gen so it doesn't have anything to do with affected gens. also no, that buff would be a bit much especially paired with eruption.

  • @LordGlint said:

    I like to cycle between about half the killer roster and at this point, I don't consider any killer my "main" anymore. That being the case... there's definitely alot of killers that I hit prestige 3 and basically ignore after only playing them a handful of times. I went ahead and played afew games of Singularity afew weeks ago to some much better results than my original playthrough of him (don't get me wrong, I still suck as him, lol).

    Tonight I tried dusting off Dredge and... so far I'm loving it. It's alot of fun. MAYBE I'll try Knight soon... maybe... ANYWAY, has anyone else experienced this where you go back and retry a killer you completely neglected? I'm not talking about a Doctor main who is enjoying his minor buff, but rather people who found a new enjoyment playing Nemesis or something.

    Sidenote... Gearhead is pretty awesome on Dredge. It burns through distortion stacks fast and lets ya play hit and run if you want.

    this happens when i play a killer for a challenge or daily. they feel like they are newly released killers lol. the only exception is blight, i'll be done with the daily and never touch that killer ever again.

  • @Ayodam said:

    There is currently a bug going that doesn’t allow survivors to unhook or heal other survivors. That, I would say, benefits killer. Where’s your outcry? 🤔

    ? what does this have to do with op? should we mention world hunger or wars any time we complain about issues in the game?

    @ponzukun said:

    The bug in the assessment of the killer door guardians that occurred before Dark Lord was implemented was not fixed in the new version
    In yesterday's match, I had 4 unrepaired generators, closed the hatch that appeared, and wiped out all the survivors, but the assessment of the door guard was gold, which is obviously not right!

    The fact that glitches that disadvantage survivors are fixed as soon as possible, but glitches that disadvantage killers are fixed so late is clearly discriminatory against killer players!

    that emblem progresses the longer match lasts with many gens left undone so a quick stomp match can result in you not getting iri.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789059#Comment_3789059

    Those are the names that are assigned to bots as soon as someone dcs and has nothing to do with swfs.

    does noone understand jokes anymore? 5 upvotes too

  • it's mainly to counter hit&run and forces the killer to commit to the chase. you can just w to a safe area to put killer in a lose-lose scenario.

    don't use the perk if you aren't gonna open chests for something else anyway, it definitely doesn't seem time efficient.

  • @VomitMommy said:

    I am actually pretty good Spirit player, and I have equipment for it.

    But for some reason using Bat in chase is near impossible and usually cost me time instead of gaining.

    That loud high pitch noice definitely doesn't help, but I think 3rd POV might be an issue too for this.

    Overall for Dracula, Vampire is good enough.

    Wolf is decent only because of hug tech, if that gets removed, then it is going to be bad.

    I mostly enjoy playing him, but there are definitely some annoying aspects.

    yes idk why it's so loud.

    I think 3rd POV might be an issue too for this.

    apparently fov changes mess with spirit's audio tracking so i'd imagine 3rd person pov also does.

  • i choose to not engage in this topic for the 100th time so i'll just point out that,

    and now the placements of the offerings during the load-up is randomized.

    this is wrong. you can reliably tell who didn't offer it or who offered it if all 4 survivors offered something.

  • @Xernoton said:

    Sorry you had a bad experience but surely this doesn't happen that often. Most players try to unhook their teammates way before they go second stage.

    Anyway, I wish you better luck in the future.

    they won't ever bother trading if killer is camping, and will instantly farm the person once they go 2nd so the killer comes back and tunnels. this does happen though and gives severe c… candy.

  • @Alen_Starkly said:

    I made a post like this before, because this would really be helpful. Some people might argue that with anti-facecamp this is not as necessary. However, there are some maps (like Gideon) where getting to a basement is pretty hard, because it's basically 1 way to come from, and the killer can just camp at the corner where he sees both entrances. So yeah, reassurance reaching basement would be really welcomed from me.

    it's pointless because you can't reassure and get out without killer downing you anyway so there is no other option than trading in such scenarios. it's an anticamp perk that doesn't work on basement hooks, kinda funny.

  • because you fly at 6.0m/s, can phase through windows/dropped pallets and tp to them.

    though, bats are unnecessarily loud to hear and pinpoint survivors.

  • @TheEvilShape said:

    It didn't work on the grabs I got, only hits.

    this is interesting, interrupting generally means a grab. good to know, thanks.

  • in endgame i'd say. even the most opinionated survivor players shouldn't see this as toxic.

  • i used to hate knight but he really isn't that bad, give him a try. sm on the other hand though… yes let me clear the path i'm gonna run to of 4 drones for, 45 seconds. it will work just fine surely.

  • i had to take a long break after coh was released, this should tell how much i miss that broken mess.

  • i think they made flashbangs not make you lose collision in a while back and then reverted it so i'd assume it's intended now. yes it's not a bug and it always happens - you lose collision while dropping the flashbang. luckily the window for a save with flashbang is very narrow so you need to clear a much smaller area before picking, even with background player.

  • gens can be close together because of map sizes and whatnot but they shouldn't be in corners of the map and/or in deadzones because what do you do, pre-run to edge map?

  • killers with bad deviousness gains should all get an overhaul on that and oneshots (with power) should give double brutality points for hits, very much like oni and ghostface.

    and victor needs a way to gain points in hunter category.

  • not playing that. it's a shame they are insistent on that mode of all we had, mainly chaos shuffle.

  • today i had two 3 hook 1 kill games back to back so i put on reassurance, guardian and ftp. didn't happen again. but overall they are common unfortunately.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785318#Comment_3785318

    this is my whole point. with advantages of hatch gone, they simply lost the match if they are unable to achieve their only objective.

    Kinda stopped reading here to be honest, this reads as:

    "Survivors should just give up when I want to win"

    A 2K is not a win. You are claiming survivors should give up and forfeit the game when 2 survivors have been killed.

    The game is not over until it's over. Survivors have not escaped until they are physically across the exit line, which is what makes EGC kills fair game. That's why we have things like NOED, Blood Warden, No Way Out. Until a survivor has actually escaped, they can b3 killed.

    This goes both ways.

    Until you have actually killed a survivor, that survivor is still in the game and should have a fair shot at escaping. You have not already won the game (4K) just because you've scored half your objective (2K).

    The fact that the game mechanics as they currently stand leave survivors with no viable recourse for escaping when down to the last two survivors is a Design Flaw, it is not a Feature. That flaw needs to be address, by giving the last 2 remaining survivors a viable avenue to continue their objective of escaping instead of forfeiting being their only option.

    You are claiming survivors should give up and forfeit the game when 2 survivors have been killed.

    looks like you didn't start reading the thread to start with. no, if they want to win, they need to try not forfeit.

    not to be offensive, i read past that point but can't respond to any of them because it's apparent you didn't read anything past or before that line you quoted. i didn't say none of the things you claim i did, i don't know what you got those from.

    The fact that the game mechanics as they currently stand leave survivors with no viable recourse for escaping when down to the last two survivors is a Design Flaw, it is not a Feature. That flaw needs to be address, by giving the last 2 remaining survivors a viable avenue to continue their objective of escaping instead of forfeiting being their only option.

    you see 2v1s unwinnable and think any other scenario without hatch means free kills but 2v1s especially at a low number of gens are winnable, you just can't expect to win them with a hiding teammate or at 3 or more gens.

    killing survivors early (generally with a tunnel) gives gigantic advantage to the killer and makes it much harder to win for survivors that goes without a doubt, but buffing survivors in 2v1s isn't the way to go to tackle this issue (since that would punish non tunneling killers and noone wants that), taking care of tunneling is but that's a whole another story.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784663#Comment_3784663

    Players can also participate in the game by actively trying to lose, but that doesn't mean they're going to do that.

    Survivors hide at 2v1 because progressing their main objective (gens) does not translate into acheiving their objective (escaping) and therefore ceases to be the main objective.

    In order to get survivors on gens in a 2v1, you need to make it contribute to their chances of escape. That can't happen if the next survivor to go down is guaranteed to be slugged and therefore lose any chance of escaping. So the reason it doesn't contribute to escaping is due to one thing; slugging for the 4K.

    Slugging for the 4K is the real problem here, and it stems from this entitled attitude that if you've earned a 3K then by default you deserve an easy 4K. That's BS. A 3K isn't a 4K.

    A 4K should require more effort to achieve than a 3K, it is a 25% higher score. What form that effort should take is up for debate, but as it stands with the hatch mechanic in place, that effort takes the form of beating the last survivor to the hatch, which considering is purely RNG and both parties have the same information, is completely fair. It probably favours the killer more often than not.

    The problem is killers have a more reliable way of tilting these odds dramatically in their favour and they've been accustomed to it for so long that the thought of thosing this dramatic advantage seems like an unfair nerf.

    Slugging for the 4K needs to go. How do you do that? Some way for survivors to pick themselves up in a 4K slug scenario is the only viable way. Make it so hooking a survivor is a more reliable method than leaving them slugged.

    We all know the basekit Unbreakable that was tested is a no go, but that doesn't mean there is no way of implementing it that would work. If survivors only gained this ability when all of them were on the ground, then it wouldn't affect regular slugging, and 4K slugging would be inherently riskier.

    If 4K slugging is gobe or at least not the most reliable method and therefore not commonplace, then in a 2v1 scenario, it is viable for a survivor (particularly one with hook states left) to play distraction while the other does gens. This progresses the game, it allows the killer to progress their objective by potentially outplaying the survivors and downing them, just as they've been doing the whole game so far.

    The killer is not at a disadvantage here, they're simply not afforded a gross advantage, which is what forces the last 2 survivors into hiding.

    Survivors hide at 2v1 because progressing their main objective (gens) does not translate into acheiving their objective (escaping) and therefore ceases to be the main objective.

    this is my whole point. with advantages of hatch gone, they simply lost the match if they are unable to achieve their only objective. which should be fair, right? there should be no another chance they could get by being useless and griefing other people, mainly their own teammates.

    In order to get survivors on gens in a 2v1, you need to make it contribute to their chances of escape.

    doing all 5 gens powers exit gate switches they then can activate and escape the trial.

    Slugging for the 4K is the real problem here, and it stems from this entitled attitude that if you've earned a 3K then by default you deserve an easy 4K. That's BS. A 3K isn't a 4K.

    yes it is not. if the last survivor still manages to achieve their goal, they can escape. if all their teammates died at an unreasonable number of gens that you would say one survivor cannot be expected to repair by themselves, then killer clearly deserved the 4k.

    Slugging for the 4K needs to go. How do you do that?

    by taking their logical reason to do it and that's the risk of last survivor getting hatch.

    @ratcoffee said:

    changes I see this causing:

    • survivors play even more sweaty
    • kill rate inflates, so BHVR potentially gives basekit killer nerfs to compensate
    • more games where people give up, making the time you spent in killer queue wasted
    • fewer survivors playing the game, so ridiculous queue times for killer

    I'd love more survivor teammates to tryhard in my games and I'd love basekit killer nerfs to make looping for 5 gens even more consistent, but I assume you wouldn’t want to wait longer only for your game to have a greater chance of people giving up.

    you are talking like those "consequences" will make me shake in my boots. in contrast to issues it causes, those seem mild even when you exaggerate them.

    sweaty? i'd like survivors to try if they want to win, regardless of the side i'm on. also like, what survivor that wants to win the match doesn't sweat because hatch exists?

    kill rate inflates, so BHVR potentially gives basekit killer nerfs to compensate

    i'm not in favor of hatch skewing data just so killers don't get nerfed. i don't even like them acting on meaningless stats. for example, sm had 70% kill rate but if that translated to them as she is too strong and not just unbearable so if they just decide to weaken her instead of making her less frustrating to go against, that will be a bad idea. same thing is true for hatch, they need to interpret data wisely.

    more games where people give up

    i'd much prefer people give up instead of start playing for hatch. it's the exact same thing, but this way they won't take anybody hostage. normal people won't give up earlier than before if hatch is no more, trust me.

    fewer survivors playing the game, so ridiculous queue times for killer

    tell me about doomsday posting lol, at least i want to believe survivors don't play the game just so they can get hatch.

    @UndeddJester said:

    To be honest I don't think there is any wayto solve this issue via hatch. The only way I can see solving this problem is to add a generator progression/chase timer to the AFK crows.

    From the last point where no generators were being progressed, a 90s timer starts. If survivors as a team fail to collectvely progress generators by 20 charges over the course of the 90s they all automatically gain a crow tier. This timer is automatically reset to 0 whenever a survivor enters chase.

    Something like that is the only way I can think to counter perma hiding.

    this should accompany for sure, but getting rid of the legit reason people hide for hatch/slug for 4k is still seem a more guaranteed solution since then why would people want to waste their time?

    @Choaron said:

    It's not a wincon, that's the point. It automatically opens when there's only 1 surv left precisely because BHVR (and any player of good faith) considers 3k to already be a killer win. Should something be done about these pesky killers slugging for the 4k? Sure. But that doesn't change this fact.

    editing this, since it's clear bait.

  • i'm in love with this post lmao, surely survivors love aesthetics of badham and eyrie.

    @GolbezGarlandGabrant said:

    I love map offerings during the boosted map weeks where it's all the maps I hate on high frequency.

    they definitely need to be done with boosting maps if they f****** finally remove map offerings one day. or at least make it a very small boost.

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/424484/hatch-needs-to-not-be-a-win-con-anymore

    • hatch doesn't spawn with all gens done
    • hatch spawns a few minutes after 3rd survivor dies
    • and done, easy.

    so they have to hide for "a few minutes"???

    i thought yall didnt like wasting people's time.

    hatch would mean death anyway so there will be nothing to hide for. and again, it should be like 2 or 3 minutes of waiting in case the last survivor is able to finish the last gen(s).

    @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784656#Comment_3784656

    The best 'fix' for Hatch is to revert it's spawning logic to the pre-Mikaela version, but with the post-Mikaela Keys. That punished tunneling with draws instead of wins, and still forced Survivors to pop gens to get Hatch to spawn. Post-Mikaela Keys prevents the insta-open that was the problem. Finally if one person ratted out of a Hatch without their teammate(s), then the match still ends with the EGC (although I would extend the gate timers by 5s per gen remaining).

    people would gather somewhere else and take others to hatch while killer is just trying to play the game normally so the problem with old hatch wasn't keys. as fun as it was for survivors, old hatch was one of the most obnoxiously unfair things in this game.

    @adsads123123123123 said:

    Killers slug for the 4k because they feel like Hatch is an unfair RNG mechanic. Simply removing the RNG from hatch is also an effective method to reduce slugging.

    i think you mean hatch offerings, but there might be a gate across the map killer won't make it to in time, or straight undefendable gates even if survivor doesn't get on one instantly. and of course there is s🤢le survivor so killer still is risking the escape and will slug for 4k if they are aware.

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