Nirgendwohin
Nirgendwohin
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- Nirgendwohin
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Comments
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379032#Comment_3379032
This kind of doesn't make sense when considering that the average survivor queue time is longer than killer queue time at the moment. Despite needing 4 times as many survivor players than killer players.
wait, did they already roll out the patch?
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one of her addons should debuff healing speed by 50%
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they can't even add a common text chat for all platforms.
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no idea but it might be just bad luck. had no survivor dc the last 3 days.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381464#Comment_3381464
But +10% crouched movement speed! PIggy will scoot faster than she's ever scooted before!
I'm going to be a pig main!
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@TicTac said:
You are too pessimistic. Just wait a bit, it wasnt the first meta shake up and it will not be the last.
Healing times need fine-tuning, but its a good first step.
"Fun" interaction with flashlights where really unfun for the killer if many survivor had one and really unfun for the survivor if nobody had a flashlight and one counterplay for the killer was just gone bc of what? Bad luck? Not looking in the future for the next killer? A balancing nightmare.
Nurse is busted anyway. She need a real rework, this small buff doesnt matter.
Billy is bad and hopefully they learn to not balance with excel sheets. But atleast they try to change killer. Better as doing nothing even when they miss some shots and kill some, which are already on the ground.
The perk nerfs change the meta. We will see what will happen.
But in the end its all the ptb, lets just wait for the outrage for the live release. Now is the time for playtesting and valid feedback. Some stupid things came to the lifegame, but some got changed (like background player).
you've been a member since 2020 and still think there will be fine tuning?
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Already can see on EU servers that survivors testing out different builds without DH and COH.
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Quite simply, harvesting the cell packs has become more expensive. Also greed.
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i'm amazed that after all these years bhvr still manages to put players off their game with just one announcement.
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i run PT because it helps to max BP in objective very fast.
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Next new survivor perk: Rebuild broken Totems
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379483#Comment_3379483
The entire game is a casual mode.
you can look at it that way, but in reality both sides are fighting with the strongest means they have because there are still depips and people have something to lose.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379469#Comment_3379469
Imagine thinking that survivors should have to be good to do well.
the skill curve of killer and survivor is completely different. In my experience, a survivor needs at least 1000 hours of play before he is a reasonable looper. I don't know if such a requirement is healthy for the game which has no casual mode.
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@Blueberry said:
PR is completely dead. Your absolute best case scenario is you get 4 PR procs...that's it. That is assuming you play extremely fair as well. That is garbage for gen regression. No one will be running PR anymore.
I think with the increase to healing times and nerfs to gen regression we're just going to see a non healing meta where everyone just stays injured and rushes gens.
I was thinking exactly the same thing.
survivors are even more forced to become good loopers since stealth is dead too. getting started as a new survivor will be even more difficult and everything now depends on the map rng.
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Personally, I would have preferred a solution where the totem get a cooldown, or a strong increase in the time to bless the totem after the killer has snuffed it.
Personally, I find the proposed changes to killer and survivor bad and poorly thought out.
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Can someone from the devs explain why healing needed such a huge nerf? Based on you numbers for kill / survival rates you where right on the 60/40 numbers?
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My guess is they are shooting for 70/30 kill rates now because 60/40 not push away enough players from the game.
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missing long-term goals in the game would be my guess
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377765#Comment_3377765
Because it doesn’t matter how many incentives you give me, if the survivors are super immersed whenever someone is hooked, and I’m not likely to find anyone if I leave the hooked survivor, then it’s still not worth it for me to leave the hooked survivor. And this is double true when the survivors are using voice comms and are relaying my location to each other.
Many people like to pretend that a killer can leave a hooked survivor, patrol the map, and they will 100% find a different survivor to chase. This is not a realistic expectation, so if camping is going to be heavily nerfed, then there needs to be some mechanic that allows the killer to reliably get in a chase with a different survivor.
As you say, that's your personal choice. other people make different decisions for themselves. the additional incentives mean that nothing is taken away from you if you decide to only choose one target.
how do you get from tunneling to camping? These are two different things and problems that each have different approaches to solving them.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377746#Comment_3377746
Tunneling needs to be an option, because sometimes when a survivor is hooked, everyone else hides and waits for the killer to leave the hook. And if a survivor is far from the hook, they might work on a generator, but they will pre leave the generator and hide if the killer gets anywhere near them. In these scenarios, it’s not worth it to leave a hooked survivor.
And therefore, tunneling needs to be an option to counter immersed survivors, and if tunneling is heavily nerfed, then killers need some mechanic to make it much much easier to start a chase with a different survivor. Even though tunneling might be boring for survivors, it’s boring for killers when the survivors are overly immersed, and both problems need to be fixed at the same time.
Thank you for explaining the problem unnecessarily. i have criticized the community manager as a person and his handling of problems and said nothing about tunneling except that it is a serious problem.
in the feedback forum are countless approaches to tunneling. one would be to give the killer positive incentives to spread over multiple targets. neither does the game mechanics have to be changed, nor is the killer denied the opportunity to choose his own targets. as an example I would like to list the old BBQ here, which many killers had as a perk so that they could get additional bloodpoints.
this subliminal control via positive incentives is implemented quickly and whether it is effective can be determined using statistics.
now my question comes again, why is it not done although the people in the forum have been complaining for years?
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3377674#Comment_3377674
I love the optimism, but that would most definitely not reduce tunneling. Folks who find tunneling an effective way to win will still tunnel, only they'll be even more successful since the Survivors now have to worry about another objective on top of trying to save their friend. Those two things are ultimately completely unrelated. It's like trying to fix a leak in your roof by oiling a creaky door hinge.
is a flowery answer to a serious problem all the community manager has to offer? disappointing and almost insulting to those who wondered.
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the game is a super small map that requires the killer to change his tactic.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376890#Comment_3376890
The reason is that the thread is positing that the behaviour displayed in the video is bad, therefore the killer player was in the wrong. That's why you can't show the name because otherwise it's 'naming and shaming'
you are right but there is no system in place to punish bad behaviour.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376958#Comment_3376958
A percentage of DBD players are extremely petty and would make countless threads naming and shaming people who didn't play in a way they didn't like regardless of the players intent, strategy or mindset if it was allowed. The community is already rife with people who have completely different definitions on what being """toxic""" even is so it's completely fair for the forum runners to not want that kind of content on their platform
Especially when it can lead to things like harrassment and so on. If a platform becomes a vehicle for harrassment then that responsiblity falls on the forum runners to moderate and deal with it which is why naming and shaming is banned.
now we are getting to a point. the forum runners are the same people who make the game. the majority of the players agree that certain are just toxic. an example would be bleedout, in which the killer stands over the survivor and nods the whole time, even though a hook is within reach. So it would be up to the developer to prevent this behavior ingame.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3376890#Comment_3376890
It's to prevent witch-hunting and I agree with their stance.
Being an ######### in a video game ≠ being subjected to harassment for it
every action has consequences. people should think beforehand whether they want to present themselves that way. most actively choose to do so, and do so several times. the fact that the developer decides to sweep the deeds under the table in his sphere of influence makes him an accomplice.
making the game hell for others cannot be the goal. you complain about others' playing styles, but you still support their anonymity. but it is exactly these players that you created this thread for.
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I'm still not sure why you have to hide the names to post videos like this. The killer and survivor play within the BHVR game rules.
If BHVR don't want player to play like this, they could change the rules or ingame mechanics. As always, I don't understand why the developer is taking a two-pronged approach here.
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Stay in game as long as you can. It might help someone reach the safety pip.
Also more BP for you.
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Boon: Dark Theory is missing
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you can't even use the block function as a visual indicator as the text doesn't change for blocked players. I'm wondering if the function works at all.
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Survivor: The Game
Killer: The Game
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today got there stuck too
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as an example, here is a game where the killer hunted the wrong people and the game was over very quickly. Everyone escaped and the killer didn't stand a chance, but half the team got less than half of the possible points and the rest just over the half mark.
there was only one hook / unhook the entire game. I wasn't even hurt once. why is there no reward for that?
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- player with ping over 300 can start a match
- spending bloodpoints takes ages
- matchmaking, when players with 10 - 20 times the hours of the baby surv are mixed together something is wrong
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Thank you
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at least you get a crash report. i just get a crash to desktop without anything.
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as far as i can remember, the devs said somewhere here in this forum (the search is bad!) the random skillchecks if you let go a gen / heal is a is a wanted feature and they will not change it.
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Hag, Twins and Freddy
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haven't seen frosty eyes for a long time
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he has no desire for a stalemate where the game drags on for up to the maximum time of one hour.
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@NerfDeadHardPLZ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369473#Comment_3369473
0.2 seconds pallet breaking is nothing
10 seconds gen speed with all gen progress addons/perks makes no difference at all, even if gens were 3 minutes they would still fly how unbalanced game is, survivor mains just can't accept simple facts because they don't like losing to killers, when they die, they did it because they tried some fun things like flashlight saves, or looping killer for fun or whatever, but a team that wants gens + out as fast as possible will never ever lose a match in this game if skill gap isn't issue
0.2 seconds pallet breaking means 1,8 seconds less needed time to catch up for 110 killers and 1,2 seconds for 115 killers. that can be the difference between a save vault or getting a hit.
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Might need 300 brown medkits later
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@Bot_Salvo88 said:
If dead hard isn't so good as many say, then why everyone uses it?
You said that survivors have to play a perk game in order to win. That's false. Both sides, if they don't bring the strongest perks, they'll have a harder time due to how many bad perks there are in the game. Why would you run any other boon instead of circle of healing? Why would you run ruin instead of call of brine/overcharge?
It's not "killers are still whinging", it's simply bad perks on both sides as far as I've noticed.
You also mentioned that 3 gens shouldn't spawn near each other. Try to use Deja Vu, a perk that tells you exactly where the closest 3 gens are. Even if you don't manage to break a 3 gen, it's also fine. You can't always win or always lose. That's how a balanced game should work. You just can't win every time. Get over it.
DH is used because it gives survivors something active to do. more specifically, there is something for survivors to do that takes practice and brings a sense of accomplishment when it works.
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MMR today is strange. Had a Nurse with yellow NOED ?!, that couldn't land a single hit the whole game. The survivors had between 2k and 5k hours.
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Knight by far. SM is borderline, rest is ok
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368508#Comment_3368508
Why SHOULDN'T they be the same? You still have maps where the Killer would have to take way more time to go out of their way to get the boon because the totem spawn was on another floor, and where the effective area covered by the boon is over double what it's designed around being.
The entire point is that these things are covering way more than they're supposed to.
survivor and killer has to go to the boon, so its a loss for both.
hex totems are covering the whole map, what about these?
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most ppl give up after maxing out BP
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I just had a match with a lag switching survivor. Every time he was in chase his ping got red and the killer was not be able to hit him.
This is an exploit that should be fixed too.
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Blight since he takes at least some skill and knowledge about his power to go against.
Followed by Wesker where you need less skill but good knowledge about the map to survive.
Third is Billy, you barely see them but his power feels fair. Would like to see them more.
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a sidequest for both roles that gives good amount of bloodpoints would be helpful for the game. it would take pressure off both sides.
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A boon takes 14 (28 if its a hex) seconds to set up if you dont count the time to go to the location. meanwhile the survivor is not on a gen, so the pressure on the killer is reduced. it also give the killer information over the location where survivors go to heal after they lost them in chase.
losing a drone has little to no drawback on Gideon Meat Plant, Midwich or RDP. it even creates passive pressure on the respective survivors.
so why should both be treated the same?
