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Nos37

Nos37

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  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358784#Comment_3358784

    The first one is just stuff about pig that should really get fixed. No reason why a stealth killer should have a regular TR distance or for her to be so slowed down when crouching.

    The second, i feel like experience you can get the feeling of distances you can pursue with a survivor on your back, also sometimes its better for the killer to not go to the closest hook.

    Idk, i just feel like all that info is just cluttering the screen and not giving necessary info. The Hud update for survivors was necessary if the game wants to have solos and SWF be in a more even playing field.

    They aren't, but still nice to not feel so much discrepancy as before

    Then the devs can have it turned off by default and put the option under Accessibility. I don't see what the problem is...

  • @Audis said:

    Have you considered that you have room to improve? Or can lookup a strong build?

    When I was struggling, I switched killers or watched a guide instead of complaining about the matchmaking.

    You MMR must have simply increased after getting many 4Ks. It will stabilize if you give it time.

    SBMM should adjust to my skill. I shouldn't have to adjust my skill to my SBMM rating.

  • @Firellius said:

    It's a fun perk, but its over-reliance on RNG makes it the second worst perk in the game, as it's more helpful to the user's opponent, than the user themselves in almost all cases.

    I think you need to get five skillchecks in order to get Autodidact to offer a net benefit, and it'll only give 5% total, one tenth of Botany.

    Autodidact needs to either award a token on completing a heal, or, on cooldown, be able to summon a skillcheck on demand to counteract the RNG dependency.

    I've tried running it with FTP so I can avoid screwing over my teammate, but (vent mode engaged) every healing perk you take increases the likelihood of going up against Plague by 50%.

    and every heal perk you unequip increases the chances of facing Legion by 50%

  • @Kius said:

    The system sometimes works like this:

    fast queues over fair games.. it is what it is. I would blame the SBMM tho since they put that the system only cares about fast queues when there's not enough players with enough mmr for fair games.

    @Moxie said:

    This game doesn't have enough players for accurate SBMM.

    Otherwise, you would be in queue for 30+ minutes. After about a 2 mins, the system just matches any players together.

    I know this, which is why in my original post I said "I get it, SBMM can't always find someone at my rating quickly. In that case, match me with whoever, but give me a chance!"

    Take wrestling for example. If someone does not have an opponent in their weight class, aren't they matched against someone else, and doesn't the less advantaged wrestler get some head start or handicap by starting the match in a more favorable position?

  • @Nazzzak said:

    Was the 5 gen chase game you're referring to the one where you were Nemesis on RPD? I recognize your username. You went up against a (solo) streamer I watch who is actually really really good at looping. Their looping skills are actually the reason I watch them in the first place.

    I know it probably doesn't help, but just from someone who actually watched you play I don't think you did badly at all, you simply overcommitted. The game I'm referring to had Steve (who you downed pretty quickly) with Deliverance at the end.

    Yes, that match. Bad enough it was so hard to keep up with them, but the other survivors jumped in to boyblock for them, as if the survivor I was chasing was on death-hook and their lives depended on it.

  • I'm glad you all can accurately use auras to discern, triangulate, and calculate the distance.

    Not everyone can.

    Just turn it off if you don't need it.

    ----

    The Pig slows down when she crouches. If I'm approaching a gen and crouch too soon it'll take me longer to get there. If I crouch too late they'll know I'm coming.

    If I pick up a survivor and there are two hooks seemingly equidistant, I want to go to the closer one.

  • Terror radius goes through walls.

    If I'm playing Pig I'll know to crouch when the gen says 40m above it.

  • "Why didn’t you just like… drop chase? Why would you pursue the same elusive player for 5 gens?"

    What if I had Grim Embrace and needed to hook everyone eventually anyway??

    This is why perks / game mechanics that reward the killer for spreading hooks equally will not fix tunneling. Not all chases are equally long.

  • @Veroles said:

    As far as i know there is no cap. At a certain amount of hidden MMR you will get matched with nearly everything. There was a time it felt the MMR was very good but hardcore sweaty in every match. I personally liked and disliked it at the same because it's nice to have a challenge but also trash and gives headache + frusttration to have all the time the same sweatheads. right now is seems to be the priority to find a game quick is much higher than to have a good skill balance.

    That's fine, but give the underdog(s) compensation.

  • @Cassiopeiae said:

    A bully SWF's purpose is to bully, not to progress the game, so that 5 gen chase definetly wasn't a bully squad. There are some toxic SWF of course, but they're not bullies, they're going to do gens and progress the game.

    It sounds like you did indeed get put with survivors that were too good, but in my opinion if that happens all the time it's not the matchmaking, there's no way you're getting put against competent survivors 24/7 if you're just starting out as killer. Maybe watch killer gameplay or ask someone to coach you.

    If you're absolutely convinced it's not you, then maybe try playing at a different hour of the day if you can.

    I did not mean they were the same match. I meant I had some matches against bully squads. Some against very efficient gen completions. And one with an uncatchable survivor (wish there were a perk that insta-downed survivors who take a protection hit for someone who's NEVER BEEN HOOKED)

  • @Bwsted said:

    Do you have crossplay disabled maybe?

    Nope. In fact, I turned off Crossplay (Xbox One) and spent an hour in survivor queue, and then I spent an hour in killer queue. No matches, at all, so I turned it back on.

  • Whether buffed or reworked, it needs to show the killer the aura of basement hooks at the start of the match.

    If the killer is so "territorial" then why don't they know where their territory is? Why do they have to burn an offering for this info?

  • Beast of Prey could gain a token for each level of Bloodlust and affect the chase somehow.

    1. Token: Break the next pallet x% faster. Token/Bloodlust resets to 0.
    2. Tokens: The next pallet to stun you breaks instantly. Tokens/Bloodlust resets.
    3. Tokens: The next pallet dropped in chase instantly breaks. Tokens/Bloodlust resets.


  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3357132#Comment_3357132

    Idk what point you're even trying to make now. Don't see why players rage quitting and crippling their team is anything like killer tunneling.

    You said if survivors want out you're going to punish them and keep them in the game; they "shouldn't be able to nope themselves out of the game."

    I'm making two points. 1) Killers can nope a survivor out of the game and make the game miserable for them and the other survivors? But survivors can't nope themselves out of the game because it make the game worse for others? That seems very hypocritical. 2) Then you make the argument that killers are supposed to kill, yet you won't kill survivors who give up; you punish them when that's not your job.

  • @HaunterofShadows said:

    The hook wasn't earned until the survivor was placed upon said hook

    and which addon can any killer bring to instantly regress a gen to 50% as soon as it reaches 99%?

    Only the top tier mobile killers can disregard flashlight saves. They can get right back on them and get another down.

    Those with no chase powers have to work for a down, and it hurts to see minutes of work undone in seconds.

  • Yes! Paying full price, too, not with shards.

  • @Katzengott said:

    They should tweak the numbers: The bleed out timer needs to go 2x faster if you're crawling.

    I believed this is already the case for years. But apparently, it's not.

    They should let survivors crawl at Tenacity speed while holding the sprint button, but at the cost of faster bleed out.

    Tenacity users do not need to hold the sprint button and do not bleed out faster, but they can if they choose to.

    ----

    While we're on the subject of the opponent not wanting to do their objectives, can the killer have some way of ending the game if survivors refuse to do gens and cannot be caught or hooked? They can only open the exits manually if the survivors finish the last gen.

  • @Emeal said:

    Killer name?

    The It.

    The Glamour

  • @tristenbennett381 said:

    What if he had a fear meter and he could earn fear points which he could use to “buy” transformations, like 1 fear point could turn you into a survivor and 4 fear points could turn you into a werewolf.

    I like the idea of Pennywise playing off fear.

    What if survivors were afflicted with what they fear the most? Based on their playstyle?

    • The survivor who likes being chased? What are they afraid of? Fake pallets? No Red Stain?
      • The most-chased survivor is afflicted with 1 of these 2 things.
    • The survivor who likes sitting on gens? Afraid of a fake terror radius? No skill check warnings?
      • The most-repairs survivor is afflicted with 1 of these 2 things.
    • The survivor who likes to heal and protect? No aura reading? Broken status?
      • The most-altruistic survivor is afflicted with 1 of these 2 things.
  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353889#Comment_3353889

    There is a difference though. The killer is supposd to kill, survivors are supposed to survive.

    I'm not a fan of tunneling as killer personally, and think the game should be balanced to discourage it more. But at the end of the day, it's the killer doing whst y should do.

    A surv getting deliberately killed in the first minute or two of a match is contrary to what they are supposed to do. AND they have teammates who have to rely on them to win, without backfilling, the surv team is crippled by someone noping put that early. And as killer I will do my best to punish people for doing that.

    That's not your job though. The devs are supposed to punish people.

    The killer is supposed to kill. Again, with the hypocrisy.

  • @AetherBytes said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3348617#Comment_3348617

    The issue, in my eyes, is self healing. Take bond and heal eachother, that at least takes time and effort that isn't on a generator.

    Circle of healing I can just run to and heal myself, not stopping gen progress to a noticable degree. Same with medkits, but at least those eventually run out.

    Yes. Self-healing should only be available to the perk user. Show the aura of injured survivors inside the boon so that someone else has to come heal them with CoH's heal speed boost.

  • "Tbf, there's not much they could've buffed without making her stronger at 3 genning."

    When she kicks a gen it could remove nearby drones and regressing gens can prevent drones from being placed nearby (just like how drones interact with hooking/hooked survivors).

    Then she would have to choose between drones or gen-kick perks for her 3-gen strat.

  • Many of us would like such a killer.

    Comms would have to banned first.

  • I think Killer Instinct should stay as is. Let it negate stealth.

    That said, let certain survivor perks negate the killer's stealth. Premonition should give the survivor Gut Instinct and briefly show the killer's position.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353736#Comment_3353736

    I have a similar amount of hours and haven't used it either. I don't understand why people think it's necessary. If flashlights bother people that much then they could just dodge without wasting a perk slot.

    Last minute item/character swaps. New Residual Manifest perk giving survivors flashlights mid-match.

    I HATE spending minutes getting a down for it to be undone in SECONDS, just to spend another minute downing them again (if I don't lose them in the process)

  • @Chaos999 said:

    OK, I'll bite. Why would I do that? I would rather give survivors a reason to try (and fail) to get value out of their beamers, rather than having them give up on it and stick to generators.

    I run Lightborn all the time.

    I try to look away from flashlights and pick up facing walls, so they don't know I have it. Meanwhile, it saves me from those "impossible angle" saves, flashbangs, firecrackers, and if they get so much as a partial blind I get to see their aura for a bit.

    If I get hit with Blast Mine, I can see their aura after the stun. If I see no aura, I know to search nearby lockers.

    Also, no more animation-lock blinds at pallets.

    Big quality of life for me.

  • @HoodedWildKard said:

    Haaaa. I've done this as demo before, not recently so I doubt it was me against OP.

    But as killer if a surv is obviously trying to get me to kill them early game. Then I tend to slug or ignore them.

    I have a strong belief that survs shouldn't ever nope out of a game early on, say 5 mins or less. It's unfair on their team, so for survs who refuse to DC but won't try and help their team? Hell yeah I'll make sure they stay in it for longer. Serves them right for ragequitting unnecessarily.

    Note: I'm fine with people doing it late game when the match has clearly swung in killers favour. But early match It's extremely bad manners imo

    But if the KILLER tries to nope me out of the game, it's just "strategy..."

    Hypocrisy. Got it.

  • Hitting the survivor with the M2 posessed chain spawns 3 chains. If you (as Pinhead) walk through those chains, or if they break from the environment (survivor goes behind a wall), they will break and spawn new ones which shoot toward the survivor and can be dodged.

    If you're only seeing 1 chain attach after hitting with the M2 power, clip it if you can. It may be a bug. I don't play him enough to know for sure.

  • @sizzlingmario4 said:

    It's not a perk that will get value every game but it can be very strong when used well.

    I like to run it with Pharmacy. You can grab a medkit after using FTP and as soon as Broken expires you can heal back up quickly.

    But then you also need Plunderer's Instinct, or else you're running around aimlessly (or worse, going into the basement.. on purpose... while injured).

    Pharmacy should show chests within range while injured, since... you know... "You have a knack for finding medicine"

  • If I see a survivor get hooked in basement against Trapper, Bubba, Hag, Huntress, or Trickster, I write them off as dead and pray they stay on the hook. If I have some way of knowing the killer's at least halfway across the map, then I'll go for the rescue.

    If I'm hooked in the basement and I know the killer's sticking around I will stay on the hook, but if I see survivors coming to get me I will try to get sacrificed as soon as possible to hopefully disuade them.

    I would rather see my team sit on gens and hope that 1 or 2 can escape. If they're coming to give the killer free kills, the match is already lost and I'm not sticking around.

  • @HugTechLover said:

    Yea.. if people bring BPS I try and let them maximize on their BP. Why are you complaining?

    The killer showed no signs of going easy. Seemed it was the Nancy's idea for farming, and her way of going about it was kiting the killer to other survivors, bodyblocking them, and unhooking them in the killer's face against their will.

    It was a 1-sided farm. He wasn't letting anyone do gens. He was working with Nancy so they could both get points.

  • Just a friendly reminder that Vigil reduces the duration of For the People's broken status.

    Also, as someone who hates not getting value from For the People because of being injured, and as someone who hates not getting value from Resilience because teammates insist on healing me to full, running both perks is the best way for me to enjoy both.

  • My guess?

    Only the perk user who blessed it has self-heal capabilities. The heal speed buff remains, but Circle of Healing now shows the auras of injured survivors within to ALL survivors.

    Other survivors will have to meet/go there to heal up, taking pressure off gens, instead of the 4 Self-Cares at the cost of 1 perk slot it currently is.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352549#Comment_3352549

    i like that one tbh, got it in 1 go with bloodwarden bubba. got 8 hooks, "didn't notice" all the people working on a gen, downed someone just as it popped, waited until i figured the gates were about to open to pick up, boom, extra minute for the 3k (decided to be merciful to the feng because she was cute and was accidentally 2 of my first 3 hooks)

    My point was you don't have to hold back just to make sure you get silvers for Silver Age. You can overperform and still be fine.

  • This last match we got all the gens done, but that's not enough. We have to get the gates opened first for it to be considered endgame. I went to open the gate and the killer shows up just as I open it, so I have no choice but to leave...

    Close! But maybe next week. Maybe.

  • @not_requested49 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/365714/i-also-created-a-new-survivor-perk-for-anti-tunneling

    How would this work if you've been hooked twice already?

    I'd assume you can't use it of course but it would be funny imagining you just be sacrificed lol

    Re-read the first 6 words after "For the People, but for hook counts." =)

  • @Deathstroke said:

    I think it should make the survivor giving hook state broken like for the people does and also exhausted. Gens should also be increased to 100s then im fine with it.

    Why stop there? Make the gens 500 seconds so that any playstyle on any killer is viable! /s

    Killers tunnel because a 3v1 is so much easier than a 4v1. If it takes them too long to tunnel one survivor out then it's not longer worth it. That helps prevent tunneling.

    Nvm this as a perk. Make it basekit. Survivors shouldn't have to buy a chapter to get a character to actually play the game instead of the run and struggle on hook simulator.

  • Can we hold Sprint (while the killer is within 32 meters) to deny being unhooked? Thanks

  • @NekoGamerX said:

    people always want the normal sweat on both sides they can't enjoy a farm game/chill game.

    The killer showed NO chill when he hooked and pain res'd and kicked gens and ditched chases to defend gens and hit-and-run until it opportunisitic to down. They played sweaty, as if there were only 1 gen remaining instead of only 1 gen completed. Wasn't about to farm with them; especially after being griefed by Nancy!

  • Think of TV/movie scenes where the injured person has to reset a portruding bone or stitch themselves up. The hardest part is STARTING. They have to pysche themselves up beforehand. Once they get going, they're fine.

    Self Care should have 1 difficult skill check at the start. Failing it disables Self Care for some time. After passing it, future skill checks will be Autodidact level of difficulty until you stop healing. The skill checks are there, but not impossibe vs Coulrophobia.

    Self Care already punishes survivors by taking a very long time; it should not be further punished by Coulrophobia (which would still affect the first Self Care skillcheck anyway).

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352477#Comment_3352477

    because it's fun when it does work. (at least i gather, i never run it but i sympathize with people who like it)

    not sure how taking the skill expression out of the game would fix it?

    Eruption working as intended is fun for the killer. Eruption gets nuked. Dead Hard doesn't.

  • What I don't get is why some tome challenges are stricter than others.

    Silver Age? I don't need silver emblems, I just need silver or better (how can it be a "Silver Age" when I have four Golds??).

    Destroyer of Hope? I HAVE to "play bad" enough for the game to reach endgame and then get hooks. If I kill all 4 survivors before endgame, I make no progress.

  • I'll consider backing out of a lobby if I see 4 identical survivors with 4 identical items. I have no way of distinguishing who's who in game.

    They could show hook counts to killers, but, even though this would REALLY help nice killers who are playing chill (and thusly, not keeping track of hook counts), it would also slightly help killers tunnel better (the killer who has been chasing Bill all game KNOWS they need to hook Bill 1 more time; seeing that on the hook counter doesn't help them tunnel Bill), and we can't have that...

  • Killers very often return to the hook if they're not in chase because "I know there are 2 survivors at the hook, so I'm guaranteed to find and chase 1 of them." There are basekit measures to help with tunneling, but if the recuer's healthy then the killer has to go through 2 health states no matter who he chases, and may as well tunnel.

    Either survivors need to be able to unhook from a distance (like in Death Garden) so that the killer isn't guaranteed 2 survivors at the hook, or the unhooked survivor needs 3 health states.

    ----

    I tunnel as killer, but I don't tunnel just to tunnel. I do it to force some altruism and free hits from other survivors before switching to them. Laurie and Rebecca are not going to just come up to me and give me a free hit, but if they see me chasing the death-hook Jill they might. And this means that 3 survivors are not doing gens.

    Tunneling costs 0 perk slots to do (though Save the Best for Last helps), and has too many incentives. If a survivor cannot 1v1 the killer for several minutes, either the game quickly becomes a 3v1 or the others damn near throw the match trying to stop the tunnel.

  • Build certification for console doesn't happen overnight. Takes anywhere from weeks to a month.

    There is very little time between when the PTB ends and when the build is sent out for certification. Small changes might make it in before then, but only major game-braking things will set it back.

  • While you're addressing disconnects, consider spillting the disconnects up between survivor and killer.

    95% of my rage quits are while playing survivor. I can rage as survivor and be chill playing killer immediately after, but I don't get that option. Both roles are locked out of matchmaking.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344495#Comment_3344495

    Nobody in this thread said that. You're making up someone to be upset with. Very very strange.

    No need to gaslight them

  • I'm the killer. My goal is to kill them all. Why should the order matter??

    "There are 4 survivors. Why are you focusing on just 1?"

    And there are 5 gens. Why are you focusing on just 1? Repair your gen to 33%, stop, and go find a new one, giving the killer a chance to regress that gen and have a chance to play the game. If you come back to the gen later, stop at 66% and go repair a new one.

    Killers should shame survivors more often for tunneling gens. That, and camping gens. The survivors got Reassurance. The killers got Nowhere to Hide.

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