NerfDHalready
NerfDHalready
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only trapper and freddy and noone else. though movement speed shouldn't be the way to buff killers (or anything).
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@VantablackPharaoh91 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784762#Comment_3784762
They can't have it recharge once it hits max rarity. That would be too broken.
Actually maybe it should only recharge up to three times, with diminishing returns each time, like with Built to Last.it would be so safe to make items recharge infinitely, if toolboxes weren't a thing. unfortunate.
@SoGo said:
Am I the only one who would like Exultation to give you random add-ons along with everything else?
once? because if it swapped your current add ons that would be so troll. would be nice actually, no iri add ons though.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/424513/exultation-lets-gooooo
Idk. Why should you bring a bad version of an item to the match with this perk, when you can use the strong stuff directly without this Perk and replace it with a stronger one. I'm happy they removed this awkward part but the perk still feels so bad and is difficult to balance/make useful because some killers are easy to stun while others are extremely difficult.
some killers are impossible to stun, but it is what it is. i'm excited because of its item farming aspect honestly, just sounds like a very fun perk.
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@Choaron said:
Wish they reworked the perk to still recharge a certain amount even upon reaching the highest rarity.
oh it doesn't recharge any more at max rarity? well that sucks but might be for the better, i don't really know.
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as mean and scummy it is, people are gonna be people. better to not just stress over it and focus on the gameplay. the real foul behavior might come in post game chat, so highly suggest closing it if you are easily offended. it stays closed until you exit dbd for however many matches you play in that session.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784668#Comment_3784668
no :) hatch shouldn't be this appealing. people are rightfully saying survivors shouldn't do gens in 2v1s because hiding for hatch is the smarter way to go, you should see the issue here. without a legit reason to hide for hatch, there won't be many people doing it for extended periods except griefers.
Yeah, this will make me take you not seriously at all anymore when it comes to this topic. Not only does your solution not solve any problems, but it is basically "remove Hatch", because there is not really a point in having Hatch when the Survivor dies anyway.
So at this point your solution is that if the Killer gets a 3K, the remaining Survivor will be auto-killed. I dont think there is any point in discussing with you anymore.
i still don't see a meaningful counter argument just insults. auto die? well yes, if there is no chance for them to win and they are too much of a baby to accept defeat, game should make them lose at that point. killer isn't there to babysit survivors that refuse to play the game just to not die and hide for half an hour.
but it is basically "remove Hatch", because there is not really a point in having Hatch when the Survivor dies anyway.
lots of people (very likely including you) told people hatch is only there to end stalemates. i typed all the way down this thread why it shouldn't be a hope and a win condition, you can refer to them.
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@Sarrif said:
Or better idea, what if in the scenario where there's only two survivors left. Something appears in the basement that if survivors interact with it for X number of seconds it spawns the hatch open somewhere on the map. This helps with the reality that if you are the last two survivors you are doomed by giving the killer another place they need to patrol and gives an alternate path to victory for survivors that's not totally hopeless.
idk, they need to do SOMETHING. survivors' best bet can't be hiding until other person(s) get found and die lmao. this wouldn't be bad either, but wouldn't really make selfish players actually try. they don't do gens, why would they go to basement and try doing that ritual thingy?
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784656#Comment_3784656
Survivors can always progress the game, just that they decide not to because they think they will lose by doing it
Forcing them to participate in the game IS the way to fix this issue, and it doesn't make a single sense to nerf killers for doing their job
it's sad how people accept defeat so easily. i for example got **** on in 2v1s so many times.
also, you think game is unwinnable in 2v1 but does your teammate? how can you guarantee someone else doesn't think game becomes unwinnable once someone dies, and starts hiding? god hatch is so unhealthy for the game, hiding and doing absolutely nothing can't be a win condition in a team game.
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i knew i shouldn't have come with a solution, the topic got thrown into the depths of the forum, oh well.
@Caiman said:
I'd rather keep hatch how it is than switch to your idea. The problems I encounter are rare fringe cases, your changes would make every match worse.
how exactly would they make matches worse? i just can't see it so i'd like you to give examples.
@Devil_hit11 said:
they need nerf survivor's stealth capacity in late game and buff stealth in the early game/throughout the game.
survivors don't need their stealth nerfed outside of taking hostage situations, and that doesn't need to come with a compensation buff.
@Iron_Cutlass said:
First, yes. it's a win-con. saying "hey, hatch doesn't count as a win actually ☝️" doesn't change the fact it literally does count as an escape.
According to the game, an escape does not necessarily translate into a win. Escaping through Hatch is a net 0 gain/lose of MMR, meaning it neither counts for or against you, it is neither a win nor a loss.
Hatch spawns a few minutes after 3rd survivor dies
"We want something to prevent unnecessary stalling of games since it wastes everyone's time," followed by, "Also lets make a mechanic that stalls out the game since I want an extra Kill."
I dont see how this incentivizes players to stop hiding for Hatch, in fact, I think this just makes it worse. Players would just be incentivized to go ahead and find a hiding spot since they will need one to wait for Hatch to spawn anyways.
an escape does not necessarily translate into a win.
shoot, i stand corrected. okay, escape =/= win. but people still want to get hatch escapes and cause the problems i mentioned.
I dont see how this incentivizes players to stop hiding for Hatch, in fact, I think this just makes it worse. Players would just be incentivized to go ahead and find a hiding spot since they will need one to wait for Hatch to spawn anyways.
how and why would this make survivors even more incentivized to play for hatch exactly? they hide in their hiding spot until other gets found to what, jump in hatch and die? i'd understand them doing it out of spite but this makes no sense.
"We want something to prevent unnecessary stalling of games since it wastes everyone's time," followed by, "Also lets make a mechanic that stalls out the game since I want an extra Kill."
@Aven_Fallen said:
How does letting the Hatch spawn MINUTES after the third Survivor dies solve anything? All it does it give more time for the Killer to find the last Survivor, which will just result in said Survivor hiding. Which is the same as now.
So if a Killer slugs for the 4K, you have to potentially wait up to 4 minutes until the second to last Survivor is dead and THEN you still have minutes before the Hatch opens, which would drag out the game even more.
And I hope that " hatch getting used or closed results in instant death of the survivor." is just poor semantics.
you pointed out the same thing so i'll respond at once. the "minutes" is just like 2 or 3 minutes and that's only in case that the last survivor is about to get all gens done. almost finishing gens but getting killed by killer closing hatch wouldn't be fun.
And I hope that " hatch getting used or closed results in instant death of the survivor." is just poor semantics.
no :) hatch shouldn't be this appealing. people are rightfully saying survivors shouldn't do gens in 2v1s because hiding for hatch is the smarter way to go, you should see the issue here. without a legit reason to hide for hatch, there won't be many people doing it for extended periods except griefers.
@TieBreaker said:
Yeah this isn't a fix to make the game better. There's no accounting for why survivors get stuck not being able to progress the game, and attempting to remedy it. This fix just makes getting a 4K much easier, whilst tilting the game's balance further towards the role of killer.
I don't know how to fix the hatch, but I can guarantee that it will involve more than just changing the hatch itself. There's no easy fix for this problem.
There's no accounting for why survivors get stuck not being able to progress the game, and attempting to remedy it.
2v1s are winnable. obviously not from 3 or more gens and not as easily, but they aren't as impossible as you try to make it out to be. have you heard of looping? stealth repairing? pre leaving? you can so easily last for an entire gen against half of the roster. you just need the other person to actually try, and that's only possible if hatch escape isn't an option.
how does hatch address that issue also? does the possibility of getting hatch make the situation "winnable"? what happened to "a hatch escape isn't a win"?
I don't know how to fix the hatch, but I can guarantee that it will involve more than just changing the hatch itself. There's no easy fix for this problem.
if you take people's reasons to get a hatch escape (or to prevent it) there is no problem anymore. seems easy to me.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784380#Comment_3784380
You say slugging for the 4k is not a problem because the solution is to just go watch YouTube instead of, you know, playing the game you bought and loaded up to play. Your argument just emphasises how it's a problem.
the root of the problem isn't the killers doing it so obviously the solution can't be blaming players (killers or survivors). yes it sucks, but they need to eliminate the reasons, and we all know the only reason for it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784547#Comment_3784547
And as I have said, you will probably get more BPs if you dont waste everyones time by trying to win harder in a game you already won. And as I also said, even if the Killer decides not to slug, they have the advantage in finding the Hatch.
And well…
you are in no place to judge that.
if someone writes things in a public forum they should expect that others a) react and b) might disagree. If you dont want that, dont use Forums.
"killers slugging for 4k are just egoists" isn't a disagreement. isn't only a disagreement, that is.
why should killer settle with the chance of hatch when they can guarantee the 4k? you are right on the time management/bloodpoints part, i think the only deciding factor in whether doing or not doing it should be how much the killer player values their time. apparently lots of people do it so the forums are full of crying survivors and i'm glad to see these hypocritical "comments" such as yours don't discourage many people from doing it.
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@Aven_Fallen said:
What does it matter if the killer is slugging for the 4k, you practically already lost so just tab out and do something else.
And the Killer already won. The Killer is basically just slugging for a 4K while already winning the game, just for the Ego, wasting the time of others.
just for the ego except:
2.5k in deviousness
500 bps for hooking, 200-600 bps for hook stages in sacrifice
potential adept/challenges and pips
and most importantly their deserved kill in a match they won. you are in no place to judge that.
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i've been running an item farming build since i started playing and there wasn't a 4th perk to even complete the build, so i'd say we don't really have that many chest related perks considering there are hundreds of perks now. i was so happy with lara's perk and now i get to swap it for the second wind one.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783184#Comment_3783184
As if that is something too much of an entitlement
Asking for a win in pretty much 99% winning games is, in fact, pretty normal, not a "ridiculous expectation" like some ridiculously survivor biased players claims to be
it's crazy to me they are unironically acting like killer wanting to get all their kills in a stomping match is too much to ask but not hiding for hatch for half an hour isn't. actually insane
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@Coffeecrashing said:
If there are only two survivors left, and the survivors haven’t repaired 5 generators yet, then the game should start a 3 minute timer, and if there are still generators left after 3 minutes, then start giving killer instinct on the survivors every 30 seconds.
The compensation is when one of the two survivors gets grabbed or knocked to the ground, the game should wait a second and then immediately go into a finisher mori. This immediately starts the hatch phase.
And in the unlikely scenario that at least one survivor is already slugged when the game gets down to two survivors, then randomly finisher mori one of the slugged survivors, and set the other survivor’s health state to healthy.
And there you go. A system that helps stop the 2 survivor stalemate, and stops slugging for the 4k.
oh so they should give the last survivor a free escape in a match killer clearly won. neat. entitlement much?
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783184#Comment_3783184
"If the survivors have lost so bad that their situation is unwinnable I'm already the winner so give me my kills" or something, is what I've literally seen when asked why a 2K should become a de facto 4K.
have you guys never played a 2v1 in any other way than hiding? especially at less than 2 gens it's nowhere near impossible however much y'all like to pretend it is.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783197#Comment_3783197
'The solution is easy aka after five minutes the killer gets a guaranteed 4k.' That's all these suggestions are.
There's a reason why they have not done anything yet. Its extremely hard to make a tie-breaker that's not grossly favoring one side or the other, it would require reworking fundamental win-conditions of the game which takes time and effort that's probably not worth it right now.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783243#Comment_3783243
You won so hard that you managed to lose half the team with no clues at all, if anything the survivors left should be rewarded for being that good at stealth.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783195#Comment_3783195
Hatch spawning at two survivors would feel awful for the killer, that's not a solution either.
The frustration of what? Not being given a 4k? How do you think the survivors feel after literally giving the killer a free kill and then being slugged until they bleed out because its not enough?
stealth isn't skillful especially if you can't manage doing gens in the meantime. surely not knowing which one of the 100 lockers or rocks killer needs to check is them being bad.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783171#Comment_3783171
I like how the OP and others can't just admit that they want a guaranteed 4k in a 2v1.
yes i won the match to the point survivors can't even touch their objective anymore. after that point i want all survivors dead as the killer, should have been obvious why.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782900#Comment_3782900
The point I was trying to make was just that people who say "it's impossible to win as killer without slowdown, particularly as a low tier killer" are incorrect.
A lot of people, i think, assumed I was trying to make the point that killer is extremely OP and came in arguing against that point.
Also, there are some people arguing as to whether you can surmise rates of specific results from kill rate, an argument that happens whenever kill rate comes up. (Incidentally, the answer is no. Any win rate extrapolated solely from kill rate data is statistically useless)
i see, and agree. on equal skill level killers should have a hard time even if they try but definitely not against soloq teams because matchmaking is an absolute joke.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782875#Comment_3782875
You disagree that it didn't weaken killer? You can still force a trade, and you can still intercept before they reach the hook. I can't count the amount of times I watched someone die because of the stupid hook grab mindgame. So, other than the mindgame, and hurting one playstyle for Hag, what did it do that made killer weaker?
you couldn't solo save against a camper, even if it would be a trade. i'm surprised as a survivor player (i'm assuming) having played back then you don't understand the importance of the change.
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3 pages?? i don't understand what about this post sparked this much of a discourse. like, does this post mean killers should get nerfed? trapper is too strong? what is it?
you don't go this deep into balance analysis based on soloq matchmaking. yes you can work with perkless and trapless trapper against a soloq team. just find and tunnel that looking straight default feng and tunnel them, if she doesn't give up halfway one of her teammates will. camp basement and noone will ever trade. what's the point being made if there is any, yes an even perkless and trapless trapper playing well is way way stronger than 4 randomly chosen soloq survivors (mmr is a myth).
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@LordGlint said:
This would ironically buff NOED
how? you don't need to go back to dulls you saw throughout the match anymore, you just run around and try to see its aura.
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let claud escape? he didn't seem to have another option against a blatant cheater lol. i probably would do the same, just try to play the game. i wouldn't follow claud so she can show me survivors, but i'd just have my crumb of a gameplay and go next.
teaming is a bannable offense (and very cringe) but as far as i know only the survivor will get banned not the killer if that happens and claud has more to worry about than that.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782290#Comment_3782290
Yes, I did. Contextually, I meant it was an insignificant change balance-wise. I mean, let's be real here. Killers lost the ability to grab survivors attempting an unhook, what could we have possibly given killers to compensate for this that wouldn't just make it pointless? The argument being made is that killers should've received compensation for it, when it didn't actually change their chances of winning or losing.
@Neaxolotl Anecdotal evidence is anecdotal. That also has nothing to do with balance.
it was a balance change but more so a game health change just like the addition of basekit bt. i do agree balance (or not) changes don't need compensation every time but i heavily disagree it was an insignificant change that didn't weaken killer.
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lockers removing birds needs to go. she can only be appealing for her map wide pressure but locker play completely negates that and what else does she have? boring zoning playstyle.
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@Rumplestiltskin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782373#Comment_3782373
The correlation depends on the Killer. The Twins, for example, seem almost designed for slugging. It is their most effective strategy. Likewise, a Bubba was clearly intended for dropping multiple Survivors at once, and slugging for him is natural. I'm sure you would rather fight him slugging around the map than camping, which he is also good at. Then there is a Myers in Tier-3, who would be wasting his limited power by spending time hooking people. Trapper, when the plan goes right, has his best shot when one is on the hook, and one or more is in a trap. The rest will be running to help the trapped one get free and slugging is ideal at this time. Plague, likewise, infects people when played correctly and hopefully gets everyone ready for an instant down. Wasting her one-shot ranged attack when in her power is insane. I could go on and on.
The important thing to remember is that every match is different. Some Killers are pretty much designed for one tactic or another. Sometimes Killers not so inclined also have tactical reasons to do it. Imagine you get into a match with a bunch of really good Loopers. Let's say you have a high MMR, and you are fighting some serious talent. You work hard to get one down and see a chance to get another. If you hook, and go about your business you are letting them reset. You have to run the same nearly impossible chase again. If I get SWF who are clearly coordinating and communicating with one another and hard to catch, I would rather slug and use their team mentality and info against them. I have a better chance bagging the lot with the odd slug here and there. Again, it depends on how the match is going. Sometimes you have to slug them all or face all four reset and rolling you. I'd rather have a win than a loss with a few more hooks.
All that being said, I don't go into a match with slugging, tunneling, camping, or whatever on my mind. I do whatever I have to in the moment. No plan survives contact with the enemy, so there isn't much point in having a full strategy worked out before you know who or what you are facing. For that reason, I don't judge Killers or Survivors for whatever legal tactic or trick they use. That is their business; mine is how I will react to counter. I don't think trying to complain or shame Players for using allowed, LEGAL tactics is ethical or has any class whatsoever.
um, i meant killer doesn't chase the last survivor in a 4v1 to deny hatch (slug for 4k), they do it so survivors won't bring the match back. sorry you had to explain this much but
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- going into hatch kills survivor instantly, gives killer all respective points/challenges/achievements for the kill and killer closing hatch results in the last survivor dying as well.
- hatch doesn't spawn with no gens left
- improvements to afk crows/aura read or whatever for cases where 2 (or more) survivors take the killer hostage, to which current hatch fails to become a solution.
done :) they can count hatch escapes as an escape or not whatever, better to not so data isn't skewed.
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what's the correlation between "slug an entire lobby" and "getting a 4k"? if the killer slugged all 4 (or however many) next step is hooking them but some killers will refuse to do so, and i'd suggest a surrender option just for these cases. if unanimous, all survivors die on the spot.
oh but if you mean slugging for 4k in a 2v1 you just gotta eat it as long as hatch exists. if survivors have the right to hide to get hatch, so does killer to prevent that. you can bring ub or expo if it bothers you this much.
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@Ayodam said:
Damn, the dust hasn’t even settled on Distortion’s nerf and y'all are already on to the next. Lol
this reminded me of weave attunement after giant slowdown nerfs, literally following its release. survivors when will you stop compaining smh
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782020#Comment_3782020
The only one who doesn't want a solution is you. You claim you don't want a guaranteed 4k, but at the same time you say killers need an anti-stall mechanic basekit and survivors should get nothing because killer constantly gets shafted. In other words, you want a guaranteed 4k. You talk about double standards, but isn't that exactly what you're asking for?
Hook grabs being removed was an insignificant change. You can still interrupt an unhook, and you can still get a trade. The only thing that's changed is now there's no silly mindgame being played out at the hook that's going to result in the hooked survivor's death.
While it's certainly not always about getting something in return, when it comes to something significant like an anti-stall mechanic there needs to be a bit of an exchange. You may have liked hook grabs, but that doesn't mean they were healthy for the game.
Hook grabs being removed was an insignificant change.
i didn't follow any out of topic discussions after some point but, did you play during those times? removal of unhook grabs were a 10 times better anti face camp solution than self unhook bar we have now. you couldn't go for unhook as one person last second against a camper, you needed 2 people off gens (impossible levels of coordination for soloq) or you risk allowing killer camp a hook and a slug. game is basically over then.
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no. if hatch wasn't a thing sure, but it is so absolutely not.
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windows is a questionable one. even though info is valuable and playing against it can get so boring when the survivor takes you to a pallet tour, i never found it worth a perk slot. i wouldn't touch it, maybe reduce range a tad bit and that's it.
if survivors run pallet to pallet dropping all, it's a waste of resources and if maps can support such a playstyle that's a map balance issue not perk's fault.
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2 more totems and plaything in full hex builds would be viable but i'd prefer not. i'm already so tired of finding all 4 dulls before ruin, i don't want it to be 6 dulls.
i think they only need to fix their spawns, that's not as beneficial to both sides but still. a hex standing on top of a hill like a pedestal doesn't feel like a hidden totem spot to me.
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780885#Comment_3780885
Pallet depletion, the ability to camp hooks because the anti camp mechanic is a joke and literally any killer can guarantee a trade at minimum, less areas to patrol as gens are completed so less places survivors could be, gen regression from kicking gens, even if you only killed one survivor the game gets exponentially easier for killers and the only gen that matters is the last one, I'd say NOED but that's a perk not a basekit feature.
the ability to do gens, heal and unhook should i say as a response to this? survivors don't have infinite resources just like killers don't have infinite gens survivors have to do.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780893#Comment_3780893
It doesn’t matter. Turning a match into a 3v1 at pretty much any time carries a chance at massive snowballing for the killer. Survivors don’t have that as an option unless the killer allows it. Killers don’t need a survivor’s buy-in or consent to turn a match into a 3v1.
i'm not saying tunneling is okay but, by definition, a comeback mechanic only activates specifically in a losing scenario to help the losing party and tunneling isn't that i'm afraid.
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endfury
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@bm33 said:
Make offerings ban a map/realm. Would be nice when it feels like I'm getting the same map/realm every other match.
I wouldn't mind map offerings being removed, just make it so the feature that prevents repeat maps is stricter (have it include realm instead of just map and make it so I don't repeat a realm for a few matches not just one back to back match) and don't shut it off when a new map is added.
and no boosted maps. at least not with such high percentages, people complain about those a lot and while i don't mind getting good maps over and over, i didn't like rpd getting chosen and thrown into my face during that one event so i understand.
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how many of these matches concluded with a basement camp? still, props.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780885#Comment_3780885
Sure. The biggest is 3v1. :)
3v1 at how many gens? idk how much of a comeback a 3v1 at 2+ gens can be called.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780675#Comment_3780675
No player is entitled to a win. Both sides should have a chance at victory during every minute of the game. Killers have natural comeback mechanics. Survivors do not. That is a problem.
can i ask what those natural comeback mechanics are without mentioning bubba trickster and huntress (facecamping)?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780677#Comment_3780677
Which is previsely why map offerings are necessary.
You say we should have 'full rng' as if having the full map roster is fair for every killer or build. But the fact is that there are certain killers and builds that don't have an equal shot at a favourable map with the entire roster.
In the most general sense, there are far more 'survivors sided' maps than there are killer sided maps. So already survivors benefit more from 'full rng' than killers do.
Then you factor in that most of the 'killer sided' maps are the indoor ones, however these aren't favourable for ranged or high mobility killers, which means the likes of Huntress and Billy have a lower number of favourable maps in the full roster.
On the other hand, stealth killers find indoor maps to be far more favourable than the outdoor maps, even against otherwise 'killer sided' outdoor maps, so they have an even smaller percentage of favourable maps within the full roster.
Lastly there's Mirror Myers, who is so disproportionately suited to indoor maps that he may as well have 5 viable maps and 45 automatic DC maps.
The 'full rng' isn't fair as it is.
i don't dislike survivor map offerings, i dislike them overall. if a singular killer add on is not viable on 95% of maps, that doesn't warrant and justify the existence of map offerings alone.
also please stop acting like you like killer map offerings. what do you like, pallet shredder legion? terror radius doc? rpd skull merchant? midwich nurse?
killers can run niche builds but forcing everyone to go to the suitable map they chose is way too much, just go play customs atp. and if your build doesn't fit majority of map roster you should know what you signed up for.
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either is fine but i'd prefer removal for full rng. them staying the same is the worst option because "just balance maps" isn't a sensible solution, it's not possible. you can't balance rpd, lery's or dds so they magically reach the same strength level against entire killer roster.
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@Ayodam said:
You could run Whispers, Spies, or any other number of perks that detect immersed survivors. The response to survivors who face uncomfortable playstyle is always to “run X perk.” Apply that to your killer games as well. 🤷🏽♀️
well we eventually got gen regression event limit and not some suggestions from devs like "run deja vu or potential energy".
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it's a scummy act on the survivor's part sure, but an aware killer will still see who deserves the chance for hatch. if both survivors were okay, i for example just kill the briber because it would be unfair for the other survivor if i insistently went after them instead for no reason.
@Eleghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779858#Comment_3779858
that just sounds like a new player. I also don't think the survivors would have given you the same mercy if your teammates was afk or getting looped.
that's 8 people that have to agree to give mercy, some won't even realize there is an afk killer lol
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@BlightedDolphin said:
The very first comment here being an "actually it's the killers!" comment proves your point perfectly haha.
You are right, especially the part where some people don't want the other sides issues addressed because their side is "worse". Everything needs an equal chance on the opposite side for some reason. "You can't nerf X unless you nerf Y".
Unfortunately there's not much that can be done about it and most asymmetrical games tend to be like this. These forums have gotten a lot better recently though and I think that there is a lot of good discussion here now as opposed to a few months ago. As long as you avoid the obvious bait posts then the community here isn't actually too bad overall.
it's also hilarious that the us vs them comment targeting killers, stating killers are majority here ratiod op lmao
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that would be perfect. no more than 2 map
offeringsbans should count from survivor side so a swf can't ban 4 realms for their liking, and newly released maps' mapofferingsbans should be disabled for a week and voilà, no more broken maps like badham or haddonfieldand sending a whole lobby to one person's fav map bs is gone.edit: i thought you were suggesting changing how map offerings work, my bad. still would be such a nice implementation.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778584#Comment_3778584
No they aren’t. They’re still long as hell. I waited 15 minutes for a game as killer last night. Stop the cap.
"without 8v2". not outside of 8v2. they will go back to normal short queues after the mode ends.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778446#Comment_3778446
Look, in this scenario (2survs - +1gen), who has the upper hand?
The killer, right?
The survivors are in great disadvantage and is really hard for them to repare the last gens so they usually hide to try to get the chance of a hatch escape.
My original response was to another user that claimed that it would be better to, in this situation where the killer has the upper hand, to remove the hatch and give aura read to the killer.
That leads to survivors being stuck with a situation where they cant repair the remaining gens and escape, cant escape by hatch and cant hide.
We can change the wording to not say 'gift' in exchange of something like 'severe buff to the already winning side to remove any option of counteraction of the losing side forcing them to accept the loss'.
oh i see then, yes aura read/afk crows shouldn't happen very quickly so survivors can do gens while heavy stealthing because that would be needed.
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778453#Comment_3778453
Don’t waste your time trying to get through to these people. The same forum members clamoring for hatch to go away and this 2 remaining survivor reveal mechanic are the same people who would complain about killer queue times and flood the forums with “WhY dOeS nO oNe pLaY sUrViVoR” topics. Absolutely clueless.
queue times are okay without 2v8 so there is no such problems and you should stop making up scenarios in your head. also idk if that's a self report but i couldn't care less if hide for hatch rats don't queue as survivor, they don't add anything of value to the gameplay anyway.
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@Rovend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778210#Comment_3778210
Hatch escapes count as escape for the balancing data, although for MMR it does not count as a win or lose.
'why would you see removing hatch as gifting a free win?'
Because in the Majority of games were the last survivor gets a Hatch escape, those are usually the games when it is extremely difficult to repair the final gens, So removing Hatch and adding aura read to find the remaining survs would be literally gifting a 4k to the killer for reaching the '2 survs, +1gen' scenario. So you would really only need to kill 2 survivors fast for the final 2 to be locked in an unwinnable scenario.
How many matches did you see the last 2 survivors repair 2 gens or more and escape by the gates without the killer trolling or letting them go on purpose? In my 2000 hs of dbd i could count 2 or 3 only.
i'm sorry but calling a 4k in this situation "free" when the other option is a hatch escape is so funny. like if the situation is hopeless for survivors at any point, how is the win free for the killer?
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@IIITweedleIII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3777676#Comment_3777676
It honestly needs to be this:
Slugged to Death = no BP
Suicide Attempt on both Stages = no BP
Hatch = no BP
Why? You might ask, because both are not the respective Objectives of Killers and Survivors
Main objective is Sacrifices on hook for the Entity by Killer.
Main objective is to Power Up Gates by 5 Generators to Escape by Survivor.
Slugging to death is not a win
Hatch escapes is not a win
And you both sides all should feel bad for believing they are a win.
funny part is if they got rid of any bp hatch gives and any advantages an escape provides to survivor, and if hatch escapes TOTALLY counted as a kill and gave the killer all respective bps, achievements etc. this problem would be completely gone. saying "hey, but 3k is a win! be happy about it and survivor, you lost after getting hatch." is so utterly useless and meaningless when it gives at least 9.5k to survivor and takes any advantage of a kill from the killer.
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unknown is so much fun to play and fairly strong but can get sooooo frustrating. he needs his weakened more durable (longer stare to wear off or removal of lingering stare) and polished/standardized bounce logic and he is one of the most fun killers for sure.
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here's mine, no particular order in a tier.
