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Ohyakno

Ohyakno

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  • @Yharwick said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707305#Comment_3707305

    yes rampant cheating and more glitches than ever before is breathless complaining. I guess all the content creators quitting the game are just complaining too nothing to see here. This is inexcusable for a nearly decade old monetized game.

    That hardly answers my question. It's just more wind. I have seen a blatant cheater twice in my time in this game and I couldn't care less what professional video game men do.

  • What survivor perks, plural?

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707331#Comment_3707331

    Oh I totally agree. The main advantage of swf is the guarantee of good teammates more than it is the coms.

    The main issues with solo queue have nothing to do with balance, it’s matchmaking and just players being bad.

    Oh ok. We're in agreement. I just get defensive because seeing someone being reasonable is vanishingly rare.

  • @Blueberry said:

    I’m down for bringing solos to swf level and then buffing killers to swf level, but as mentioned, no one ever mentions the later part. They don’t want killers brought to swf level, just survivor buffs. We can generally see balance changes following this cycle as well. We’ve had changes bringing solo closer to swf with very little to bring killers to swf.

    I generally dislike the phrasing that most swf are just friends hanging out casually. Even if that’s true, it’s extremely downplaying how much advantage just hanging out with friends casually gives. Even in casual friend play they are still getting ridiculous levels of extra information fed between each other that highly impacts the games balance. “Casual friends chilling” is not just a minor advantage.

    You can't make solos play on swf level no matter what tools you give them. Map wide bond wouldn't make nea stop urban evading around the map; people do what makes sense to them and not you.

    Like another poster wisely pointed out, comms is only part of the strength of swf. The real strength is in being able to filter out bad players. Competent solo lobbies exist and prove this.

  • You've gotta explain how killers can tunnel easier than ever before because I remember I time when you could immediately be put back on hook after being unhooked and you could be moried after getting hooked.

    Otherwise this is just breathless complaining. Nothing but wind. The update is bad but it's hardly a bellwether about the games future. It's just a bad update that needed more time in the oven, like many others.

  • Now it's merely an A tier perk instead of an S tier one. Whatever will you do?

    Also taking any opportunity to bemoan solo takes the bite out of your argument. Solo bad. Everyone gets it, we've heard it a thousand times. Just because a perk gets slightly worse doesn't mean it makes solo worse.

  • No more on demand aura blocking, please. Just make it work for burn survivors when one is getting healed.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3705265#Comment_3705265

    bad wording. your encouraged to hold a hatchet from exactly 23 meters away. that is one of tips to doing that skilled huntress achievement. People already do this with deathslinger iri-coin. it is not a good change.

    I am just slightly proposing a little bit of a buff to make it a little bit more usable outside of camping.

    Then you just unhook from the other side of the hook. She can't hit you without getting closer and it's considerably easier to juke hatchets from distance.

  • @Sarrif said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411603/mindless-nerfing

    Sloppy butcher needed nerfs as it essentially disabled tons of already weak healing perks like reactive healing or solidarity.

    And yet I still never see those perks.

  • It tacitly punishes people for playing their favorites. People who enjoy wesker would never get a bonus, for example. That's unfair. And the system only benefits survivors. You're trying to incentivize people to play weak killers that survivors like to go against. A BP bonus isn't worth getting trashed on a bad and unfamiliar killer and I think people will figure that out pretty quickly.

  • God help you if you go against artist at this loop

  • @LeFennecFox said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703309#Comment_3703309

    I'd be very careful giving strong m2 killers hemm/mangled addons nurse getting a mangled addon is criminal enough

    It's wild that nurse gets a mangled addon for just hitting a guy

  • @vBlossom_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703606#Comment_3703606

     That survivor can easily react or get behind an object.

    And what happens then? They are chased by the killer with immediate insta-down ability, sometimes some Meg without Distortion are getting down in the first 30 seconds of the match, you've said:

    No. It's not hard, it's lucky.

    It's not hard, then it's no skill. If it's lucky then it shouldn't happen in a lot of games, yet from what I've seen, survivor without Distortion is getting targeted and downed very quickly, it's just constant value, so can we even say that it is luck?

    And if it's not very hard, and early-down value from lethal could be very constant (ofc not in every match), then where it is luck?

    https://www.youtube.com/watch?v=O5wIX38_YOs

    What I'm trying to say is that nowadays getting down in DBD doesn't require much skill so perks that require hooks shouldn't be as rewarding or should have some downsides - you previously said:

    GE, Pop and Pain Res only work as a reward for the killer playing well.

    When survivors have such rewarding flat bonuses for "playing well", they got nerfed and I hope this would also happen to killer perks.

    Adrenaline? Nerfed.
    DH? Nerfed.
    Iron Will? Nerfed.
    MfT? Nerfed.
    We'll make it was nerfed before, but I think it would be also nerfed.

    Those perk required same level of skill as "playing well" on killer side.

    Dead hard is still a very good perk. I see it on 2/4 survivors lately. Adrenaline got a slap on the wrist. Iron will was way too powerful for an effect survivors didn't have to do anything for, as was mft. Killers have lost sloppy butcher(a common and reliable alternative slowdown) ultimate weapon and the mangled and Hemorrhage status effects in general.

    A better comparison would be the terrible eruption call of brine overcharge period. Huge reward for just kicking a gen. The current perks require you to do stuff to get your reward.

  • All they needed to do was make it so one survivor screams instead of it being a following scream aura. Maybe bump up the cooldown.

  • @Quizzy said:

    Listen. They heard the community's cry. Although they specifically said the buff wasn't to fix tunneling (in reality they support tunneling even if it's a playstyle btw), they know the community has been very vocal about how killers have been tunneling much more lately. It's good that it's back to 5 seconds since it can't be abused like it used to, being that conspicuous actions now disables it.

    Killers haven't been tunneling any more than they ever have. Scott jund got it on what? 5/50 games? 2/50 killer induced? That's congruent with my experience.

    There's just this negativity bias and this need to bandwagon tunneling complaints.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3703155#Comment_3703155

    That is an awful simplification of my suggestions. If I recall, most Blight players didn't like it because it was actually balanced and removed his broken stat altering add-ons.

    Some add-ons were perception based, inflicting Oblivious or Blindness; others were focused on pressure, such as inflicting Mangled, or causing Survivors to drop their items. That's fairly standard, but at least its something more tangible and provides interesting strategies rather than running 10% faster.

    Here's a super easy add-on I suggested that is infinitely more interesting than the reworked add-ons by BVHR.

    • During a Rush, the repair progress of generators can be determined by the intensity of their auras. This is very good for information.

    Part of the reason I stopped creating those kind of posts is simply because people don't like change for good, nor do they understand how to approach the balance conversations rationally and with the interests of the game's health in mind.

    I recall the post and I'm sorry, but your add-on ideas were very cookie cutter. I don't play or particularly like blight but I see creative addons as good for the game as a whole. Standardizing add-ons so every killer does the same stuff with them isn't interesting.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411377/buff-babysitter

    Give a bit more of a reason maybe, instead of just demanding stuff... Like the perk is weak and very niche, maybe some numbers buff what make it more attractive?

    The reason is that the duration is obviously too short for a recently unhooked survivor to escape. This is obvious to anyone that runs the perk.

    Moreover a demand would be "Babysitter needs buffs now!!!". This is just floating an idea. If hurts nothing.

  • Then there would be another meta. Also barely anyone would play this

  • Dead hard is not deactivated in the endgame. DS is because it puts killers in lose/lose situations.

  • Why would anyone play ranked?

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702641#Comment_3702641

    Dredges power might be highly situational, but when it lines up right it can be incredibly oppressive. I've had games when I've yo-yoed between two hooks next to lockers just downing the rescuer on repeat, burning through 6-8 hooks in about 2 minutes. Yes it's an extreme example, but it shows how effective an instant teleport right next to a survivor can be.

    If locks are meaningless in Nightfall, that removes the main counterplay survivors have, and Dredge can just choose not to break locks outside of Nightfall, bypassing it entirely. It would be like Xeno on launch with it's extremely reliable way of disabling turrets, makingbthem completely useless.

    I do think locks are a bit too much of a counter for what Dredge gets out of it's power, but that doesn't mean that counter shouldn't exist, it just needs to be less impactful.

    Without locks entirely, It could make Dredge like Singularity without the limitations of Biopods and EMPs, or like Hag without the distance limit.

    Everything can be "oppressive" when lined up right. At the end of the day it's a limited duration ability and you can tell what locker it's teleporting to. It's not equivalent to any of the killers you mentioned because pods and traps have indefinite duration. If you have two survivors hooked simultaneously you've won regardless of who you're playing.

    I don't understand how anyone argues against dredge buffs. Try it out in a ptb.

  • I agree with this. I've had some high value gens get blocked in normal gameplay. I should be allowed to defend the middle gen on Ormond or yamaoka and not get punished for running Surge.

  • @Seraphor said:

    This seems a tad much to me. I'd go with:

    During Nightfall; you break out of locked lockers 50% faster, and any survivors locking a locker during Nightfall are revealed by killer instinct.

    Besides that, the best changes to Dredge would be changes to maps to add more lockers....

    A better way to look at it is: if dredge ignored locks on lockers during it's limited time power, would that be busted? OP?

    Of course not. It'd still be a bad killer. Most of the time it's not in nightfall. This change would maybe take it to low B tier, if that.

  • @StikMC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3702475#Comment_3702475

    Ummm. In any format, if you get 12 hooks, all four survivors are dead. None of them will run out of the gate. I don’t think you considered the facts while you were ideating your sarcasm. 12 hooks means they all died anyway. So I don’t understand how you invision this scenario that is literally impossible whether my concept is adopted or not.

    Right now the game doesn't tell you that that you've won. So in your system twelve hooks is a win, but it still doesn't tell you that you've won. How is that different?

  • @caligraph said:

    both of them are fine, the problem is the recent bug that lets a survivor walk through the killer and drop the flashbang inside them.

    Recent? Survivors have always lost collision with the killer during animations.

  • Well, it'd make me slug survivors instead of two hooking and letting everyone leave. I really don't want +MMR.

  • So if you get twelve hooks you get like fireworks and streamers as the survivors run out the gate? Nobody dies? Does a big banner drop out of the sky congratulating you on your apparent victory? I don't understand how you envision this.

  • I've always thought there should be a stacking bp bonus for lasting in chase and a stacking bonus for being on hook

  • Congratulations, you've made the worst killer in the game.

  • @vol4r said:

    Dude i literally have 7.3k hours and i never got outplayed by flashbangs - that's why i can freely say skill issue.

    if you are not experienced enough then run lightborn, that's it.

    There is nothing to "outplay". You grab a survivor from a locker, they get saved. What do you do? You can't scour the map for the background player saver; they're a mile away. You could just leave the survivor in the locker and go away, but that's hardly outplaying.

  • @vol4r said:

    Counterplay is lightborn - there you have it. Either choose to play with it or without it, it's up to you.

    It all seems like skill issue to me.

    I swear some people just go trawling for stuff to say "skill issue"to.

    If a passive perk is the solution to this problem, how is skill involved? There's no counterplay except to run the perk. Where's the skill come into play?

  • You cannot punish people for playing a video game with their friends

  • @SolidRazo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/411025/can-survivors-get-some-actual-buffs

    Completely agree, with how strong killers are getting and how consistently worse maps are getting for survivors of course survivors going to go down far more easily.

    as Someone who plays both sides enjoyment on survivor side is so lack luster the only fun recent thing has been added to the game for survivor has been “champion of light” but that’s about it everything as of late has been nothing but killer buffs and survivor nerfs and for god sakes their even nerfing adrenaline which has been balanced for 8 years and is now suddenly a issue.

    Like it’s not even funny majority of survivors tools have been completely gutted and majority of perks are laughably bad. Not even asking for killer or map changes just buff survivors tools and perks as well there’s so many perks and items/add ons that are just bad and having them be useable and have a good niche that someone would want to use would make survivor enjoyable. Like imagine if maps had a longer duration and had an add on to track pallets and windows acting like a budget WoO and maybe had an add on pass to make it more usable and user friendly. Keys not being just a glorified aura reading tool, and actually worked like KEYS they could instantly open chests and maybe could rework breakable walls to act like doors that keys could open Just food for thought. If firecrackers weren’t just a 1 time use item and actually had charges and was a bloodweb item that stayed there consistently would be a nice change of pace for items. I only included items too there’s a ALOT of perks that could use buffs and just need slight tweaks to make them worth using and actually give value. I’m not saying everything on the survivor side needs buffs only the weak and incredibly niche items and perks need buffs for survivors.

    You've gotta explain what tools and perks have been gutted. You're just saying stuff. Stringing outraged words together.

  • @Rulebreaker said:

    We're assuming this gets disabled in endgame? Then we like it. Though we will point out that killers who know this will be slugging more.

    The way you post is enchanting and infuriating

  • @VomitMommy said:

    I wouldn't mind some buffs to Dredge, mainly fix locker spawns.

    But this is not "few". That's basically everything.

    That's alright. Worst case scenario it ends up what? High B tier? So what?

  • @Skillfulstone said:

    From a purely logical point of view (and with the hindsight of the PTB being a buggy near-unplayable mess with some changes not even properly working) it makes sense to focus on DS and UW since they were by far the most complained about perks (DS too weak for Survivors, UW too strong for Survivors) and putting in changes for those (killing off UW and buffing DS) would silence entire threads categories.

    I can barely remember the last time I even saw This Is Not Happening, Genetic Limits and Distressing outside of meme builds/playstyles that were hyper-specialized around their effect (Wesker or Doctor running skillcheck builds, Basement Killers that used GL to always down both the rescuer and the unhooked, injured builds etc.).

    I'm not surprised those perks got Shadow-pushed-back for later, especially when the PTB as it is now is already super buggy (it was even delayed because it was worse before BHVR released the PTB somehow) then most people would forget about the barely-used perks.

    Make barely used perks interesting. It's ridiculous that it takes them six months to change a handful of perks.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699654#Comment_3699654

    there's currently no plans to have statistics within the game itself I'm afraid.

    Maybe we could change the plans a lil bit?

  • Be great to players? What's that mean in the context of DBD? I get invective and hateful messages all the time for merely winning.

  • @Sunbreaker7 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699352#Comment_3699352

    Really? Now do I feel silly.

    However, maybe that only strenghten my point because I have been playing Knight for a good while now and only now through you telling me this did I realize this is already a feature. They should really use those splash arts for clear indication xD

    A lot of stuff in this game has more..... immersive indicators of what's going on. You have to find survivors with your eyeballs instead of them glowing, you have to listen for stuff thru walls, watch sadakos animation for when she's phasing, etc etc. It's one of the strengths of the art design in DBD imo.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698885#Comment_3698885

    Agreed. Unforeseen is an overtuned perk IMO. Feels like a perk that screws over solo queue players more than anything. Especially strong on Insta-down killers

    Everything is strong versus no good bad solo queue. That doesn't mean everything should be gutted. Most maps have clear LoS. Personally I prefer a stealth perk over a slowdown.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699400#Comment_3699400

    I never said legion power is stronger than plague, I said legion power is stronger than plague when both has same duration

    And it doesn't even matter if he can only down on the last hit, the mend time is enough to pretty much negate the time it takes to hit four survivors with legion, with whatever slowdown perks it would be literally impossible to finish gens until a survivor dies and legion stops giving deep wound to literally everyone

    even for now, never-sleep pills + mural sketch will absolutely destroy any team that can't reliably counter legion, you don't even have to think about how it goes when pills have been replaced with something like 20seconds duration no downside addon

    All you have to do to counter this is to camp a pallet. When they swing, you stun. That's it.

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3699405#Comment_3699405

    You can exploit the panalty for missing skillchecks and unhooking attempt to quickly leave the match

    ...... This is just a game mechanic. It's not kicking gens tech or vaulting tech when you do that stuff.

    In any case you cannot force people to play the game. I'd rather someone just leave instead of actively sandbagging.

  • I can only recall it happening to me twice in.....a depressing number of hours in this game.

  • She can be stunned out of her power or denied it entirely, unlike any of the other unnamed killers you're thinking of.

  • @Royval said:

    Am I the only one who hasn’t had a killer stand over hatch in a long time? Killers I play just wanna get the match over with lol

    People in this game have a very very bad problem with exaggerating a bad game into every game. Tunneled once? Happened every game today. Bled out once three months ago? Happens every other game. It's absurd.

  • Running after someone five feet away and it not being a chase makes my eyes roll out of my head

  • @goodfriday said:

    I never did run this perk as I naturally just learn pallet/window spawns overtime, even though rng sometimes can be mean and the pallet/window that you believe spawn at whatever spot is moved elsewhere like god window on clowns map switches at time. If they nerf it well it is what it is.

    Though on a fair point for those who run it killers have that tactics perk from oni, but knowing bvhr it will be nerf because hey even though there was terminus to counter the heal part of adrenaline , adrenaline is being gutted(another perk I do not use thankfully.

    Its truly sad that killers actually have perks/ adds on that is the equivalent to a survivors one to get the same results or even fully counter survivor version even though rarely a survivor perk is more able to counter the killers counter example

    windows=oni perk=both pretty much strangely is equal neither countering each other

    Calm spirit=crushes all scream perks

    Boil over=easy countered by agitation/iron grasp

    nurses=counters all heal perks easily and can eat up distortion, shadow step will be better there.

    I can go on and on but I just wanted to put a few examples lol.

    Yeah, because it's one dude versus four. The one has to trump the four because the numbers are force multiplier. That's the core of an asymmetrical title.

    Zanshin for example is nowhere near as good as Windows because killers do not lead chases. Knowing where to run to is far less important to them because they are following survivors. They aren't equivalent because again, the game is asymmetrical.

    The closest thing we have to a distortion counter is gearhead and even that is a shot in the dark. Versus a standard TR killer with one or two aura reading perks distortion is just permanent aura reading block. It's not effective versus nurses(when's the last time you even saw that perk?) is because it only blocks one person's aura.

  • @Callahan9116 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698692#Comment_3698692

    Not every perk is good for soloQ. Sometimes having coordination is good, and many of those coordination issues should be fixed with other measures like the pregame showing perks.

    Not every perk is good for solo, but that doesn't mean it has to be almost exclusively for swf. Every perk that's not good for solo at least has some utility when playing alone. This one just doesn't work.

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