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Ohyakno

Ohyakno

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Ohyakno
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  • Do you mean switching between the two, or both giving hindered?

  • New players are not new players forever. Catering the entire game to people that have been playing for five hours is untenable.

  • @RaSavage42 said:

    I mean… having up to 3 Gens start regressing (plus facing a difficult skillcheck if a Survivor(s) are on a Gen… causes a lot of pressure so 45 seconds may be to short of a cooldown

    Thrilling Tremors lasts for 16 seconds then goes on a 60 second cooldown… maybe lowering the cooldown might work increasing it's usage

    By the way does Oppression use 1 of the 8 Gen regressions???

    They regress at 100% speed. It's nothing. The skillcheck might nail you once when you aren't expecting it and never again.

    If you want to not see pop and pain res every single game you've gotta make other regression perks better. Even with a 30s cooldown it'd be a low b tier perk at best.

  • All they'd be used for is to remake god pallets. If each player can only do it once or twice that's 4/8 extra God pallets on the map which is crippling for low tier killers. If they can only be built up once or twice total then you've got a dead perk for solo players who bring it along with someone else. It doesn't work.

  • They spent money licensing some weird chat algorithm. It's doubtful they'll get rid of it.

    The strangest thing is that sometimes it'll block words on your screen, but not your opponents.

  • @D0NN1ED4RK0 said:

    it’s just background player that needs a slight toning down

    Flashbangs are somewhat fine

    Flashbangs are uncounterable. You can't look at walls because the survivor can phase through the character model during the pickup animation. It's a problem.

  • @sizzlingmario4 said:

    The healthiest version of this addon we’ve had was the original version with instadowns.

    I’m not upset it got changed considering it was powerful and Blight is an S tier killer, but it was still far more fair than infinite rushes or the current version of the addon.

    The current version might be okay if they dropped it to 2 rushes instead of 3. At the very least, there needs to be a reason to not run both of the iridescent addons to effectively only get 1 downside instead of 2 (since they have the same downside currently). But even on its own the current Iri Tag is completely overpowered and ridiculous.

    Yeah if you saw blight giving himself brain damage on a wall next to you then you knew it was iri tag and to try and bait him into a hit before last rush and predop like a madman. I didn't really mind it.

  • You want to nerf maybe one of the worst perks in the game? Absolutely fascinating.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3698162#Comment_3698162

    I wouldn’t mind 3.0 but she need tweaks for sure.
    There are way too many flaws.

    Yeah I'd put the tape return back to 2s, reduce or remove TV auras unless you're holding one, bring back passive condemned in some form and maybe remove the lock in limit. There's dozens of little changes you could do to her but it's hard when some folks only want to force condemned kills.

  • I dunno. I think sadako 3.0 is better than 1.0, but not by much. 2.0 was a disaster. She just needs further tweaks imo.

  • @RoastedGarlic said:

    whine whine whine, wesker is one of my favorite killers to go against. Wesker is absolutely fine. once his hug tech gets removed he will be one of the best killers to play against.

    You don't go against weskers every other game because he is really strong. You go against him because he is extremely fun to play as. We need more killers who are just fun to play as. His design is probably peak dbd design.

    Well he's extremely fun and extremely strong. If he just bebble bopped around and did very little he'd see less play

    1. "Tunneling" has a loose definition that varies by player and they've given basekit BT. I don't know if you remember immediately being put on the ground after being unhooked, but I do and it sucked. This is the flavor of the month complaint until enough pressure mounts for BHVR to further limit the options of killers in adverse scenarios.

    2. You don't need to unlock everything in the game. That time also varies wildly when you consider the frequent events and blood hunts that shower you with millions of BP. The "grind" is also better than it's ever been.

    3. I have no idea what you're referencing here. Bland generalizations. The survivor HUD was a huge boon, as were mangled and Hemorrhage being tacitly removed.

    4. I can only assume that you're referencing the unknown. It's got a high skill ceiling with a tricky and unwieldy projectile. Nothing wrong with that. People don't play the basic m1 killers as much because they cannot compete in the MMR environment.

    5. Hit validation. Confirmation bias. You remember the hits that you think should not have connected, but you do not know about the ones from the other perspective that missed when they should have hit.

    Overall the list of complaints is just..... uninspired. Same tepid protests that have been repeated a thousand times before with no thought to the knock-on effects they'd have on the game.

  • It shouldn't be taking you twenty seconds to find a totem. They tend to be near gens and a few maps have static totem spawns. Don't make setting up a boon your first objective, boon while travelling between gens. CoH is a great perk. I combine it with shadow step for relatively safe heals and it works very well.

  • @vol4r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697743#Comment_3697743

    So why is weak link always a target?

    Surviviors are getting punished because we got a bad teammate with MMR or we took a new player into our lobby? That's on surviviors?

    Just like any multiplayer PVP title, you're always going to be reliant on your team. Expecting the game to hamper your opposition because you may or may not have an inadequate teammate doesn't work.

  • @MaTtRoSiTy said:

    The only real change I want to see is infection should be cleared when a survivor is hooked.

    As currently Wesker can be a tunnelling machine due to survivors coming off hook already hindered by full infection. Wesker is already strong enough that he doesn't need this imo

    It should be reset to like 1% instead of the 50% like it is now. If it just went away people wouldn't really need first aid sprays.

  • Make them iri. It's nice to be able to play on a map of your own on occasion. Sometimes you get sick of corn hell.

  • @sinkra said:

    The necessity of always using kindred + exhaustion perk + WoO in solo q makes the game stale for survivors.

    You really don't have to run this stuff. Having precise info is a choice you make in exchange for other stuff.

  • @Archol123 said:

    The pallet spawns are not the issue, but you don't know which pallets got dropped by your mates when playing solo...

    Or in a group. Most groups aren't calling out every pallet they drop.

  • @MaTtRoSiTy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3696544#Comment_3696544

    Lmao… calm down champ.

    I don't care if I HAVE TO WAIT longer to not get the same killer back to back, there are more than 4 survivors in the queues at any time and putting people in matches they don't want to play is not going to create a fun match for anyone involved.

    As for Thana Legion complaints - Legion is a weak killer and I have thousands of hours as survivor and have no problem remaining injured against a weak killer like Legion. However Legion is tedious to verse with cheap/free injures and while you may enjoy playing mending simulator, I find it absolutely mind-numbing when I have this crap back to back. I am sure I am not alone in that…

    Dunno what about my post comes across as agitated. The problem is that you are not the only person affected by additional waiting time searching for a killer to meet your demands. The MMR would pass over killers that you and others have played vs recently. This makes the killers wait longer for the sake of giving you games you want. Again, you're only thinking of yourself and your gameplay experience.

    If you don't like legion so much then play as them and see what good survivors do to thwart you. If you split up intelligently then you won't mend more than a couple times per game. Nothing about their power is "free". You have to work for chain frenzy hits.

  • Killers are not set dressing for you to play with. They are actual people trying to play the game and do not deserve increased queues to tailor your experience to your preference.

    Also thana legion? Keep one person uninjured and it does nothing. If you pre run as soon as you hear the terror radius that person can even be you.

  • Everyone would turn it all the way down.

  • They said that were going to do this years ago. I could do it in an afternoon with audio editing software.

  • If you double the cooldown for most killers you make them absolutely unplayable. Doctor with double shock delay wouldn't even be a killer anymore. And there's nothing to stop people from using this offensively.

    I understand you don't like bad no good tunnelers. They are bad people and deserve to be punished, right? Untrue. You've gotta stop angling for punitive action for killers doing stuff you don't like. Try the carrot instead of the stick. Or a gun in this case.

  • Buffing clown and buffing huntress are completely different beasts.

  • One killers techs are not equivalent to half the games techs.

    I hate this tit for tat stuff. The game is asymmetrical. Things are going to be different for each side and just because one thing gets nerfed or buffed doesn't mean the other side needs something nerfed or buffed. It's backwards thinking.

  • It's peek at upcoming changes. Not peak.

  • Clown doesn't have the time to find the obsession and lose chase with them multiple times. This is just theory crafting. Clown gets spooky scary 135% haste or whatever. Then he gets 130% haste or when he hits someone. Then 125. Then 120. He's still vulnerable to predropping, camping pallet like always. Like when's the last time you even saw PWYF? I've literally only ever seen it on Myers. Why would you want to further nerf an already niche perk?

    And what do you mean 15% haste "for free"? You're using addon slots. That's not free. You'd have to forgo his best add-ons to run a bizzare niche chasing build.

  • @Yharwick said:

    So a couple things one I think clown is a pretty underrated killer and as far as m1 killers go he's probably one of the best ones so presenting him as weak I think isn't quite right.

    Next regardless of how strong Clown is in relation to Huntress which sure Huntress is much stronger it doesn't change the fact that the ammo add-ons needed to go cuz it took away any penalty for the Clown missing bottles. Regardless of strength a survivor dodging 5 bottles but still going down cuz the clown still has 3 more takes away a lot of skill expression on both sides. Not to mention if you actually need that many bottles on clown that's very concerning.

    Last are the add-ons are better than they look. So something a lot of people misunderstand about haste on killer is 10% haste for example does not make a 115% speed killer 125% speed. It's 10% of 115% which is 11.5 making the killer 126.5% speed. Now applying then to the clown the yellow bottles give you 10% haste if we add the 2% from the yellow soda bottle that's 12% making it 128.8% movement speed giving you an overall 2.3% speed increase over basekit. Purple Gin bottle is 129.95% meaning you're practically 130% leading to a roughly 3.5% speed increase and both add-ons together is 132.25% leading to a 5.75% increase.

    Basically what this means is in my mind is they're only really worth running together as together as they're letting you gain an extra 0.25M/s in chase which is added to your base power adding something like 0.415M/s in chase idk I'm too tired to math rn so I'm estimating. But regardless for add-ons that's pretty impactful especially when you can consider that's on top of also being able to slow survivors.

    If the bottles insta downed on a direct hit from 10m away that'd be "skill expression". Would it be fun? Of course not. Skill expression doesn't mean anything. It's a nonsense buzzword. If someone wants to have 10 bottles instead of actual good addons, let em.

    Your post is disingenuously mentioning all the good parts of clown without mentioning the bad parts. He can go as fast as he wants, but as long as he's countered by safe loops and predropping pallets he'll never be a consistently good killer.

  • I understand you're sideways advocating for yet another powerful basekit perk, but a faster bleed out option after being on the ground for a period of time is a far less abusable option.

  • @Novapheonix22 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691472#Comment_3691472

    I'm not saying do 1000x BP I'm just saying that making players play 30+ games to prestige a single character once is painful. And if you're trying to go for say evil incarnate you have to pump millions into the blood web for a chance of getting the addons you need to even attempt the achievement. I'm not saying there shouldn't be a grind I'm just saying the grind doesn't need to be nearly as slow as it is.

    30 games is not a lot. A million blood points is not a lot. I get several million on any given event.

  • @Seraphor said:

    Survivors may be trying to actually do things. There are many actions and challenges that are best or only done during EGC.

    You could be trying to find the hatch for your 'escape through the hatch' challenge, or trying to grab a green glyph that was only highlighted as the gates opened. But the killer abandons the game and ends it before you can.

    Cool. Let the killer leave and the survivors can run around the map for the entire egc if they want.

  • @BlightAbuser said:

    There is something you can do. PUSH. THEM. OUT.

    Yeah, let me push the two survivors at one gate out, trundle to the other gate, push the other child out, then wander around the map for several minutes trying to find the Mikaela that is hiding to be spiteful for nearly the entire duration of the egc because the killer is always a no good bad person.

    Or you could just let killers leave and simplify that entire situation. It harms nothing.

  • @Novapheonix22 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691036#Comment_3691036

    I seeI see what you're saying but at the same time you haven't explained why there needs to be a grind like this in the first place. Again I'm not saying remove the grind entirely I'm just saying why is the grind so painfully slow. But let's say that your argument did make sense that still doesn't explain why there needs to be a grind and who would suffer from that grind being lessened.

    I guess there doesn't have to be. Give everybody everything and do away with blood points. If you want them to be so plentiful they no longer have value, that's tacitly the same thing. Just cut out the middleman.

  • @fulltonon said:

    Honestly, at this point of game, game is nearly unplayable UNLESS you play on event (anniversary/blood whatever/all that), and on top of that addons are pretty much infinite for any decent players anyway too.

    It doesn't makes sense why they are so inclined to make new player experience as bad as possible really, we should have MUCH better base BP gain and stop being so ridiculous with all that bonus (1800% maximum with bonus + cake + incentive?).

    New players are not new players forever, and they do not need every perk to be effective.

  • Are the killer mains in the room with us right now?

  • By invocations do you mean the singular invocation? There's only one currently.

    It's actually an incredibly powerful effect. It's not made to be done solo is the thing people seem to be neglecting.

  • Well, now the devs can't pretend they don't know about it. Great job.

  • @SilverCrane4643 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688188#Comment_3688188

    Omg… Did you forget the Hud changes at the start? Did you forget the animations changes for survivors at the start? Did you forget that they tried to make healing 24 secs? Did you forget that they wanted to nerf both Engravins? Did you forget that they reworked Skull Merchat and still sucks? Did you forget how unfun they made Sadako to go against? Did you forget that they just changed Huntress base kit without barelly touching the add ons?????

    Whatever you like or not, the devs are not these gods that we have listen. We customers have more knowledge in some aspects then a developer that has more generic knowledge that many times is based of statitics. I'm not saying that they ignorant, ofc not, but can just stop pretend that we have to listen to every single thing that they do or say? Stop kneeling and give your OWN view without briinging what the devs have said years ago.

    Skull merchant is way better than she used to be. I never said the devs are infallible. My point is that design by committee sucks. Feedback is important but not the entire thing.

  • People can play how they want. You and me and just chill and lose most games and not be bothered. Other people can try to win at all costs. It's not a big deal.

  • I think his substandard terror radius was a big part of his identity and removing that paved the way for his downfall. Give him 24m back and see how it goes from there. From a thematic standpoint I like the 110% ms on him.

  • @JoaoVanBlizzard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688368#Comment_3688368

    I already knew that someone would come with this conversation and I already left a prepared response for it:
    It's like the "Whisper" perk for killers, it's a very good perk for finding survivors, but no one uses it because the perk doesn't give any other extra benefits, I don't see any problem with there being a perk that reveals stealth killers, even because in swf people talk about where he's going, if that were the case, they should remove the surv's ability to see the aura of other survs while they're on the hook, because swf tell others which surv the killer is going to, spine chill is a perk for solo player , swf you don't need to use it

    Oh, you know stealth killers already aren't very strong, and still insist they need a counter? That's interesting.

  • @hotbabe95 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688257#Comment_3688257

    The mangled and hemorrhage changes aren’t noticeable, either you wait 90 sec to heal or it’s the same as before.

    Gen regression perks are still super strong, especially with the increased gen repair times, GE and DMS. Hence comeback isn’t a thing.

    5 sec DS is a good first step but it won’t solve the problem of survivors killing themselves.

    I haven’t said anything about legion.

    Tunnelling - getting one survivor out of the game as fast as possible, ignoring other survivors. Yes that happens almost all my games. 90% is an estimate. So no, it’s not a “gross exaggeration”. Sound more like you’re ignoring the problem of tunnelling.


    Survivors being incredibly powerful is a gross exaggeration. Survivor sided sure, but incredibly powerful no.

    Those games have the possibility of a comeback. Dbd does not.

    The mangled hemorrhage changes made healing off hook trivial and have killed hit and run. Outside of regression and blocking there is no game stall.

    Ya you said "killers" have anti loop. Killers as a whole do not have anti loop. Some do. Many do not. Like legion.

    Gen regression perks aren't super strong. There's precisely two good ones, which are demonstrably weaker than they were in the past. Do you know which ones those are? DMS and grim also are not regression perks, by the by.

    Survivors were ridiculously powerful pre 6.10. Unbreakable DS in endgame. Dash/invincibility dead hard. Currently things are a lot more balanced. With a couple caveats I'd say the game is more balanced than it's ever been.

    I'm not buying the tunneling thing. Sorry. It's maybe 2/10 of my games that the killer hard focuses someone. I'm free tonight and live EST. If you want we can group up and test your position. I'm happy to be proven wrong.

  • @hotbabe95 said:

    Why punish survivors instead of looking at the causes for killing themselves?
    You can definitely tell if the game is lost within the first minute. Survivors don’t have any chance of comeback. Healing got massive nerfs, gen regression is meta meaning survivors have to do 7-8 gens. All maps are getting smaller with more unsafe loops and pallets. Killers having anti-loop keeping chases short, and let’s not forget tunnelling which happens in 90% of the games. If survivors can’t get at least 2 gens done during the first chase, the game is pretty much lost. It is simply not fun.

    It’s better to solve the underlying problem before punishing survivors, because let’s be real, no survivors will continue playing with this idea. They will just go afk

    Self healing got a nerf. You can still heal others at normal speed. Faster, since hemorrhage and mangled are basically gone. Gen regression has always been a killers best option. Most of those options have been nerfed severely. Pop used to be a flat 25%. Pain res used to be unlimited. Overcharge and eruption are gutted by the regression limit and surge is in a weaker place because of it. Nearly every map is still heavily survivor favored. Who is "killers"? Do you think legion has anti loop? DS is about to get it's 5s back. I also don't see tunneling in 90% of my games unless you have an incredibly loose definition of what tunneling is. Gross exaggeration.

    You can't make people play the game. They'll always find something to get upset over. Remember before 6.10? Survivors were incredibly powerful and I still had ones that gave up on hook because I baited their busted dead hard. People give up on every online PVP game when they get tilted. Walk down mid in dota/league. Jump off the map in overwatch. You're never going to have a happy all smiles experience.

  • Nerfing the perks makes them better on some killers? That's an interesting take.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688186#Comment_3688186

    Except "holding the game hostage" is just equally "taking advantage of a game mechanic" but still bannable.

    And I'm always saying if DC penalty exists remove hook suicide too.

    Behavior doesn't have an explicit option to take the game hostage anywhere. You can't push the "take the game hostage" button and not let anyone do anything. You can however, push a button to try and unhook. One is an explicit mechanic, the other is a flaw that is variable and difficult to correct.

    You can't force people to play the game. Someone forced to play isn't going to be a happy camper. They're going to spam loud noise notifications and lead the killer to other survivors with plausible deniability. It's not worth it. I'd rather play with a man down than with someone actively sabotaging me.

  • @accessoire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687858#Comment_3687858

    The Devs are not an all knowing Entity and if they are smart, they balance around the opinions of their players that actually play and pay for this game. Therefore this argument is just wrong.
    In a Feedback post, where Blight players voice that they think this is not good, it is not a valid thing to say but the devs don't like it and it should be removed.

    We are here because the devs want it removed to ask them to keep it. Yes it is a bug but not all bugs have to be fixed and it is often smarter to keep some and reimplement them in the game (read my original comment).

    No, but the devs are professional game designers, unlike your local blight enjoyer. Groups of people are frequently wrong about any given topic and sometimes experts know better regardless of popular sentiment.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688165#Comment_3688165

    Actually, intentionally throwing the game is unsportsmanlike behavior and very well reportable.

    It's just that BHVR usually don't have a way to distinct legit try and suicide, unless something in the data is so off I guess?

    It's taking advantage of a game mechanic. If they didn't want people to try and get off the hook, the feature would not exist. Your reports are on the same level as reporting someone for bagging in the exit gate or clicking a flashlight at the killer. Pointless and taking focus away from legitimate reports of cheating and hate speech.

  • This is not reportable behavior. Please stop clogging up the report queue.

  • I've seen this suggested as it's own perk and thought it was an excellent idea, especially with blood amber.

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