Ohyakno
Ohyakno
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- Ohyakno
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Just give people thirty pips every game so I don't have to read about inconsequential pips ever again
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God, I wish it worked like that. It doesn't though.
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This is not what holding hostage is.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/415060/penalty-for-giving-up-on-hook-1st-stage
Why I constantly see:
this ruins the game for both sides and fast.
Yet only killers complain? Just finish that game and go to the next one, simple as that.
I don't get this "nooo, my game is ruined!!!", who cares, you'll find next match in 2 minutes, finish game, go to the next one, ggs.
Also:
this has been in discussion for a long time.
IDK why they give up honestly, but they do.
So maybe read those discussions and comments that people have added, because they have clearly stated why survivors give up.
.... What? I hate it when people give up on first hook. Oftentimes the game is extremely winnable and they give up because they got hit with an insta down perk or the killer outplayed them and they're tilted. It's dumb.
That being said I don't really have a problem with people giving up. I'd rather have them out of the game instead of actively sabotaging it.
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@UndeddJester said:
Hi all!
Probably pointless to dredge this up as likely no one other than me actually cares, but in the spirit of ensuring I'm not passing misinformation, I've continued developing my skills on my audio digital processing journey as part of my work, and do have a much better understanding of it than I did before... so I thought I would share for anyone interested.So regarding opening up a quiet audio file and increasing the gain of the audio signal, the simple up front answer is this is a perfectly valid approach to resolving the issue of quiet audio on most cases, and given the resolution of audio files, most audio files can be scaled quite substantially without any noticeable issues with distortion or artefacts.
The amplitude of the signal goes between 1 and -1, and an audio signal in essense defines the position of the speaker at a particular point in time during playback, in order to produce a sound. When adding gain, a signal that has a particularly sharp peak can hit issues when the peak goes over the limit, which then requires normalising or clamping the signal. This is obviously where the most pronounced issues in audio processing occur.
There is also gain sequencing, which refers to where in the audio pipeline gain is applied.
Part of audio processing pipieline takes the audio input signal, applies param EQ, compression and a limiter to the signal, all of which I only have a high level understanding of, but to give the idea:
- Parametric Equalising changes the volumes of different frequencies to balance the sound, effectively the balance of your treble and bass for the medium you're listening in.
- Compression will reduce the dynamic range of the signal, reducing the difference between the loud and soft sounds to make the audio have a more consistent (and usually more pleasant to listen to) sound.
- A limiter effectively caps the signal with the range, and basically ensures the signal fits within the desired range of the output speakers. You can make a softer limiter to smooth the cut off of the signal, or you can just hard stop a signal over the range. The compressor is a type of limiter, but is more of an artistic clamping of a sound, vs. the limiter which is more a technical make is work within this range change.
Alot of this stuff is feel and experience rather than exact science; and listening to an audio engineer talk about this stuff can be easily summed up as "applying the voodoo".
Regarding the debate in this thread, one thing to bear in mind is the order of operations. If you apply a gain before all these processing steps (the equivalent of applying our gain to the raw audio file in audacity), this changes the equaliser, compression and limiter behaviour away from what it was before. It is most likely fine still, but it will be different to what would be produced from the original signal applying these effects, and then applying the gain post processing.
So the TLDR version, it is very likely that simply boosting the gain in audacity would produce a result that is certainly good enough for DBDs needs... and we're talking differences that would be quite unlikely to be human detectable, let alone noticably worse in quality.
So as to why it hasn't been done, I honestly can't say... but its been interesting to learn about 😁🤘
Have a good one!
There ya go. You figured it out. I meant to do an audio comparison thing but I'm too lazy. Good legwork!
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I'm already annoyed enough that I have to play it to get the accompanying tone rewards. Don't need a cheevo as well
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@dbd900bach said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724477#Comment_3724477
The remaster begs to differ available on all platforms. Plus at this point it's been way longer than a few years, a decade at least.
I have no idea what you're talking about regarding a remaster. My knowledge of Slenderman begins and ends with marble hornets.
Decade ago, sure. It's still kind of a toxic IP.
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Who even owns the rights to Slenderman? I'm not sure they'd wanna touch it after that murder a few years ago.
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@Khastrx said:
I think we need to remember that Spirit although she has rage, she also has lots of other emotions because of what happened to her in the lore, she isn't just some angry little girl, there is also sadness. So although the new portrait isn't perfect, the original also isn't a great reflection either.
She's an onryo. Rage is literally her defining trait
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I've posted this idea before. I actually really like dark sense but it needlessly being burned really hurts the perk.
A question: did you find this out after being assigned dark sense on chaos shuffle?
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3724085#Comment_3724085
The activity HUD is fantastic but that doesn't mean solo queue doesn't have it's rough edges. One is matchmaking, though that can't be fixed with balance. Another problem that I believe solo queue has is the bad survivor tutorial, it would be nice if more survivor players knew how to actually play survivor.
Last but not least there is still a noticeable gap between the information swf can work with and the information that solo survivors can work with. In my opinion the gap isn't as big as some people make it out to be, but it surely exists, and it would be nice if solo survivors got a few more information buffs, such as kindred basekit.
Yeah, all that stuff is true. But why "at the moment" when solo objectively has tools they previously did not. At the moment implies that at another moment it was better, but it categorically was not. Unless you have forgotten that base BT used to not be a thing, bubba used to be able to just sit on top of your hook, you can see what your team is doing and make informed decisions based on that or that you used to just be able to be taken out of the game after one hook.
Solo is the best it's ever been, people just don't want to hear it because their solo teammates are never going to do the stuff they want them to do. People do things that make sense to them, not you. Whether or not that's the right thing to do is up in the air, but that's how humans are.
Base kindred is more handholding that I cannot get behind. You can determine what your team is doing and whether you need to save via the activity HUD.
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@hailxsatanxeveryxday said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721032#Comment_3721032
Did you see Terrifier 2? The first Terrifier was good, IMO, but the second is a masterpiece.
I agree that All Hallows Eve is underrated, and I think I might have enjoyed it (or parts of it) more than Terrifier. I think Terrifier was more consistent overall just because the second segment in All Hallows Eve was garbage and the first was good, if a little incoherent (the third and the wraparound just make the entire film).
I think Art deserves his own spot on the roster, but maybe could have All Hallows Eve Art as a skin.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721142#Comment_3721142
What do you mean? He's a demon with supernatural powers. He's got a much wider palette to paint with than someone like Ghostface.
DBD will be here forever. I firmly believe that. They'll keep adding new characters, and the only way it'll ever shut down is if someone in upper management decides to can the project, which isn't going to happen because it'll always be making money.
So that's a problem that's just going to have to be addressed. There'll come a time when every new killer will probably parallel another in some fashion or another, but there'll be infinite variations of how they all work.
The second one is better? That's rare. I'll give it a shot, this seems like a good take. I do think the diner scene in the first one is honestly iconic horror. It's really good.
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@Chappers14 said:
I love how all the replies are just run out of the gate. Leave your team mates and treat the game like it’s solo 😂. The most toxic game community out there. I also love when I make suggesting who’s ever game Is going to be slightly tricker they get so defensive. Actually put a post up saying how to make the game easier for killer and the meltdown survivors had was hilarious. But both sides are squinny’s and never open at the possibility of change. It’s why every game mode out or coming out is practically the same mode.
There's nothing toxic about cutting losses. If there's a billy or bubba with someone on hook in end game: just leave. If there's two survivors left and someone else is on hook: just leave. You're not getting a a 3 or 4 out in these circumstances.
Such a bizzare mentality. When I'm on hook in those circumstances I'll kill myself so the other survivors leave instead of feeding the killer additional kills. There's times to be altruistic and there's times not to be. When the killer obviously has blood warden in play it's time to just leave. If your teammate doesn't understand that's on them.
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@ad19970 said:
One of the reasons why survivors suicide on hooks is because solo queue can be quite rough at the moment. Not as bad as some people make it out to be, but rough never the less. But I do agree that suiciding on hook can be problematic, because survivors sometimes suicide for the most ridiculous reasons.
But suiciding on hook is a feature in this game at the moment, and I am not sure how much sense it would make to punsish someone for using said feature. I also doubt survivors that suicide early on care about the BP, this idea of reducing survivors BP if they suicide would rather hurt those survivors that suicide after the match is already 100% lost, like when there are only 2 survivors left in the match.
I think one thing that might help encourage survivors to stay in the match towards the very end despite things not looking good is to improve their BP gain. Right now, it's not as good as the killers on average.
What do you mean "at the moment"? It's been way more difficult in the past. The activity HUD is a huge boon if you apply game sense to it.
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Nope. Calling it now, it'll be meta at 60s. It needs no further buffs.
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@HexHuntressThighs said:
Tunneling and camping is waaaay overblown. Scott Jund called everyone out about lying and asked for proof and not a singular person has proved that they get tunneled or camped the majority of their matches.
I get genuinely tunneled in about 1 of every 18-20 matches and have teammates who get tunneled out or camped out in 2-3 of every 30 matches. Stop talking about it and prove it please. Stream your game however much you can so we can see this happen. I’ve never seen it, Scott never seen it and I won’t believe it till I see it.I always ask people who claim they get tunneled every game if they'd like to play a few rounds with me, since I very rarely see tunneling. Nobody ever takes me up on it.
It's negativity bias combined with not having a solid definition of what tunneling is. When people lose they act like it was because of tunneling regardless of whether or not it happened. It's like when people say they got gen rushed in a ten minute game. You didn't get gen rushed, you just played poorly and lost. Same thing.
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Nobody that plays sadako seriously wants her to be discount wraith. They like the tapes. They like the 4v1 pressure and threat of condemned she has. She needs changes like what's listed in the other thread up here.
I also don't like how legion, dredge nemesis etc are "fine" apparently. They're not. They desperately need common sense buffs like what tat's big legion thread advocates, haddies calender base, less whip sprint and so on for just those killers. Not gonna address all you have listed.
Finally, and people aren't going to like this: skull merchant is fine. When people actually choose to play against her she's a mid B tier killer. Folks need to stop buying into the skull merchant bad meme and actually play against her.
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722877#Comment_3722877
Don't treat Scott's experience as something that's reliable data. It's anecdotal evidence - and calling it that is actually a misnomer since it explicitly doesn't count as evidence.
Iirc, in the video he also mentions a survey he posted here as well and people filling it out basically had the same feedback: it's about "you" being tunneled so instances of someone else getting tunneled were not considered. Granted, this is also hard to tell from the outside, which is why it makes sense to not ask for it - but I wish he had pointed it out in the video.
Since that video there have been many instances where I thought "maybe I should just record the whole thing if I play more than ~5 matches a day. - And title any one of them "Dear Scott Jund" cause boy, 2/50 does seem awfully low." Just as anecdotal counter "evidence": about 1/15 matches I get hard tunneled (is what I call killer induced tunneling), and during 2-3 of those 15 matches someone else gets hard tunneled. That's soloQ tho. SWF can actually do quite a bit to mitigate killer induced tunneling; being able to time unhooks right, tank hits and coordinate builds for quick resets and "running interference". Sometimes even enough to get all gens done before the tunnel out is completed.
now, that's normal matches.For Chaos Modifier I've switched entirely to killer. As survs we rarely got more than 2 gens done simply because the killer tunneled (which includes proxy-camping). Since I have the last surv challenge for three days now I can confidently say: In three days - which is, idk, about six to eight hours of surv play - I haven't escaped once. - And for Chaos Modifier playing killer is actually what validates my surv experience: Why else would survs thank me for not tunneling in egc? Like #########?
His experience is congruent with mine. People have such a broad definition of tunneling that it doesn't mean anything. If you body block off hook, I am no longer tunneling. If you do a gen right next to the hook, I am no longer tunneling. A lot of people don't get that.
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Ask the YouTube man of your choice whether slowdown is mandatory on most killers and they'll tell you absolutely. You can't bootstrap yourself into cross map pressure on killers who don't have any innately.
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@aewi said:
"Survivors got their basekit anti-tunnel. When are Killers getting their basekit slowdown?"
Survivors do not have basekit anti-tunnel. Basekit BT is fine, but I wouldn't consider it good enough to be considered basekit anti-tunnel, as killers can hit the survivor/wait out BT and still tunnel them with very few issues.It's literally basekit anti tunnel. The speed boost gives you time to get to a loop. You cannot say it's nothing when thealternative is immediately being put back on the ground with not even a chance to get away.
This forum unhinged. "Thing is not actually thing". Slay me.
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https://youtu.be/HI7FFpVpgRY?si=wlJZrzZZxXWlqTjE
2/50 games. Vastly overblown. You'll see it more in this game mode because killers don't have consistent tools to control the flow of the game or find survivors.
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@GloomySpooks said:
Use Zenshin Tactics and you can use a perk slot for the same exact info, and learn how to mindgames survivors with it. There is literally a killer equivalent perk, making it a balanced info perk. Use it if you think survivors running WoO is what is really losing your games for you.
I would absolutely love a survivor perk equivalent of lethal pursuer personally.
Zanshin is exactly the perk that illustrates the asymmetrical nature of the game. It's worthless for killers because they do not lead chases. They don't need to know where to go because they're following survivors and they know which structures don't have resources because they destroyed those resources.
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I've gotta be the only person that doesn't care about this mode. Maybe it's because I don't run the same perks all the time? Picking my own perks is half the fun. I don't get it.
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@YuffieGreatestWaifu said:
The Anti Camp system doesnt work at for med-high end play they will sit just outside of the range and because the Anticamp slowly builds on the outrange you can net 2 stages for little work.
Face camp.
In any case you can't force people to play the game. People who would give up on hook are just gonna sandbag. I'd rather them just be gone instead of actively sabotaging games.
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I see this like once a month. How are you getting it long enough that you're getting one hour penalties?
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@caligraph said:
Freddy, sadako, dredge can all teleport so having them immediately be on a survivor the moment the match starts wouldnt be fair (I know its freddy and sadako but still). I dont really know for chucky.
As for blight nurse and spirit, blight still takes time to get across the map (though its a lot less), nurse's map mobility is average unless its an indoor/multifloored map (with edge cases like badham houses/basement), and spirits map moblity is good but not too impressive so she wouldnt need a limit like that.I'm pretty sure Billy can cross the map faster than dredge. Maybe nearly as fast as sadako
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3721048#Comment_3721048
Are you telling me that only 10 % of the survivor players also play killer? That is ridiculous.. How do you only ever play half of the game…you could barely take the opinion of those guys into account if they have no clue how the game works for the other side...
I agree completely. Check DBD twitter or tiktok sometime. There's a lot a lot of people that exclusively play survivor
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@Lixadonna said:
Don't you worry. It will be Nerfed. The Devs have shown a penchant to listening to Killer Mains for Balance advice. Because you know 60% Kill Ratio is top priority to anything else.
Tell that to pop's bloated corpse floating facedown in the ptb. BHVR isn't anything sided. They just do stuff based on entirely arbitrary criteria. It's a mystery. To suggest they don't favor 70% of their playerbase is ridiculous.
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I thought all hallows Eve was a stellar no budget horror movie but I really don't care for terrifier. Maybe have art as a skin or something.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720856#Comment_3720856
The time to find one is negligible as they are near or on the way to objectives.
The killer doesn't look at a totem and it shatters into a cloud of dust. They have to find it, navigate to it and snuff it.
Seems like you are kinda biased, because why "time to find one is negligible" but only for survivors?
Boons also have sound+visual cue so finding booned totem is easier than finding dull one.
Maybe with basekit shattered hope.
I mean, ok? But how basekit shattered hope is going to solve all the issues you've mentioned?
Yeah I'm biased toward not having to go snuff ten boons every game or losing all pressure via injury. Been there. Done that. It sucked. Everybody's got stuff they do and do not like, bias is inherent to any thinking being. The question is whether or not it clouds your judgement and I am speaking from experience. The other delightfully strange poster explained the other bits better than I can.
That also being said, I love boons. I've gotta be one of the only people bringing overzealous and a full boon build and I think it's hugely underrated. I could get behind an AoE buff or something. But not bringing the most problematic aspects of Circle back.
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@Rulebreaker said:
This was an... interesting read…
{[We feel the need to put a disclaimer here mentioning we don't care about windows either way, but think the constant gripping is getting old}]
So first off we're going to point out blindness right off the bat. Aside from maybe a handful, killers generally have atleast 1 add on for blindness, and there are perks that afflict it.
Next, it combined with Lithe is no different than combining it with other perks. That's kinda the point of what an effective build should be, having perks that synergize with each other. As you also effectively point out if you mind game the survivors neither perk helps the survivor much.
By that logic, gens are being artificially extended by killers stacking slowdown which is why survivors bring things to artificially extend chases which…continues until someone figures out wether the chicken or the egg came first. Snark aside, aside from the points above, it's effectively a time investment thought process, loss progress now by burning resources, get much shorter chases later and make it back. Windows does nothing if there's nothing to use. Also it's generally within the killers power to herd survivors the direction they want to go which is something killers often need to learn.
We're seeing nerfs due to how strong they are and easy to proc in addition to usage for killer s. Pain res, Grim embrace, and pop requires hooks, something a killer will naturally be getting when against survivor of their caliber (so don't throw in "they do nothing if they can't catch survivors" as if they can't that's a skill issue on the killers end or map RNG in some cases) and buy one of the most precious resources in the game called time. Windows simply shows resources, it does nothing if they're not skill enough to use them effectively, the killer is clever enough to outsmart them, or if there's no resources period for various reasons. Lastly, we're starting the obvious of killer balances differently than survivors. Killers are each unique with various powers, survivors are skins and voices with perks stuffed in.
The very last paragraph is probably the one that makes sense to us as if BHVR is nerfing in part due to usage then windows is sticking out. However we do have a counterpoint: Windows is run often because being able to see what has been used while you're in chase is very helpful for solos as they aren't in a swf with pallet call outs.
Blindness as a counter doesn't really work. Most killer blindness addons are bad on top of taking the addon slot of a mandatory addon. That being said I love yoichi's fishing net and the singu blindness one. Those are easier to justify than the pig one which only works when they're trapped and the Wesker on that kicks on.... When infection is fully reached? I'm just reading this. That's awful. Perks are also more miss than hit. You got third seal as your best option which is rather sad, considering that it's going to burst into flames in the first thirty seconds of the match. Unless you want to run noted powerful perk septic touch. The others don't really do much against windows.
Comparing info perks to game slowdown is one of the farthest reaches I've seen. Technically anything that stymies your opponent is slowing down the game. Being able to find a dude gets him off gens and slows down the game. Running that logic to it's natural conclusion sort of dilutes the term as a useful framework for discussion. Windows is an information perk.
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@AmpersandUnderscore said:
Thana got nerfed nearly immediately because the value was too easy for killers to get and was too hard to counter for survivors. Even with one survivor tunneled out of the game completely, thana still gave nearly full value, and that was with circle of healing in the meta.
Thana was in every single game for those two weeks before the nerf. It does not need a buff.
It currently rewards killers for spreading pressure, and had already been buffed by several healing nerfs, making maps smaller and pallets weaker.
Pretty sure everyone was bewildered when BHVR megabuffed thana out of nowhere. Then they subsequently gutted it and left it alone ever since. There's some middle ground to be had.
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@Devil_hit11 said:
gift of pain is thana perk as a hook perk. Thana is better off being an anti-heal perk that helps sloppy. The anti-gen aspect of the perk is good but it is ultimately too oppressive for casual dbd games.
Perks can't be good because of "casual" games? What does that even mean? Gift of pain has a completely different function.
There's no reason that a perk should only be viable on precisely two killers. It's dumb. OP's proposal is perfectly reasonable.
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I've come around on this. It really does need a slight nerf even though it's the only thing giving blindness addons value. Reduce the range or give it a small cooldown.
"B-b-but solo queue...!!!" Don't care. People in groups don't share what map resources they use exactly, nor do they have perfect communication and memory. People in groups use it as well.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720833#Comment_3720833
So rather than shadow derank we should have an ai that will analyze the tone, intent and the mood of all chats typed and immediately remove anything that it deems offensive, demeaning and insulting. And put bans of various lengths to offenders with letting them know why they got punished. This way people will know what not to do next time.
Ai got quite accurate lately in telling what is toxic and what is a joke. And it is only improving. I believe it is only a matter of time before BHVR implements one to reduce the amount of work mods already do with all the reports so far.
Once AI gets good enough it will actively observe gameplay and handle cheaters with ease too.
Can't wait for the machines to analyze and police the intent behind my language. That's definitely a very comforting and not dystopian sentiment at all.
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@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720783#Comment_3720783
literally this, like, was 22 seconds self-heal inside boon to OP?
https://us.v-cdn.net/6030815/uploads/LJAHD0QDQMYZ/image.png
Given that you have to find totem - takes time, bless it - takes time and killers could insta-snuff it?
And to heal you also have to bless another totem or go to specific spot on the map - if killer didn't snuff it out.
Totems have consistent spawns in most maps. The time to find one is negligible as they are near or on the way to objectives.
The killer doesn't look at a totem and it shatters into a cloud of dust. They have to find it, navigate to it and snuff it. The snuff action takes one second. Combined with how fiddly the hitboxes are it usually ended up taking 2-3s total. 2-3 seconds of killer time is 8-12s of survivor time. If it's somewhere like the upper floor of MacMillan, the harvester on coldwind or when the totem spawns upstairs on lerys the time advantage is pretty favorable for survivors. The killer either snuffs the totem or injuries don't matter anymore. A lot of the time you didn't have time to snuff the totem even if you knew where it was. Giving the entire team better self care contingent on blessing a totem is extremely powerful and punts circle back into an s tier perk. No thank you. Maybe with basekit shattered hope.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720585#Comment_3720585
No excuse calling killer trash no matter what he did. Toxic comments are bad period. Never be toxic in chat no matter what.
Demeaning comments do not immediately get you there but will decently contribute to it eventually.
I also did not say forever , just not easy to get out of.
Winning matches to get out of penalty should not be a thing. Playing without re-offending should be a thing.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720596#Comment_3720596
It's wild that you are not aware what kind of things people say in the comments that a mentally healthy individual would never say. And yes, the more extreme cases are indeed sociopaths with no sense of regard towards the feelings of anyone beside themselves.
Sometimes people just like messing with other people. That doesn't make them sociopaths or even bad people. Weren't you ever a teenager?
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Every PVP title has a learning curve. I'd go so far as to say learning is the most fun part of it. Your family would be playing with the thirty other people queuing up for a mode where they don't have a build to play around with
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It's wild that you think someone being "toxic" in a video game is a flag for being a sociopath.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720214#Comment_3720214
yeah i play knight like this as well. Assassin his best guard so it would be good buff for him where he can select what guard to use. People that use carnifex would have fast pallet break. Jailer knight players would have consistent haste and do that instant-drop knight play-style and The Assassin Knight players would be playing the game like a ranged spirit.
Exactly! Knight is like ranged spirit, same tracking tools. Except you don't actually get a hit when you track someone perfectly and plop out right next to them. Instead you send out a ghost that does absolutely nothing if the survivor has any map resources to work with.
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@johntec said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720182#Comment_3720182
Again I disagree, and btw I played Knight quiet a bit now. If you use the add on which makes guards chase 4 seconds longer combined with the map of the realm add on and send an assassin, you'll either get a hit or a pallet very consistent. Remember, assassin is the only guard that has 110% movement speed, while carnivex has 103, so carnivex is the one who almost never catches up. Yes there can be a scenario where a gen is near a window leading to the assassin not getting the hit, but usually that's not the case. And again, Jailor is not used for chase but for scouting and patroling
You think gens aren't typically near map resources? That's an interesting stance.
I'm not sure what "scouting" even means. You're just dropping the jailer around randomly to try and find people? The best case scenario is that jailer hits on someone and begins chase and then.... What? He doesn't do anything on his own and if you don't know they are there you're not going to be in a position to pincer. Other scenario is he finds no one and you have to trundle up to him and turn him off. Last one is someone runs nearby but not in the patrol path and you have to chase them as a killer without a power for 24s or walk over to the jailer and hit it, meanwhile your target is halfway across the map. Hear that? It's two gens popping while you're trying to "scout" with your antiloop power. It doesn't work. It's like you've read knights power and never actually tried to use it or are using it against the worst survivors in the world.
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720153#Comment_3720153
The games being platformers fail to properly illustrate the lore for him and the Belmonts. But in order to spite god he bit off more he can chew. He is now bound to be gods opposite whether he likes it or not. Belmonts are also immensely powerful beings that can level cities if not more with their holy power. Julius made the entire castle crumble while holding back when he performed the Grand Cross in Aria of Sorrow. Dracula warps realms and reality as it is nothing when transforming in many games.
Its a shame that we dont get a map. Castlevania is the main character of the series , a sentient castle that always rebuilds itself differently.
Oh. Reverse castle like the vecna portals would be rad as hell.
Nevermind. I'm on board now.
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@johntec said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720155#Comment_3720155
I disagree. I think all three guards are useful. Sure Carnifex can break pallets fast and chases quiet long, however sending an assassin to a gen is almost always a guaranteed hit and the jailer is good for patroling areas or finding survs. This change would basically emphasize the different roles of the guards. The Assassin sneaks up and hits quickly, the carnifex is the brutal but slow tank and the jailer the scouting role. Would be way more interesting imo
Assassin will get a hit assuming the survivor doesn't know how to run around the nearest rock, doesn't have a pallet or vault nearby, is confused about the concept of pallets and vaults and just stands there and gets hit, or doesn't know to just pre run when the Knight's terror radius briefly drops out when he begins the orb.
Assuming all that stuff then yeah assassin will hit someone. I'm pretty sure if you look at statistics carni gets more hits than the other two combined. He's just better in every way.
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This is obviously unintended for knight. His terror radius and body are in a different physical location than the orb.
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There would be no reason to spawn any guard but carnifex.
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I can't be the only person that hated going on a totem adventure before even thinking about starting to do gens, right?
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@FreddyVoorhees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3720049#Comment_3720049
You did not read the first post ?
Little bit of it. Mostly I've played every Castlevania game except the awful god of war clones. He's usually not even the hardest boss and sometimes he's not even happy to be alive and wishes people would stop summoning him.
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Doesn't Dracula get killed by dude with a whip on a regular basis? You're pumping him up as a cosmic threat but he's never actually won, even once
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Yeah pretty bad change for me. I don't care about BP, but what I do care about is making a pile of dead survivors in the middle of the map.
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718258#Comment_3718258
Skull Merchant enjoyers can remotely apply Knockout effect via 3rd Seal. Survivors find gens boring anyway so Im sure they appreciate a lil Scavenger Hunt :)
This requires survivors to run back and forth under your scan lines for some bizzare reason, on top of being a hex that's just gone in the first thirty seconds of the match.
I've always contended that hooking should be the least vulnerable part of the chase interaction. You've already outplayed the survivor twice. The killer deserves the hook stage.