NotJared
NotJared
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- NotJared
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My point is, there aren't enough TVs left turned on to physically be able to grab tapes. When you do, it's incredibly easy for her to monitor which TV you're most likely going to, teleport to it, hit you, destroy your tape, and fast forward your timer by 30 seconds.
Now, your tape is destroyed, and there are even fewer TVs available to grab a tape from to stop condemned.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454831#Comment_3454831
Can I ask, sincerely, which killers does this perk butcher?
Like, specific examples with reasoning, if you're willing.
Made For This allows survivors to run faster than The Knight's guards (4.12 m/s vs 4.1). His power is made entirely useless against Made For This.
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On paper, 1 extra meter every 8 seconds doesn't sound like a lot. But in reality, that's a whole window or pallet that is reached that wouldn't otherwise.
Made For This creates the Dead Harding for Distance issue all over again, except now the "distance" is permanently applied throughout the entire match.
I've tried playing killer every day since the new chapter and every single match has been absolutely undeniably miserably unless I play a ranged or mobility killer. I spend a whole extra minute or longer in chases that used to take 40 seconds.
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Returning to address the comments: While I think the perks are still decently strong when a killer is attempting to intentionally hold a 3-gen, I'm less concerned about the perks' strength and my main argument has been overlooked, which is the gen-defense passive regression playstyles they encourage by design and the perks should have an entirely reworked functionality.
These complaints, which have overwhelmingly been the top target of complaint about the meta for the past 8 months, still persist as the perks are currently designed: they reward kicking generators, and when the killer is successful in using these perks it is not fun or engaging to go against as a survivor, in a very similar fashion to old Dying Light, old Ruin, and old Thanatophobia.
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@PinkiePie said:
Brutal outposts are no fun to play. He generally uses all mechanisms that are considered to be unfair : Killboxe, Seconde wave cube, Kill the collector for make one HUG labyrinthe.
Out of 10 brutals, if 1 is really funny it's a miracle. If with the boost, I see that your 2 most used traps are: corrosive cube, plasma tower/ flame launcher never I will never click on your outpost. Same waye if i see huge distance
Brutals being no fun is a matter of opinion. There's plenty of fun stuff that's not a killbox!
They're difficult at first, but Nine times out of Ten a killbox is negated completely useless by just grappling through the whole room and throwing down a Barrier+Pheonix Pod at the GenMat, then doing the same thing on your way out. Combined with a fully upgraded Ironside suit and Boltshot + Plasma Bow or Arc Barrier, you're nearly unstoppable.
Tailor your loadout to what's in the base, and you'll be able to learn how to overcome anything!
@Seraphor said:
Yep, in addition to low raid numbers, Brutal bases get raided far less than Normal or Dangerous ones (though keep in mind Normals are full of speedrunners trying to rank up).
Looks like you have a tendency for massive Brutal outposts. You're better off building smaller outposts and keeping them in the Dangerous category.
That's not a guarantee though, you'll probably still only see about 5 raids per cycle, which still isn't enough if you happen to wipe out at a high prestige.
The solution to Brutals not earning enough prestige points to be upgraded should not be "make easier bases", I should be able to have a chance to prestige my base over one cycle.
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After browsing a lot of the feedback both here and elsewhere over the last few weeks, I think I've safely arrived to the conclusion that most players don't even realize that they can Refill the GenMat and reactivate their Outpost if their base fails to prestige at any level: Most players are assuming it's dead and gone forever.
I think the features proposed in this thread would work as an incredible UX/easy-of-use experience, both exposing players to the admittedly well-hidden feature of Refilling genmat, and with less time spent on loading screens I believe the frustration that comes from the current perceived futility of attempting to get enough points to Prestige a base will be lessened.
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Update with the new formula changes:
The new update that improves visibility of bases without raids has improved the raid-rate of my lower-prestige bases.
I'm now struggling to get past Prestige 4. Especially so if the raiders decide my hard work designing the level doesn't deserve any accolades.
I will get one raid when my base first goes online, and then not usually any others beyond that. Which brings back the same issue as before.
32 kills on 1 raid at P4 garners me 100 Prestige points, which is spectacularly well-performing. But no matter what I do, I can't reach prestige 5 at this rather dismally slow rate. At the end of the day, I'm still getting punished for reasons beyond my control.
I find myself wishing that bases would stay online indefinitely and only deplete resources whenever someone raids the base, that way I'm directly rewarded at a 1:1 ratio with how well my base is performing, and not being punished for raiders' unwillingness to even click my base's thumbnail on the random selection of 15 to 18 bases per raid - if they even see it.
Either that, or a way to Refill my GenMat and activate my base from the Sanctuary to make the process of reviving the bases easier and less tedious, making this much less of an inconvenience.
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Just to add to my original thoughts:
I understand that the "rules" can be "broken" by setting bases to Social, but respectfully I don't think anyone wants to put our bases in "Social" just to make these kinds of bases.
Social raids and bases earn no progress, no accolades, and offer no discoverability to become visible and get played unless you know the specific name and creator ID of the base. With the immense amount of grind to earn all of the upgrades, traps, mods, augments, and rank points, it's nearly worthless to spend in-game currency and up to a dozen hours building an entertaining level only for no one to play it and no progress to be made on it if they do.
I would much rather either Harvey's movement capabilities be greatly increased, or even new interactive mechanics be added such as moving platform blocks to allow Harvey to traverse greater distances, or something to change somehow so we can build anything we've been advertised without being told that it's an illegal build.
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I think a neat incentive to making Forsaken Tombs accessible is to reward the builder a slight amount every time a Raider collects one, but not with a reward larger than one would get from killing a Raider (so you still have incentivization to trap the Tombs if you want rather than making it more lucrative to give Tombs away as free handouts)
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Third proposal:
Increase the minimum length of time an outpost can be active for. Give it more time to stay active and get raids than 12 hours to a single day, as even a day sometimes isn’t long enough to get enough raids (or even 1) to prestige unless you’re lucky.
Preferably, I’d like to see this implemented no matter what else changes. The current activation times feel too short, especially for players with active schedules outside of gaming. Spending hours to a whole day crafting a level that’s only active for maybe 12 hours and doesn’t get played more than once feels bad; it would feel more reassuring to be able to not stress about opening the game tomorrow to zero raids and an empty base, or to not have to worry about deactivating my bases at night just to make sure they don’t die overnight when the active player count is the lowest.
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I’m also experiencing this issue on Steam.
In the Open Beta, I surpassed Chimera level 16. I have since full release leveled up, but am now Chimera level 17 but still have not received the achievement.
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@Skaels said:
I agree there is a bug that causes guards to break things without being told. However I'm not understanding what you mean by
"As you reach the object, spam the button multiple times both before you reach the object, and spam the button after you've pressed the command."
Is this as the killer or in the "patrol route mode" that you should be spamming the guard break.
Also in your case, is it required that you first break something with guards "normally" to get the bug to work? Does it only happen if you spam? Or is it just that there's a bug which causes guards to break things randomly.
I ask because if you've found a way to recreate the conditions that make the guards break something without being told that would be awesome.
edit: I reread your title, so what you're saying is if you press the attack button at all while in "set patrol mode" it will carry over and kick the next gen its in range of? Regardless of whether you pressed the button during the last "set patrol mode" ?
I apologize, I thought it was this, but on further testing I think it's either this, or spamming the Command Break button the instant I enter Creation Mode... I'm not quite sure what exactly triggers it, but it after a while it begins a series of automatic breaks, and then once it stops this series of automatic breaks, I may resume manual Commanding as normal
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None of these "fixes" have worked for me - I am stuck on 3/4 progress no matter how many times I fall mid-chase.
Same steps taken, doesn't count both with or without Balanced Landing.
Including my logs to see if this could help any.
DeadByDaylight.log -
@Mandy said:
They have been removed - it's part of our bloodweb improvements, so this is not a bug (I will go ahead and respond on the bug report to make it clear there also).
Will definitely be watching for feedback on this - so feel free to let me have it!
I personally loved Mystery Boxes, I miss seeing them, but if they're being removed from the game then I think we'd appreciate a more broad acknowledgement and the achievement to open a bunch of them should be removed.
If they are consistently returning for most events, then I suppose that'd be ok but I loved being able to open a mystery box and find a super rare item in them.
As far as speeding up the bloodweb goes, I suppose the removal of mystery boxes actually does technically make the bloodweb faster but I don't think anything can make the bloodweb go faster than removing the press and hold feature, which is the real killer. I'd rather see it turned into a single click, or a click and drag across multiple nodes, or even allowed to be a toggle-off-able feature.
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Regarding camping and tunneling, I believe while good anti-tunneling measures have been put in place, it has never been more effective to camp survivors.
Least to say the buffed slowdown meta is in place with Thana and Gift of Pain and percentage-based regression perks, making generators take longer than the already longer 90 seconds. Killers can face camp or proxy camp hooks - especially easily those with instadowns or already are very strong killers (Blight/Nurse) and the old "stay on generators" trick doesn't work because the hooked survivor will die before generators get done. And many survivors in solo queue don't know who's doing what anyway and may attempt the save, allowing this strategy to succeed.
With the increased successful hit cooldown, it has become easier to guarantee a hook trade by face camping. And 5 seconds, especially in an area where resources have likely already been used since (in this scenario) the killer has been camping and getting hook trades, is nothing in terms of can a survivor reach a safe tile.
Overall, all of these factors have compounded. The "unfun playstyle" of tunneling was targeted, however all of the other buffs to Killer have inadvertently made camping and tunneling not only easier than before, but more effective in securing wins.
I have a proposed change to de-incentivize camping, at the least. If the hook/killer is NOT within X distance of an objective (generator), and there are no survivors within Y distance of the hook, and the killer is within Y distance of the hook as well, to pause or slow the hook timer. Maybe in response to the information of knowing whether a survivor is within distance by whether the timer is paused or not, hide the hook timer from the killer so they can't tell. I believe a solution like this will keep the game interactive, discourage unfun playstyles, while still enabling a reasonable and effective strategy when the time calls for it (Like when a hook is next to a nearly done generator).
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After four days of consistent playing, survivor is actually quite exasperating to play at the moment. I am genuinely exhausted of holding M1 for literal minutes on end without a single generator getting done between all the slowdown and regression buffs, in addition to chases lasting even shorter than ever so teammates can't distract for as long. Survivor games feel quite literally endless and for the first time since release I do not want to play survivor anymore.
I know this doesn't come across as the most constructive feedback, but I am sharing how I feel because I genuinely am concerned for the current state of game balance being make the games endless.
I generally don't mind gens taking longer and chases being shorter, but I think this was genuine overkill. Even as killer I feel dirty running 4 slowdown perks, it works so well I have no incentive to NOT do it, despite the motivation being to remove the need to use them.
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This bug is still persisting through the midchapter. The Air Freshener add on still makes you unable to teleport more than once after using the Remnant.
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@GHOSTfaceP3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3016216#Comment_3016216
What would you do?
That's a tricky one, considering aura reading is a mechanic in the game and being able to turn on directional indicators for footsteps would essentially greatly negate aura reading as a mechanic, especially since some killers are quieter or louder than others and stealth is a mechanic both sides can utillize.
I think a good option would be to create optional directional visualizers for notable actions, such as gens popping or teammates vaulting (as survivor), killers breaking objects or opening lockers, charging up or using powers. Maybe general visualizers, like to indicate the Demon Dash or Chainsaw Sprint but also with proximity visualizers to recognize if they are out of terror radius. Recreating the same amount of informational acquisition hearing players have without providing unfair advantages.
Whether these would appear like they do now for killer notifications (radially from the center of the screen) or like on some compass in the HUD (like Fortnite's directional indicators for gunshots) is something I'm not too versed in what would be best, as there can be a lot going on at any given moment and screen clutter in a chase game is a concern.
Honestly, I think the best feedback would to listen to the Deaf community on what they need, though. Not me.
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While not Deaf myself, I have always thought that the game was always extremely inaccessible to Deaf/HoH players. Many mechanics rely very heavily on audio cues. The decision to remove the dust kickup from the spirit's rework in particular was a very particularly explicit kick in the gut for the Deaf/HoH community imo, to have a killer's entire mechanic's counterplay revolve around using a sense that some people don't have.
That being said, I don't think being required to run a specific perk should be necessary to make the game more accessible. I think the perk's changes are fine, and the solution to this issue in particular lie elsewhere in the game design.
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I've also found this, it's fairly consistent with the Air Freshener add on. It's taken me a few weeks to even realize what was going on, I just knew that sometimes I wouldn't have more than 1 available teleport.
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I don't mind the changes to making it harder to see, HOWEVER I do think the vignette on the edges of the screen are really impossible to see past. As in, the vignette makes my screen look almost pitch black. It could be lessened a tiny bit.
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Adding to my previous post because editing it deletes the comment - another objective that's close enough to get you hooked in the library is the main lobby generator. So that's 9 objective locations where going down can result in you getting hooked somewhere where you can never be rescued should the killer decide to make it so.
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@fulltonon said:
I mean title is exaggerated, easy counter is not to go library.
This isn't a counter to the problem, this is pretending the issue doesn't exist. The solution to an unwinnable/unfair game design shouldn't be "don't use the west side of the map." This is especially impractical and unreasonable considering at least 8 objectives spawn in or around the library. Generators can spawn in the hallways adjacent to the library, in the showers, or even in the library itself. A jigsaw puzzle box can spawn on the second floor of the library. There are possible hex totem spawns inside the library second floor, on the balcony next to the library (which this itself can be totally blocked by the hook spawns, which is a totally different issue), or on the northwest stairs by the courtyard. Further than that, get a killer with Iron Grasp/Agitation, and you're basically guaranteed a hook on the second floor of the library even you even breathe on the west side of the map.
My point is, no it's not an exaggeration. This is a real issue that's just as bad and serious as Boil Over being abused before it was reworked, and the solution shouldn't be to shrug it off and say "oh well."
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(edit - got a weird bug that made me repost)
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(edit - got a weird bug that made me repost)
