Nos37
Nos37
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The devs have done something about camping. They've tested different ways of "fixing" it.
Do you know why they never made it beyond testing? Survivors exploited it to make the game think the killer was camping and "punish" the killer for it.
The devs have given survivors basekit endurance coming off the hook, for defense against hard tunneling. What have survivors done with it? They used it to bodyblock the killer.
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@SirCracken said:
No it wasn't.
How does the Xenomorph's smooth, phallic head look anything like Knight's anniversary helmet?
https://us.v-cdn.net/6030815/uploads/IU1I5NIXH8MB/alien-head.png
Same image you posted. I just put the Anniversary Mask on it. The teeth? I did not paint them a different color. Same color; saturation is increased from 100 to 200.
The heads are a different shape, sure, but they're both big (compare Knight's Anniversary Mask to his other helmets). Even others online have pointed out Kight's large "bobble head" look from the Anniversary Mask.
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Regarding the locker interaction, another approach could be to disable the Enter Locker action after the survivor checks it once and sees another survivor in it. This would prevent them from spamming the action to trap someone inside.
(It won't fix griefing, since they could just spam emotes or teabags in front of the locker while the killer is near, but at least the person inside can get out.)
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It would be a lot easier for players to tell if this is an actual bug or if they simply overlooked / missed / forgot about a possible totem spawn if this map didn't have 30+ possible totem spawn locations.
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Yes, and can we also get a refund if the killer doesn't kick the gen before Blast Mine has expired?
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@Aven_Fallen said:
Spawns with too many Hooks or too less Hooks in one area should not be a thing. But Hook Deadzones if the Killer decides to be super-dumb with Hooking should stay.
Sacrificing 1 survivor = Killer being super-dumb with hooking??
The broken hooks from sacrifice are known to the survivors. They can see the broken hooks. Survivors can simply choose to run to the corner with a broken hook and get picked up by someone else later if the killer leaves them, and they can repeat this for as long as they have bleedout time to spare.
Imagine if finishing ONE gen, and it being the wrong gen, meant the killer could easily lockdown the remaining gens.
Sometime all it takes is bad RNG since hooks don't spawn near the basement, regardless of where the entrance is or how long it would take to get into the basement.
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Maybe add wiggling fatigue, basekit. When a survivor wiggles off the killer's shoulder they suffer a wiggle speed penalty for 60 seconds or until hooked. Stacks.
Survivors can still go down in corners to buy their team some time, just not an absurd amount of time. Meanwhile the killer can actually hook the final survivor instead of waiting for the 4 minute bleedout.
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Survivors would abuse it.
Currently (without tunneling being a bannable/reportable offense), survivors who know they've been spotted and are being chased might lead me straight to the hooked survivor. At that point I will go for a trade, but furthermore, the unhooked survivor might use their basekit endurance to tank a hit for the unhooker. The fresh-off-the-hook survivor has now become my new target.
Am I tunneling? Yes. Is it entirely my fault? No. Will survivors abuse that if it becomes a bannable offense? Absolutely.
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Keep the perk as is, just add this:
Hex: Ruin starts with 3 tokens. While Hex: Ruin has remaining tokens it is blocked by the Entity. Lose 1 token when a survivor is hooked.
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Make the activation require being injured and in chase.
The survivor gets value since the 30 seconds is not counting against them outside of chase. They can no longer use the speed boost outside of chase to shave off travel time.
Otherwise, if they don't heal up, they constantly switch between exhausted for 40s and 3% faster for 30s, exhausted for 40s and 3% faster for 30s, regardless of where the killer is or who they're chasing.
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@Shaped said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505762#Comment_3505762
You got it backwards.
Only because I said it.
If anyone else had said it, it would be true.
Give me an example of it being backwards.
Both sides do the same thing, but it's only reportable if the survivor does it. Tell me.
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General rule of thumb: if it hurts survivors then it's a bad thing; if it hurts the killer then who cares.
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@Nos37 said:
Now that we have bots: if a survivor has been slugged for half the bleedout duration (2 of the 4 minutes), they should be allowed to disconnect without a penalty and keep the (likely very few) Bloodpoints they have accumulated. Then they will be replaced with a bot.
I've suggested an option to bleed out faster in the past, but having bots changes things.
To say I agree is a understatement.
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If I can't loop the killer for 5 gens, milk some extra unhooks during the endgame when every survivor is absolutely safe to do so, and can't teabag the killer in the exits before berating them in post game chat... I'm not having fun.
My point is, I doubt killers find that fun, yet it's more common than Onryo.
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There are 5 players for each lobby. The 60 second countdown, split up between them, is 12 seconds per player.
When a player leaves the lobby and another takes their place, 12 seconds should be added to the current reamining time, not max out at 60 again.
Sure, that new joining player won't have time to scroll through 7 or 8 of their characters to show off cosmetics, but it should be enough to make a last second change to their loadout. Plus they can setup their loadout before queueing anyway.
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Okay, but then the opposite must also be true.
If 3 survivors aren't doing nearly enough to progress the game while you're carrying, and you somehow manage to escape via the hatch after they all die, it should count as a loss instead of a draw. "It's a team effort."
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An alternative would be to show a death-hook indication when standing over / picking up a death-hook survivor.
Nice killers can leave them / drop them.
Tunneling killers get no extra help or info (unless a non-death hook survivor is also slugged and overlapping the tunneled survivor to try and make the pick up a 50/50, in which case the killer could wait for the death-hook indication to know they're picking up the intended target).
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I would love if they just flat out replaced the Xeno's terror radius sound effects. Instead of survivors hering their heartbeat, they hear the motion tracker ping noise from the movie speed up as it gets closer.
The Xeno's unique effect (or maybe a teachable perk) is that the terror radius has a delay before it fades away. Say the Xenomorph (or killer with this perk equipped) patrols near your gen, making the heartbeat/beeping really loud and frequent, but when they leave it stays loud and frequent for another 4/6/8 seconds. Unless the survivor has line-of-sight, they won't know if the killer actually left.
Maybe Overwhelming Presence could be reworked and do this.
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Yes, or remove her lunge or reduce her movespeed if she teleports to a phantasm within 32m of a hooked/recently unhooked survivor.
Dredge cannot teleport to lockers near a hook. Twins cannot release Victor near a hook. Singularity gets a big movespeed penalty if it switches to biopods while standing near a hook. Skull Merchant cannot place drones near hooks and existing drones are destroyed.
While you're fixing Hag's spooky-camping-at-a-distance, also remove Plague's ability to puke on hooked survivors and infect them.
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I've been playing since launch on PC and switched to console as soon as it launched there.
My first games had me scared on edge the whole match and I've been the hiding immersed survivor since (when I play survivor)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3503549#Comment_3503549
have you tried STBFL with 8 stacks or NOED? Rancor? those might help secure end game kills otherwise you need be high-tier killer to comeback in the end game with 4 people alive.
The bigger issue is how often I'm getting to endgame with 4 survivors still alive.
If ther SBMMR system was working properly, 4 survivors escaping match after match should eventually pit me against survivors who don't make it as far or do as well.
Nope. There's is a hidden floor for my rating to prevent me from matching with survivors at my skill level. I don't know if it's my play time or my Devotion level, or the abundance of skilled survivor teams queueing and in need of a killer for their lobby...
Maybe it's just the meta giving survivors strong tools.
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@crogers271 said:
Line breaks, please, especially with questions if you want an official response.
My understanding:
as the mighty killer themselves, do i have the right to decide who i am willing to kill and who to spare?ยGenerally, yes.
to making an agreement with the other survivor who would still be tryingThat I think is an explicit violation. You can target survivors for whatever reason you want, but survivors cannot work with the killer.
can i refuse to kill the survivor i keep finding because they will still try to do gens and go after the other one?This I think is fine, because you aren't working with the survivor and the game can still be brought to an end.
isn't the hiding useless survivor attempting to take the game hostage, which also is a bannable offense?It's a contradiction in the game design. The developers want survivors to be able to play for hatch, and they don't want survivors to have to work together, but also don't want survivors to be able to drag the game out. I wish they'd do something to limit the hiding, but I don't think they actually penalize it (maybe with the exception if a person does it from the start of the game).
I believe the official answer on this is that they aren't holding the game hostage because you as killer can still technically find them (compared to say body blocking someone in a corner).
is there a path i can take to avoid violating rules to not reward being useless because i don't want them to be majority of survivor playerbase?Unfortunately I think the only answer is find them. Devs seem generally cool with the idea of survivors playing absolutely for themselves, even if that creates an incredibly boring scenario.
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There are so many things on both sides on end game that I wish they would fix. Killers hate the hiding survivors, survivors hate getting slugged and bled out while a killer runs around looking for the others, I wish they would fix both at the same time.
"Killers hate the hiding survivors, survivors hate getting slugged and bled out while a killer runs around looking for the others, I wish they would fix both at the same time."
If there are only two remaining survivors and one of them is downed, the Entity opens a hole in the ground and that survivor falls onto the nearest hook (all hook/unhook perks apply). Now the hatch race (which is already in the killer's favor) can start sooner. The killer slugging is what's dragging the match out.
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Because the squads of 100's cannot queue with 5 people. No room.
You're gonna get matched with players who don't take the game seriously enough to take advantage of every advantage they can get (SWF + busted perk combos + busted items and addons)
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At endgame, I can maybe get 1 last hook. If it's not that survivor's final hook, then they're escaping. Nothing the killer can do about it.
That means I only have the trial to work with, before endgame. If I average only 3 hooks before gens are done whether I tunnel or not, I am encouraged to tunnel. May as well put all 3 of those hooks on 1 survivor. The alternative is 4 survivors t-bagging on their way out the door.
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Maybe give it the Plot Twist approach?
It's a powerful self-heal, but can only be used once during the trial, and again at the end of the trial.
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@Gandor said:
Just a hint - you can always pick one side of the pallet from which u grab survivor. The other survivor usually can't save that way, because you are bodyblocking that side (and it takes time to go the other side). It's often free pickup + sometimes free hit on top of that.
Collision is lost when you hit them, letting them drop the pallet anyway after you hit them.
Standing there and waiting won't work either. They'll wiggle free or a 3rd survivor will drop from the other side.
There's some tricks to avoid flashlight saves, yet the devs still gave killers Lightborn. Same with bodyblocks: Mad Grit and Starstruck.
Why can't the devs give killers a perk for this pallet business?
Even if there was a perk for it, why should the killer have to equip FOUR perks just to secure a hook?
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And if you take a bathroom break, or eat, sleep, shower, or work, then you don't get any Bloodpoints.
Maybe stop doing the things listed above and then start nitpicking on event points that you're missing out on?
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High MMR?
I'm not high MMR and it's frustrating AF for me.
I average 3 hooks in a match by the time gens are done. After that, it's a toss up depending on how reckless the survivors want to be while trying to milk some extra points out of me before leaving.
Some survivors are uncatchable in any reasonable amount of time.
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@wiretapenjoyer said:
i ######### love playing against a nemmy
Nemesis is fine. I hate playing against the zombies which always find some way to harass me throughout the match. Like I have a tracking beacon on me.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497206#Comment_3497206
Nope, you got DCed because you went afk. If you think you got bullied, you might want to improve at the game instead of just going the easy route and AFK. (Let alone that nowadays everything, including regular gameplay is called "bullying")
And in your particular case, if the Survivors got all Gens done, just open the gate and kick pallets or walls for two minutes.
and what if they had decided not to finish the last gen? the killer's stuck there for an hour?
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501707#Comment_3501707
What's wrong with it? I even left the values up for tweaking if it was too much.
Nothing. If the killer's slugging for a 4k it means the survivor team lost. The last survivor should't get a handout. Showing their aura just means the game ends sooner and everyone can move on.
If it uses killer instinct instead of aura reading, then no locker or Distortion will get in the way.
As killer-sided as that sounds, I'm a solo survivor who depends on hatch more than teammates. I would hate this perk.
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I would be fine with special attacks also removing tokens, IF, collision between the Obsession and the Killer was also removed at the same time.
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Might be a priority thing. White < Yellow < Red
They could make the gen alterate between yellow and red, but the fact that they have made no attempt to distinguish between Trail of Torment and other survivor perks that also give gens a yellow aura, means they probably won't change the aura overlap.
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When players ask how do I deal with survivors, a common response is "try to create a dead zone and chase survivors near it."
I guess the upside to maps having so many pallets is that it's hard for SWF to keep track of them (they can only call out god pallets that have been used). This means they actually have to equip an info perk to get said info (unlike Bond, Saboteur, or Object of Obsession, where SWF can share their location as well as the location of the basement once spotted and the last known location/heading of the killer without needing to equip those perks).
Players call Wraith braindead, and then perks like Windows of Opportunity exist.
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@Blueberry said:
Prey - For the first (X) amount of time at the start of the game you are Undetectable.
Acid Blood - Stunning the killer with a pallet applies the Hindered status effect to them for (X) seconds.
Scourge Hook: From the Shadows - When a survivor is hooked on a Scourge Hook and at least 24 meters away, gain the Undetectable status. Lasts until unhooked and the effect lingers for 30 seconds. Ends early if you enter within 24 meters of the hooked survivor.
Offering of Flesh - When a survivor enters the dying state for any reason, reveal the aura of the survivor furthest away from your location for (X) seconds and gain Haste for (X) seconds.
Feed the Hunger - While a survivor is Exhausted and in chase they vault (X)% slower.
Apex Species - For each generator not powered you have (X)% increased lunge.
Advanced DNA - Your killer ambient sounds and footsteps are silent. Survivor walking and running footsteps are (X)% louder.
Scatter the Food - If more than one survivor attempts to work on a gen simultaneously it will be blocked for 30 seconds (once per generator). Also, for each additional survivor working on a gen incur a repair speed penalty, stacks.
May as well rename Offering of Flesh and call it Give Me My 4K ๐
The rest are pretty solid ๐๏ธ
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500610#Comment_3500610
your not reading buckle up perk properly. it does not matter that FTP is not health switch. what matter is what buckle up reads:
unlocks potential in your Aura-reading ability.
While healing another Survivor in the dying, Buckle Up activates:
The auras of the Killer is revealed to both you and the healed Survivor.
Completing the heal grants both of you the Endurance Status Effect for 6/8/10 seconds.
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there is nothing in description that says complete a healing action. it is on/off perk where when it is on, you are granted 2 effects. healing shows both survivors the killer aura and both of you are granted endurance effect for same 10 seconds. the combination is entirely intended for how perk reads.
Buckle up: "Completing the heal grants..."
You said: "Nothing says complete a healing action."
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501076#Comment_3501076
You turned something that wasn't even remotely about balance into "Killers are soooooo weak"
Even from a lore perspective, Survivors also get extremely nerfed.
Someone said that the Predator, if added to DbD, would hunt the other killers. I was talking about that, not game balance.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501035#Comment_3501035
You just could not resist, could you
Why is your comment about me personally? How about addressing the topic instead of other forum community members?
I'm just saying, the Entity holds killers back so that survivors actually have hope. If killers were actually strong, survivors would feel hopeless and the Entity would starve. That's the reason survivors would be fair game for the Predator, not just other killers.
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Agreed.
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Consistent fun?
Plot Twist. When the match gets unfun, use Plot Twist and hold Sprint to deny being picked up. Either you bleed out over 4 minutes, or the killer hooks you, survivors unhook you, and you Plot Twist again until you're sacrificed / bleed out.
The sooner you die, the sooner you can move on to fun matches again.
Not saying you do this if you're caught first or someone accidentally kites the killer into you. I'm saying 1 perk slot in case it's going to be an hour-long Knight/Skull Merchant match or Nurse/Blight stomp.
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@bm33 said:
I always found it funny when the rumor that SM was supposed to be Predator but BHVR lost license from leaks was being spread that the same people were saying Alien had to be next chapter due to Disney license guy interacting with DBD tweets. Like it made 0 sense why they'd take away one license but be totally cool with another one being released couple months later. ๐
While Predator would be a cool killer his lore would have him hunting the other killers not the survivor roster. To me it always made way more sense to have Skull Merchant as Predator influenced killer since they could have the aspects they like from Predator but change up the lore to kill the survivors.
The survivor role is 10x stronger than the killer role. The Predator has every reason to want to hunt survivors.
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Hex: No One Can Hear You Scream
Survivors hit with a basic attack or a special attack while the Hex Totem is active will be deafened. This effect applies to the last 2/3/4 survivors hit. The Hex effects persist as long as the related Hex Totem is standing.
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@[Deleted User] said:
Perfect Organism- After being stunned by a pallet, your acid blood leaves its mark and turns the pallet green. Survivors who vault the pallet scream and suffer a -15% movement speed penalty for 3 seconds.
God pallets stay godly.
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If they do temporarily disable disconnect penalties until they resolve this, it will increase the number of disconnects from players who don't like the map, the killer, or getting caught first. This will let everyone get a feel for how well bots do to curb rampant disconnects.
If the bots do well enough, then the devs could consider removing the disconnect penalty permanently, and then remove survivors ability to intentionally die on the hook prematurely.
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Acid blood wouldn't make sense as a perk, since it should be exclusive to the xenomorph, but injuring survivors when they stun you would be the best revenge killers can get after 7 years of pallet stuns!
(Only injures healthy survivors, does not down injured survivors)
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The real nerf is removing her ability to deal with windows AND bodyblockers.
Now, she can only deal with one or the other.
If she demanifests to bypass bodyblockers, the chase is dropped and the window never gets blocked.
If she manifests to start the chase and try to get the window blocked, she gets bodyblocked.
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Remove gaining Bloodlust while demanifested if you have to, but window blockers need to come back.
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Just try to attempt to unhook yourself. Once the others see that you want out of the match, they will stop at nothing to unhook you (even in front of the killer).
If they see that you're having a bad time and want to leave, they'll make sure you stay and even grief you afterward.
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@Meepy13 said:
Slugging is not an issue that warrants a fix literally ever
The amount that people want to implement "fixes" for alternate playstyles just because they don't find them fun is frankly absurd. Tunneling shouldn't of been fixed, camping shouldn't be fixed.
You know what I don't find fun? Being forced to play the exactly how the opposite team want me to play
Streamer slugs a survivor and repeatedly downs them immediately after they were picked up by another survivor. That survivor got to do nothing the whole game and died with 4k points. Streamer then called them entitled when that survivor went into their stream.
Slugging is fine. Slugging, just to slug; just to prevent 1 player from playing at all, needs to go. The bot lets the match carry on like normal. Meanwhile, the slugged player can move on and start getting points in the next match.
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Even more reason to implement this. Maybe give survivors a safe disconnect after 1 minute if there is no other solution coming.
