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Ohyakno

Ohyakno

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Ohyakno
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  • They took away losing pips because people complained about it. They're whittling away at literally everything people complain about.

    in whatever Comment by Ohyakno
  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718179#Comment_3718179

    by that i mean a rng by chance find it first mechanic that if the killer finds it first 100% gives him a kill no matter what even if he was loosing the game and the survs all should get out.

    Yeah, it would be sick

    https://us.v-cdn.net/6030815/uploads/YZOFNTQHRBLD/image.png

    https://us.v-cdn.net/6030815/uploads/EYXAIC0K0M6X/image.png

    https://us.v-cdn.net/6030815/uploads/0HDQPEOXZNOC/image.png

    That stuff is when the exit gates are powered. That's not equivalent to hatch as the exit gate can be 99ed indefinitely

  • No, that's crazy. This is an original idea™️

  • @MikhailVictor said:

    I'd rather them nerf toolbox repair speed instead. Keep both gen regression and progression perks/items relatively weak.

    Progression and regression are not two sides of the same coin. Survivors don't need items or perks to finish gens rapidly. What they need is time, which second chance, exhaustion perks and map resources provide. Conversely killers without mobility need regression to function as ersatz map pressure, so those killers suffer more by the loss of regression options.

    It frustrates me to see people simplifying it like this. The game is asymmetrical and each side does stuff differently. It's not a seesaw, it's not a coin, it's a tangerine and an apple.

  • What if blight had to throw syringes at a survivor and then after a certain number of syringes the survivor would lose a health state and get a speed boost from the blight juice. Each syringe would fill up a meter beside the survivor portrait that gradually decays if the blight doesn't hit syringes.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716465#Comment_3716465

    I would definitely contest that there's a particularly strong correlation between strength and pickrate. There is a correlation, but it's generally only moderate, not particularly strong- I'd even point to the current top ten as evidence of this.

    Some of the strongest stuff is there, we can see Sprint Burst and Adrenaline for example, but we've also got some stuff that definitely isn't top ten in terms of pure strength. The obvious thing to point to is Self Care, which is definitely not that strong, but it's not the only outlier; perks like Bond and Kindred are good, sure, but they're not top ten good, and neither is WoO.

    Now, to be clear, I do know why those perks are run. They're very useful information perks for solo queue, Kindred especially being very nice for tracking the killer. That supports my point, though, which is that there are reasons beyond strength that drive pickrate. Convenience and experience matter too, and WoO is a perk that can be very nice to use because it allows you to not pay too close attention between chases— but almost everything it does can be achieved by just using your eyes between chases, so it's hardly strong because of it.

    Pain Resonance actually IS an exceptionally strong perk, it isn't just nice or convenient. Same with old Dead Hard, it was one of the most broken single perks in the game's history. Sometimes, the top stuff is picked because it's the strongest and most effective. Sometimes, the top stuff is picked for other reasons.

    Again, I'm not against WoO being nerfed, but it'd be for variety reasons, not balance reasons. Its pickrate is kind of nutty and not great for perk variety.

    Jeezle Pete bud. You'll twist yourself into a Mobius pretzel to defend survivor perks.

  • @I_CAME said:

    They're probably afraid to buff weak perks in large numbers considering how disastrous it has been in the past. Buffing weaker perks is what led to the eruption meta and things like FTP+Buckle Up.

    Cool. Let it be a disaster. A disaster is interesting.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716304#Comment_3716304

    Killer movement in general. As killers get faster with the numerous updates over the years, the maps aren't changed to reflect this. Easily missed.

    You....you said movement perks. That's not movement in general. Perks are a different game mechanic. Absolutely baffling. Killers are still 110-115%,..

    That being said my unpopular opinion is that most maps should be survivor sided within margin of error. When maps are very killer favored such as midwich it like.... Feels worse? Than when they're survivor favored. It's a weird thing and hard to pin down.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716218#Comment_3716218

    It would make the survivor unhooking's survival solely their own responsibility, and encourage the unhooked survivor to actually leave also causing OTR to not be able to be used like that either at the start of the unhook making it healthier as an anti tunnel perk.

    Honestly the mentioned changes would do wonders for game flow and health overall I feel, create a better back and forth, and discourage camping/tunneling quite considerably.

    Tunnelers have had it too good for too long

    You're saying "you can't do this thing because I don't like it" while ignoring why people do that stuff and why it's frequently necessary. It's a position that lacks perspective and empathy. Tunneling is fairly rare and base BT gives people a fair chance to get to a safe loop.

  • @MechWarrior3 said:

    Or what if they just put it back to normal like it use to be. It didn’t need the nerf to begin with.

    I'm fine with that as well, but a lot of people lose their minds when you suggest even moderate buffs to bad regression perks.

  • @Valaryyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716218#Comment_3716218

    Most of the changes I mentioned would benefit survivors more than killers, but the slugging changes especially are hardly large buffs.

    As for your second point, you are correct that it is sometimes smart for survivors off hook to bodyblock for their teammates. This is SUPER irritating when playing killer because then you are often forced into tunneling. How exactly is it player agency when the survivors force you to tunnel because they abuse a free endurance state? My changes will INCREASE player agency, if that's what you're worried about.

    You can't seriously tell me that at least some of these changes wouldn't be a good thing. Instead of being negative about everything, how about you tell me some ideas that YOU like, because slugging and proxy camping are huge issues and these changes would help with both.

    Anything your opponent does in a PVP title that keeps you from doing stuff you want is irritating. When I'm chasing a survivor and the last gen pops and they get full health sprint burst that's irritating. When I've got a gen at 99% and the killer pops it, that's irritating. But I'd not change either of those things because they stem from smart decisions the other side made. Someone decided to distract me endgame so their teammates could get the last get done. The killer correctly surmised which gen was close to being done and pressured it. These frictional elements are what drives the fun in a game, these moments when they happen and then you overcome them. If there weren't friction, it wouldn't be engaging.

    Being able to go into turbo crawling mode when background player exists is a pretty big buff.

    I have no ideas in regards to these things because I don't see problems with them. Proxy camping is surmountable and slugging is sometimes necessary and I understand that. I play whatever the incentive is so I get the decisions people make without vilifying them.

  • And I explicitly don't use aura perks because distortion makes them inconsistent compared to game stall. Yet here we are.

  • I also think he's a perfectly fine B tier killer that doesn't need any buffs. I don't understand how BHVR justifies this when killers like dredge and legion circle the drain.

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716143#Comment_3716143

    Killers who equip 4 slowdown perks rarely go for hook spread. Those people usually go for a win and tunnel as much as they can afford. Besides, camping and tunneling is a separate issue in the game's design, it shouldn't be band-aided with perks.

    If we had none of that, most matches would probably just play out with
    the killer tunneling the first survivor out of the game and then the
    match becoming a 3 vs 1.

    That's how it is now anyway. Those who want to tunnel still do so, even if you eat a DS, you still get ez win if you commit to the tunnel, especially if your power allows you to catch up quickly. So it doesn't even stop tunneling, it only adds frustration to cases where SWFs just abuse it baiting the killer to be stunned by it. The same goes for body-blocking under endurance: survivors force you to hit them even if you try not to tunnel as hard as you can, so you have to swallow BT/OTR in these cases anyway. In essence, these perks don't stop actual tunnelers and punish those who try not to tunnel.

    That's really not how it is. People have negativity bias, but tunneling is relatively infrequent.

    https://youtu.be/HI7FFpVpgRY?si=ptsfynW_2UwqN8oP

    His experience is congruent with mine and most people's if they'd let themselves admit it. The more agency you rob killer players of the more you force them into doing one thing. I'll tell you a hard truth: most killer players don't want to tunnel. They feel forced into it when the game feels desperate. It's not fun to chase the same person all match.

  • These are not quality of life changes. They are survivor buffs. Rather large ones.

    Survivors should be able to body block for one another. If your unhooker is on death hook and you're not, taking aggro is frequently a good thing. It's part of the macro gameplay that encompasses the survivor skill cap. Conversely a killer sometimes needs to get someone out of the game to have a chance of winning. They should be allowed to do so as well. It's all player agency.

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715601#Comment_3715601

    I think it’s just you mate. Doesn’t decentivise me in the least or affect me very much at all. Half the time I don’t even notice

    ...... If you don't notice when one of you perks doesn't function, it sounds like you're rather unobservant.

  • @vol4r said:

    sabo was in sweat spot? If you played for sabo you would most likely trade hooks XD wdym guys

    Trading hooks is powerful. Why do you think one of the more common perk ideas is the ability to give a teammate one of your hook stages?

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715772#Comment_3715772

    Yes, but surge inflicts regression and if there are no survivors nearby, that gen starts to regress. Why people forget about that?

    Good luck proccing surge on red forest. Most maps are still too big for it to be reliable. That's not even mentioning that it's completely neutered by survivors simply jumping in a locker when you're about to down them to disable it.

    This thread is a charnel house. People with holier-than-thou attitudes blithely claiming they 4k every game as pig with territorial imperative. Come on. YouTube man of your choice is better at the game than you and they'll admit they can't win consistently without game stall or playing real nasty. Are yall better than YouTube man? You're playing like precious perfect saints and 4king every game with no slowdown on Freddy? I cannot imagine anyone takes that sort of hollow self aggrandizement seriously. It beggars belief.

    Fun fact: I play nearly without slowdown. Also fact: I lose most of my games. It doesn't bother me. I love DBD and trying out weird builds and gimmicks are where the fun comes from. But I also recognize that if I want to win I'm gonna have to slap at least pop and something else on. It's silly to pretend like it works any other way with how trivial it is to hit the MMR cap as killer.

  • @ZamasuManzon said:

    Me?
    I'm removing the Videoconference Device since the only thing the infection is gonna do now are the insta-downs.
    Will try the Gold Egg or simply stop playing killer until Dracula comes.

    4% is pretty significant. Wesker will still be high tier.

  • @Yoshirama said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715061#Comment_3715061

    Funny, I’ve encountered more knock out killers than sabo squads

    What on earth does that have to do with anything?

  • @bleep275 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715394#Comment_3715394

    I run aura perks on killers that aren’t stealth too. Like artist, nurse, huntress, and billy. Distortion isn’t much of a problem. It has a 10% usage. Not like the entire lobby is using it. I’ve never had more than one person in my lobby run distortion, and I still find em pretty easy. It’s not that deep. Especially since there’s half a million aura reading perks on killer that are very common with usage. Lethal and bbq are both in the top 5 used killer perks. Distortion isn’t. Meta needs a counter.

    I'm not saying that it is overpowered or that it makes my games difficult. As previously stated I do not really run aura builds. When I do though, I find them entirely countered by a single perk. Because they are trivially countered by this perk, it disincentivizes running aura perks at all in favor of more reliable game stall. My belief is that this is bad for the game. That's the argument.

    Moreover BBQ is definitely the most trivially countered aura perk. You hop in a locker on hook and count down a few seconds. If you're vs a billy, wesker blight or huntress then it's safe to assume they have it and you should do it anyway.

  • @bleep275 said:

    Junpscare so I run full aura on my ghostface (super op and fun). At most I have one person in the lobby with distortion and it effects nothing. Even when I run sniper builds with just bbq it doesn’t effect me much. Just don’t rely on aura reading, it’s just a fun commodity

    You're running one of the edge cases where distortion won't do anything. For standard terror radius killers it counters aura reading completely. There is no dependency. I would like to have the option to run an aura perk or two.

  • We have no idea what it even entails. DND could be anything at all.

  • @Clee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714986#Comment_3714986

    Its a BS design, there is noway around it. No one should be given free aura reveals. Do you think keys being a free wall hack against killers is fair?

    I get your thoughts about the word "free" but that is just semantics, I am sure you understand what I am saying.

    Yes, because the survivor spent BP on that item and is forgoing a medkit or toolbox. That's not free.

    To be clear I don't actually run aura perks. Like at all. You know why? Whenever I get an itch to try it like alien instinct on onryo or lethal and lav mic on dredge, I load into lobbies where half my perks are just dead. It feels really bad and makes those perks feel pointless, so I just switch back to my more reliable load outs. That sucks. It's bad for the game. Perk variety is good.

  • @SignedUp4PTBFeedback said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715106#Comment_3715106

    Killer proxy camps the hook, survivor comes to rescue, gets hit in the unhook animation, killer hits the unhooked survivor, unhooked survivor took a "protection" hit and DS deactivates.
    The bodyblocking issue could be solved if the survivor simply loses collision during their basekit endurance period, survivor could get a bigger speed boost in return in case killer decides to clip inside this survivor until their endurance runs out.

    This is a wildly uncreative way to handle a problem that does not exist. Sometimes it's advantageous for a survivor to body block. Sometimes a killer is backed into a corner and needs to get someone out of the game. It's all about player agency and the more you remove the more you dumb the game down and make it less interesting. Decisions cease to be decisions and it just becomes an unengaging flowchart funneling you down options that have been decided for you. It's bad for the game.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715245#Comment_3715245

    Ehhhh. That depends on which one we're looking at, surely.

    Like, Pain Res, Deadlock, and Grim Embrace are gonna be fine, those nerfs are almost imperceptible. Pop is gonna suffer, but that's pretty much the only one that isn't still going to be top tier.

    In this game small numbers matter a great deal. Every second counts. Deja Vu only adds 6% gen speed and is pretty good. 5% off pain res is huge. 10% off pop is crippling. All this stuff is way bigger than you're giving it credit for. There's no guarantee you get your 4 pain res procs or grim embrace tokens regardless.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3715243#Comment_3715243

    This presumes that killers DO have only one viable option to slow down the game, when the options we're talking about - slowdown perks - aren't even being taken away, let alone the other options that aren't being changed at all.

    You're absolutely right. They're not being taken away. Merely neutered.

  • @jesterkind said:

    I've never quite liked the whole "nerfing these very strong options will just incentivise camping and tunnelling" argument.

    It doesn't leave any room for the nuance that comes with basekit slowdown and proper macro play. You already don't really need slowdown perks unless you're playing at the absolute highest level the main queue can offer you, and if you are there, you don't need four ultra strong slowdown perks all stacked together.

    If it does lead to camping and tunnelling more, though, we can always just address those things as well, it's not like they aren't problems. Gen defence really should be de-emphasised as much as possible, any fallout that comes from that can be dealt with as it arises.

    They do lead to more tunneling and camping. When killers only have one viable option to slow down the game, they're going to take it. When you limit other slowdown like the hemorrhage/mangled nerf or good chase perks like stbfl you're tacitly steering people into forcing a 3v1 scenario because that's the only thing that works. When you make defending generators untenable they're gonna defend hooks.

    Do people already do this stuff? Sure. But making it the only viable option is only going to make it more prevalent. Personally I hate that feeling of three gens popping in the first chase and realizing that my only choice is to get this survivor out of the game if I wanna have a chance to win. I want to chase other people and see the stuff they do.

  • @Clee said:

    Most unfun???

    Someone hasn't been slugged, body camped, and bled out at 5 gens.

    This like, doesn't happen. I've been playing since blight released and I've never had a killer just sit over my slugged body while my team was alive. Sabo squads are however, fairly common.

  • @tyantlmumagjiaonuha said:

    I don't think distortion is a particularly strong perk, but I think it's unreasonable to nullify so many killer perks and crush options for other stealth perks.
    Moreover, since it can be reused even in the second half of the game, it becomes extremely difficult to play hide-and-seek when there are only two players left, which is one of the reasons why the game lasts longer. Depending on the killer's build, especially if both players are wearing it, you may be able to give up, turn your back on the edge of the map, and head to eat or shower in real life.

    These are my thoughts exactly. It's not op or gamebreaking or anything. It just easily nullifies an entire suite of perks and makes it difficult to justify bringing them.

  • @Clee said:

    Just remove Aura reading. Find a survivor like any decent killer does, without free wall hacks.

    They aren't free if they have activation requirements such as hooking a survivor or if they take up 1/4th of my perk slots I could just run consistent regression perks in. That's a cost.

    Every killer you can think of loses survivors during, before and after chase. Having strong options to mitigate that only helps perk diversity.

  • Yeah I dunno. Seems like sabotage is at a sweet spot where you can hit the survivor twice during the action. Even a second less and you'd hit them once, they sabo and you lose your hard fought hook state. The action is already on a knife's edge, I see no reason to tip it over.

  • That sounds like a nurse problem. Are you advocating for 5s stun on top of disabling killer powers?

  • @Aven_Fallen said:

    Considering that you could have had 4 strong Slowdown-Perks, it makes sense that they finally nerf Slowdown. IMO the better way would be to avoid stacking them in some way, but apparently they dont want to do that or are not able to do that, so they nerf the individual Perks.

    What 4 strong regression perks? There are only two.

  • @Devil_hit11 said:

    septic touch was not slated. Distressing, Genetic limits and This is not happening were slated. nothing changed.

    Oh. For some reason I thought it changed. I was really looking forward to the overhaul.

  • I'd prefer to make it token based for on demand aura reading and also not activate while you're hooked. Perk parity is terribly uninteresting to me.

  • I suggested a mild buff similar to this once, but your Idea is much better. You can gesture to a survivor that you rescued to leave and it'll work most of the time, but it's more fallible than most sharing the aura info.

  • It very rarely happens. Most killers also don't have the map presence to ensure every survivor stays down, on top of it not proccing any of the game stall perks.

  • I really don't want my characters constantly barking lines at one another.

  • @Blueberry said:

    I'm down for buffing a ton of survivor perks that are really bad, but gen speed perks are unhealthy for the game.

    That's like 70% of the design space for the game. There will always be perks that interact with them and even with this fast track wouldn't be meta or anything.

  • @goodfriday said:

    https://forums.bhvr.com/dead-by-daylight/discussion/413255/giving-up-why-is-there-no-surrendering-option

    Identity V actually has a surrender option for both sides when things are going south. Pitful dbd wont ever do this sadly op.

    Someday DBD will achieve parity with the anime cell phone game. We can only pray.

  • Background player didn't need the double buff. DS can stay if I have to read less tantruming about tunneling.

  • I think it should have just made one survivor scream and deactivated until the cooldown was up. Increase the cooldown some as well.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713403#Comment_3713403

    Killers suffering? Perish the thought. They're tough guys, they can take it.

    Dunno about you, but I'm very soft. It's silly to advocate for some players to be able to leave the game at will and prohibit others from doing the same.

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713276#Comment_3713276

    Well, Killers already complain about playing against a full team of DC bots. Maybe they should be given a surrender option in that case.

    And maybe, if Survivors don't want to play a 3v1 after a teammate gives up, they can surrender and end the match instead of playing (and suffering) it out.

    So killers can only forfeit if the survivors have already left, but 3/4 survivors can just dip for free if they're losing. A killer would have to play out and suffer through a hopeless map with one or two hooks at one gen left.

    The double standard is real.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713321#Comment_3713321

    I have learned more on this subject, and that is factually incorrect. After you have processed an audio singal, you can raise the volume, but you can't raise the volume of the raw audio signal without distorting the waveform. A low input volume is effectively a low resolution, so when you scale that low resolution signal you get a lower quality sound.

    https://youtu.be/A8AmURbzhDk?si=zArePdk6mpeukK4Z

    In order to fix this issue I believe BHVR would have to modify the volume of the playback audio for that sound specifically, which would have to be in the code of the game.

    As I stated, I'm not an audio engineer so I don't have the expertise to answer this question to a satisfying degree, but I know enough to know it isn't as simple as what you are saying...

    I'm not claiming to know better, cause I don't... and I'd be more than happy for someone to explain why raising an input singal and an output signal is different (if it even is...). I'd love to know why I'm wrong, because I'm still grappling with understanding a lot of these concepts myself and would be keen for someone to explain it to me in a manner I can understand.

    If you're grappling with it download an audio editing program of your choice, record yourself saying something and then lower the volume on it. You can do this yourself in five minutes. You will not experience a degradation in quality.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3713284#Comment_3713284

    I find it more amusing than anything that he didn't even take the time to read who the OP of the post was just assuming it was me for whatever ridiculous reason and now not accepting the L and apologizing xD

    No, sometimes I get anxiety about checking notifications. I can only do it sometimes, so I didn't see any replies.

    Anyway, they're right about me misquoting the wrong person. I don't particularly care as my point stands and op said it'd take time off gens.

    @Ssajbambusa it doesn't matter how "high risk" it is. People will optimize any aspect of a game so that it gets perfected if you let them. There's a reason they made gens take longer years ago and tacitly reverting that cancels out the reason they made that change to begin with. So you have to look at any changes like that on a best case scenario with the best survivors which would be a consistent -15/20s off gens.

  • I'd give him like -10/15s cooldown on his static blast. Otherwise he's alright.

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