Onako
Onako
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- Onako
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We suffer more than anything.
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Doesn’t that kind of incentivise killers to go back to 3-genning maps in the first place since there is no drawback to hold those 3 until there is only one left to complete?
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@Novapheonix22 said:
I started a thread about the blood Point grind feeling really slow for no reason. My suggestions were to up the base blood points for both roles to about $200 to 300% what they are now, add an offering grinder so that way you can turn offerings that you will realistically never use into blood points rather than just having them sit in your inventory for 18 million years and consume your blood points in the blood web when you didn't want them in the first place, and the final suggestion and the one that I really hope they do the most out of these three is when you purchase a character whether it be a killer or Survivor immediately from the get-go their perks start appearing at level one in everybody's blood web.
Once you get them to prestige one you have the benefit of having their perks unlocked at level one for all characters immediately but when they're below proced one you should be able to find their perks in blood webs at level one. That stops people from having to sit there and grind blood points into a killer they don't like to unlock perks from that killer for one that they do like and I just use killer as an example because perks on killer are a lot more difficult since every killer can use different perks more effectively but the same would be true for survivors you'd be able to purchase a character and immediately just pump blood points into the character that you actually like playing and wham bam thank you ma'am you have all the perks.
Exactly what I am thinking: why are perks that I basically paid for locked behind a grind to even use them? I never understood why they weren't available in the bloodweb right away after they changed the prestige system.
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@sizzlingmario4 said:
If you reduce the regression event limit to something lower than 8 I think it would start to affect normal games too often especially when using certain perks that contribute towards the total. It wouldn't just primarily affect 3-gen situations anymore.
I agree with this.
I think it is less an issue of the amount of gen kicks overall and more of an issue of bad map design. Maps got smaller to help M1 killers while completely ignoring how oppressive high mobility killers can get with how close the generators spawn together these days.
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I don’t think bloodpoints are easily obtained like you say for killer gods sake it’s 4v1.
To me personally it feels easier, I should've stated that so my bad. I just spoke from personal experience from calculating the average bloodpoint amount after X games and also occasionally playing killer myself.
2 changes I would make to survivor bp gain
Gain 25% of bp
from teammate actions, since survivors as a team they should all get
some reward for the actions of others, if a gen gives 1250 points then
the survivor who was being chased gets 312, conversely if that chase
ends and the chased survivor got 2k boldness bp then the survivor who
was on the gen gets 500 boldness bp survivor is a team role, giving a
bit of extra bp for the actions of teammates means that its more likely
to get better rounded bp in all categorys, if you get chased the entire
match you get 10k boldness but no bp for the gens done while in chase
and teammates get no chase bp. Its an easy way to make survivors feel
more like a team even if everyone doesn't get a chance to fill every
role that matchBuff generator bp, survival bp, good skillcheck
bp, and healing bp, every gen should give 3k bp for working on it and 1k
for completing it. Good skillchecks across the board should give 150 bp
and great skillchecks should give 300bp in their categories, heals
should give 1.5k bp for a full heal action, self healing should give 1k
bp, and mending should give 1k bp, and escaping should give 8k bp to
make it easier to max the categoryI like these ideas. It for sure would feel more rewarding for the person that loops the killer nonstop and is tied to it since he physically can't even do anything else. If it's a killer that just can't let go of them it currently feels more like a punishment for that survivor than anything.
Rewarding teamwork for BPs
Rewarding daring acts better
Pallet stuns and escaping chases should be the most bold BP rewards or
completing gens in the terror radius.Wouldn't disagree with a readjustment of the bloodpoint distribution either. It's like I stated, I waste 90 seconds on a gen and get 1.250 points flat while getting more for just booning a totem for 14 seconds. The math is not mathing here.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700201#Comment_3700201
Survivors have two seconds chances and even has keys, I don't think fixing those extremely survivor sided mechanics will be considered "handheld" in any way
I don’t see how this correlates to what I said but okay?
Literally what do second chance perks do anymore when there are only two survivors left? You can only use them once per chase anyways and I highly doubt the other survivor is able to do 3+ gens by himself during that time.
Also keys? They literally do nothing at all when there are two survivors left, the hatch doesn’t even spawn?
I was more thinking about giving them bonus blood points for repairing or something so they at least get SOMETHING out of trying to continue.
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To be honest, I do the hide and seek too occasionally. But it depends on the situation.
If the killer played fair then I will play normally and it’s all fair game. But if he’s playing scummy and wastes my time, I don’t see why I am not allowed to waste the killer’s time too. Unlike me he will get more than enough blood points with his playstyle while literally doing the bare minimum. And with two survivors and 2-4 generators left there is no way to turn it around anymore anyways.
While it isn’t a nice way to play, instead of suggesting things to make the game even more handheld for killers with revealing the auras of the remaining survivors, how about we think a bit over the edge of the plate and maybe give the remaining two survivors an incentive to keep on trying instead of hiding. Because with how the game works as it does right now they just don’t have any reason to.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3700019#Comment_3700019
That's impossible, you can't make individual players good no matter how you try
Literally making Kindred base kit would help out solo queues so much already while being useless for SWF since they get the information that perk has over voice chat anyways. Just a thought
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I play solo queue mostly. And the experience has been more than horrible lately. It never has been good but especially the last few patches are just a joke.
The few games I play currently, I usually just face killers that run broken perk combinations that absolutely wreck solo queue lobbies or they just tunnel/slug players at 5 gens. Just to see those killers qq’ing on the forums later that the survivors are too strong and need more nerfs.
Meanwhile I have to waste 2 perk slots for kindred and bond just to not be a sandbag to my team. And still, it’s mostly going south quick anyways because you have to rely on 3 random people that HAVE to be on the same page as you which is basically impossible.
While I agree with others that SWF is fine, they are still only a small fraction of the game. The big majority is still solo queue players and being treated like we are just doesn’t really give an incentive to play the game in the first place. Long story short plz fix solo queue gameplay BHVR
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@Commander_Nefarious said:
survivors just complain about tunneling and slugging and camping and noed but dont realize its difficult to play killer. managing time, perks, choosing chases. its only 1 person vs 4.
survivors have each other to rely on but the killer is all alone, and have to be ur own ally
I’m sorry to say this, but it just sounds like another killer’s MMR being way higher than their actual skill level.
Killer is for sure stressful, but in no way harder than a survivor, especially in SoloQ. Killers have a tendency to just bloat up their MMR by using scummy tactics like tunneling out survivors at 5 gens or just use perk combinations that are just way too broken in low MMR and SoloQ to do anything against it. And when they at some point hit the brick wall of the SWF squads who play this game competitively they act shocked that they can’t get anything done. And those are the majority in this forum crying out for survivor nerfs. Like be for real…
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There are a few maps where hook spawns need to be a little adjusted or dead zones need to be looked at. Dead Dawg Saloon comes to my mind with this one main building variant where the back room on the second floor only has one exit.
But other than that, the hooks already spawn so close together nowadays. You can eaisly make it to 1-3 different hooks if one is broken depending on the map. I don't see why it would have to be removed.
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It's a fun feature but I wouldn't want to see it in solo queue games to be quite honest. Those are already hard and miserable enough as they are and I wouldn't really want to see 2 people getting extra lucky and spawning with No Mither into the game.
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I think it comes down to the drawbacks that Judith's Tombstone has compared to the Tombstone Piece, them being 200% increased Evil that is needed for Tier 3 and the -9% movement speed once Tier 3 is reached. The Tombstone Piece basically just doesn't have that and instead you just go back right to Tier 2 after getting the Mori on a survivor.
Tho I remember a time where players would pair Judith's Tombstone with Tuft of Hair for infinite Tier 3 evil within and basically the ability to Mori every player just like that... NOT fun to play against that xD
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Yeah not really a fan of this event. Killers getting insta pallet breaks and being rewarded for playing bad with the exposed thing really isn't fun.
On the other hand survivors are getting... a 2 second bamboozle and pallets ordered on Wish. Slay...
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It's funny to me how some people say that Midwich isn't killer sided. The two exit gates being in a literal line with no obstacles inbetween is already the biggest joke of this map.
Besides that, I know some killers have a harder time than others but at the same time you have enough killers that literally counter the ONLY obstacle this map has to offer being its split level. Nurse can ignore it completely, Dredge and Sadako can just teleport between the floors which is just obnoxious, Demogorgon has an easy time traversing between both levels if nobody closes his portals. Pair this with a high mobility killer like Wesker who can cut you off in the tight corridors or a huntress that will have an easy time throwing hatchets at you down the empty corridor because they are so god damn long and there is like nothing to hide behind.
It doesn't help either that this map only has one decent loop which has a breakable wall next to it. It's just way too small for what it is. And half of the rooms don't even have a pallet or a LoS breaker and thus are completely worthless.
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It's honestly a nightmare to get BP as a survivor. Doing an entire generator alone literally only awards 1,25k without the skillchecks. Also I've experienced scenarios where one survivor would loop the killer for 5 gens just to leave the game with like 14k points for all the effort (might be more now because of the BP cap change but it's still kind of a joke).
I'm really taking the anniversary event for granted as a survivor rn.
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If it is a SWF thing or a seperate game mode, sure. But please for the love of the entity do NOT bring it into solo queue. That experience is miserable enough already.
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I think they said in a Dev Update when they removed the bonus BP from BBQ + Chili and WGLF that they don't want to force players to equip certain perks just for the incentive of bonus BP. Hence they also lowered the blood web prices. But honestly, the grind remained the same.
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I can understand if they want to nerf sources that makes gens pop faster. But they also yet have to address 3gens which Prove was like the only answer for.
Also how the hell are survivors supposed to get blood points now. Getting 1,25k for a generator you do alone plus the random factor of skill checks is kinda a joke considering the point cap for the category is 10k. I saw somebody else breaking it down that you'd have to complete 7 gens and one exit gate to fill up these 10k now.
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Smash Hit made me scratch my head ever since it was released, just like any other of Yun-Jins Perks (honestly love the girl but what the hell are these perks...).
It's already hard enough to get this perk working at all since most killers these days just plain up respect pallets, unless they are like REALLY h*rny for you. And even IF you hit them with a pallet, in 99% they won't let you go anyways afterwards because they get pissed easily so what's that exhaustion time going to change? And all that on top of the fact that pallets can be destroyed until the perk is dead because there simply aren't any left.
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I think the hate the Knight receives is mostly just to the bad gameplay design on BHVRs end. As a survivor I just find it really boring to play against him because the only 2 things I can do is either doing gens or getting into a chase. His power makes him really oppressive, especially when the game goes into a 3 gen situation (which BHVR seems to like lately for whatever reason) so holding M1 on a generator is not an option anymore at some point. His power also makes it way too easy to force the survivor out of a loop and basically just keep on holding W and pray for the best, you will go down eventually anyways because both the guards and knight will catch up to you. That's just not really engaging gameplay to me because he either holds the game hostage or has an easy time downing survivors because of his power.
... also I am horrible at looping killers already anyways, so him forcing me out of one to have an even easier down is kinda frustrating for me xD
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Mh I think an undetectable boon would be kinda pointless on him considering how much noise he makes when coming out of a locker, especially when it was locked.
A speed boost could be a thing but I feel like it might be kinda unfair on certain maps that are rather small and cramped together (looking at you, Midwich).