PetTheDoggo
PetTheDoggo
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Lol, no…
Also it would be so easy to ignore. You can use discord in browser, teamspeak is still a thing etc.
You also have many people using Discord without actually playing SWF. -
Yeah, you would think main part of health patch would be bug fixes, not creating more of them…
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Finished all challenges…
Right now kinda refuse to go back until they fix Oni, who was my main killer. -
It was possible even before this patch, but kinda hard to time unless you had map/key/clairvoyance.
Not sure how difficult it is now, but really don't mind, if it got easier to do… -
@Nomade said:
being not fun to play against for survivors is a sign that the killer is powerful and good at doing their job. Wear it like a badge of honor.
Not really, Billy is powerful and he is one of my most favorite killers to play against.
I personally enjoy playing against Blight, Wesker and even Nurse (unless wall hack build).
Skully was one of most hated killers in DBD, but she wasn't really that strong in reality… -
Well, someone has to create that 60% kill rate…
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Sooo, will killers got to ban survivor perks and if you have it in your loadout, then you won't match with them?
Because there are definetly perks that counter specific killers.
It's definetly good way how to completely screw queue times. So nope -
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3924137#Comment_3924137
The devs have said publicly and repeatedly that the direction of game balance has been a target of a 60% kill rate overall. Which means that survivors should be escaping roughly 40% of the time.
They've also said that this target 60% number is for "the feel of the game". I've also never seen a game work to be more competitive over time, while also saying that your choice of which team you play has a massive impact on your expected match outcome. We have had (and currently have) killers who win twice as many matches as the survivors they face, which happens at around the 67% kill rate mark.
So, they took the game from a roughly 50% kill rate around patch 6.1.0 three years ago, and intentionally made changes to the game to increase the kill rate. That's literally "making the game easier for killers".
Here's a post from literally a couple weeks ago where they give stats showing that their goals are being met:
So, they took the game from a roughly 50% kill rate around patch 6.1.0 three years ago
I have played during that time it wasn't really fun imo. I especially didn't enjoy 8 minutes+ queue times on survivors (I play only during evenings EU), which was an issue needed to be fixed imo.
Main thing to understand is kill rate is not same as win rate. If you have killers who has at least 1 kill in majority of their loses, then their kill rate is going to quite high with way lower win rate.
In reality 50% win rate equal is going to be 56-58% kill rate depends how killer perform on their loses. -
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923840#Comment_3923840
It was never my intent to be condescending to be honest, I get people wanting to play really strong Killers to win more.
I just think the vast majority of players, especially long term ones, no longer cares about winning that hard, so they can make M1s stay perfectly viable. Because they are viable.
Yes, Trapper, Ghostface, Pig, etc. and weaker tier Killers are fine, viable choices that can generally win more than lose in a given round… if played correctly. Therefore, there really isn't a need to just ONLY play the upper tiers and nobody else if you know the game well enough and like weaker Killers' styles, as long as you don't mind the occasional loss that would have happened anyway. Sometimes this game is simply unfair.vast majority of players, especially long term ones, no longer cares about winning that hard
I would really want to see average playtime of currently playing survivors. In DBD many long term players regularly go on breaks, so they might not be majority of players overall.
I would say the mindset I have talked about is mostly for players like 500-2000h playtime, where they got some skill and simply want it to affect results of their games.If you play to win, then it can be very stressful as a killer and let's be honest, lower tier killers are even more stressful for that, if you want to win your games. Simply because your options are limited and chance for comeback when all gens are finished are low without high mobility.
Part of the issue I would say is what many players do (I assume), when it happens that you lose and winning side let's say tried to make it worse for you (bleeding out, waiting in exit gate etc), then next game players tend to go simply tryhard more, so it won't repeat and it's unlikely to stop with just one game.
It's not a good thing to do for sure, because it's not really fault of next players, but it happens a lot. -
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3923002#Comment_3923002
So basically M1s are still viable and the only reason to ever play Blight or Nurse is if you really hate losing EVER EVER EVER that hard and can't stand a bad game now and again. Makes sense, rings true to my experience anyway.
I feel like if you don't ever wanna lose, and don't want to make the game harder for yourself, then just go play Mario Party with bots?Well, we have this on both sides. There are plenty of survivors refusing to play soloQ exactly for this reason.
Why bother wasting my time and hoping match making will give me someone decent, when I can simply play SWF with people who know at least basics of the game?It's basically same mindset as people who decide to play only high tier killers.
It's not about never losing. I have lost games with Blight and didn't really mind that, because that simply means there is room to improve for me.
Same for SWF, whenever we managed to lose, it was because we made a mistake, not because we never had chance to win.
With weaker killers and soloQ, you will have games where you lose and you couldn't do anything about it and only thing you can do is accept that and go into the game expecting this outcome.
At least last year or so I play plenty of soloQ and many weaker killers, because I simply don't care anymore. That doesn't mean I can't understand the mind set of people who choose to play mostly SWF/strong killers, because I did it before. No need to be condescending about that. -
@EliskaMM said:
I second this.. and I would also suggest either NO AUTOREDEEM on completed quests and rift lvls, or make it TOOGE ON/OFF… I like to collect BPs when I need them.. Although I know the BP cap was raised, I sit at 4.8 Mil and I want to have enough for anniversary items, but now, with autoredeem, I can't keep them when I need them.
I will definetly miss the guy always trying to show the best way to save BP from the tome…
It would be nice, if you could choose to not redeem rewards, but not like those rewards are relevant at the moment. -
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922990#Comment_3922990
I can answer because I have been trying to learn Oni on controller.
Bad. It feels bad. I had a better time with the old version. :(Let's hope they fix it in next hotfix, because I would really want to play my main…
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It could be a decent perk, but it should be like 4, or at least 3 seconds duration imo. Right now you basically have to use Eyes of Belmont with it.
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I am so glad I am not even interested in buying current rift. Let's hope they are going to fix this, because it seems as massive fail to me.
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I definetly want that to be optional, so it won't screw my challenges, but it should be this result instead of current abandon.
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BP rewards for daily should be like 10x and rest 2x
Rift fragments at least double, if not more.
Someone managed to screw such a simple thing… -
I am glad they didn't force 90 degrees limit and I think 180 should definetly be a thing and good even console can do it.
But it's definetly an issue 90 degrees flick is harder than 180 right now. I don't think this should be difficult to fix, just keep limit and lower sensitivity, no?
They better fix it before 2v8… Also dash charge cancel bug needs to be fixed -
Well, nerfs to STBFL, Sloppy and overall slowdown perks definetly did not help giving players reason to bother with M1 killers.
Right now you have survivors playing with Duty of Care, which is going to hurt M1 killers most, so it's simply better to play killer who doesn't care about it like Blight.
With M1 killers you can still win majority of your games, but once in while you will have a game, where loss will simply feel outside of your control and that just feels bad.
You don't have that with Blight/Nurse etc., if you lose with Blight, you will always find some mistake on your gameplay, which can be fixed with practice. -
Yeah, I have no idea how could they screw something so simple.
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@scorpio said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922443#Comment_3922443
Yes but the way they describe it is "unlimited range" or something don't they? so it seems they are setting a range of motion somewhere.
Edit: They said "turn rate limit" my bad. Unlimited is too sensitive, I have no idea where my flicks are gonna land anymore.I wonder how it feels like for controllers, which are most likely the main reason for this change.
M&K simply don't need it even close being this sensitive, but controllers were unlikely to manage with original sensitivity. I doubt they need it this much tho. -
They better fix Oni before 2v8 then…
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@NarkoTri1er said:
quite likely a hot take in this community, but if they didn't touch him at all with Kaneki PTB, we wouldn't have any of these problems.
I literally knew it's gonna take such a time to even attempt bringing him back to feel like he was before the very first time they touched him to limit flicks to 90°
I wouldn't play him at all, if he was limited to 90°. That's just boring for both parties imo and I am glad they didn't try to keep that.
Doesn't change the fact he is broken in bad sense for him right now, but it's just not a difficult thing to fix… I have no idea how can they struggle on something like this. -
@scorpia said:
Yeah unlimited range is way too much. If you turn your DPI down to compensate then when you’re just walking around the map normally you can barely turn at all, but if you leave it up so you can actually look around when playing the game then you flick out of control. I honestly preferred the nerfed version from last patch compared to this version because at least it was mostly consistent. Why are the only options super limited turning or insane unlimited turning???
Range is fine, sensitivity is an issue…
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Yeah, from 100 to 0 really fast… I think this will be Rift I am not going to buy in like a year or so.
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To be honest, I expected values to be simply placeholders on PTB…
This is just sad, before it was something that actually made me do/play something specific. This is not even worth opening it and checking what am I supposed to do. Yet alone get out of my way trying to do it. -
@lord_of_dogs said:
Survivors are just crybabies. Get better. The only changes ghoul needs is his range back to 16m and a nerf to enraged vault speed.
not that I disagree, but sounds as an interesting topic.
Tell me what to do against Ghoul, when it is just the case of "Get better".
Seems like you consider yourself good enough, so you should know what to do. -
It's often possible to make Nemesis miss with correct prediction and crouching is still a thing…
He definetly doesn't need a nerf, his early game is weak, so it should be at least decent.
Also big deal is his power is stopped when stunned unlike PH, so nemesis often need to respect pallet a lot, which gives you lot of room for greeding. -
@I_CAME said:
Yes. It's ludicrous that he's still as strong as he is when you consider some of the things that have been nerfed over the years.
70% kill rate against the top 10% of survivors. We know it's even higher since Behavior conveniently doesn't count games where someone disconnects. I would imagine Blight is on the higher end of this given how quickly he can create hopeless situations for the survivors.
Every Blight you run into in normal matches runs builds that wouldn't even be allowed in comp against the best survivors in the world.
2000 game winstreak that Momo did with him shows what he is capable of in the hands of a skilled player. Find me any other competitive game where a 2000 game winstreak would be considered acceptable.
He is also killing killer variety because there isn't much reason to play anything else while this overtuned monstrosity exists in the game.
Just saying, but if we want to consider results of comp players in public games valid, then we should also consider comp SWF results valid.
In reality neither are standards. Not saying he shouldn't get small nerf, just that this is not really good argument in my opinion.
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919755#Comment_3919755
honestly if I were to nerf him I would do these simple changes
- Breaking a pallet takes away 1 rush token. So like Ghoul you can’t just instantly dash
- Reduce the speed of rush from 230% to 200% OR make Blight 110% by default
- Slightly increase the cooldown when missing and when he injects himself
I would be fine with pallet breaking nerf and maybe small fatigue nerf, but speed would be very bad nerf for him.
I bet Chucky mains can confirm such change is simply terrible for how killer is being played.I really don't think his rush speed is an issue after hug tech removal. Maybe simply rework speed addons, or at least one of them, but just don't touch basekit speed.
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I hope Oni will get a chance in 2v8, that would be fun for sure, but doubt it. He would be slightly broken there…
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919302#Comment_3919302
The body blocking mid loop is the one thing that gives this killer a high skill ceilling, you want to remove skill expression from a already easy to pick up and play killer?
He would still be able to do it even if he always slide. You just wouldn't simply turn around, leap directly in front of survivor and press button to cancel it. That's really not difficult, any PC player can flick their camera and press a button.
If he always slided, then he would still be able to get same result on many loops, you would simply need to know where to leap exactly to slide in front of survivor, which is definetly more difficult as it should be.If skill ceilling gets removed just because player can't press a button to get desired result, then it wasn't really that high skill ceilling in first place.
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I would say it's better than last version, but drones are passively simply information thing, no?
So why is exactly need for this:Stealth Drone scan lines are now visible
It will simply never detect survivor outside of chase. Is it doing more than just few seconds reveal on radar?
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I have no idea why the want to push global detection so much, when it just sounds so useless…
Also showing drone lasers make drones simply irrelevant.
To be honest, I am not sure which version is worse. Hard to tell, they clearly struggle here. So far I think we are going to see another Twins rework situation. -
@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3919036#Comment_3919036
Being able to cancel your power is the whole point. It's why the character's skill cap is so high and it's what gives him the ability to dynamically adjust his positioning. Your suggestion is equivalent to forcing Blight to sprint at the maximum possible range every time before he's allowed to bounce.
It is actually,
genuinely,
not even kidding,
the worst suggestion I have ever heard anyone make for this killer so far. The survivor already makes distance if they double back, the cancel is just there for precision. You can't completely stop mid air so doubling back is valid counterplay, plus you are slowed while recovering.
The survivor already makes distance if they double back
Not really, cancel during dash basically make you ignore whole sliding animation. So you end next to the survivor…
There is simply not much skill involved right now, because it is easy.Yay, you pressed button so you can stop, where you wanted to be. So much skill there…
If you would managed to get where you want at end of this slide and bodyblock, then that takes some skill.
Right now I would actually say Kaneki is similar to Blight, but hugtech version tho. No need to have good bump logic, just look down and you get a hit.@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918872#Comment_3918872
There are a lot of smaller loops where you body Block with your second leap by canceling before you slide, if you always slide you will go past what youre trying to body Block.
Yeah, that's kinda the point…
Sorry, but his power is all about having free first hit and you also want it to be antiloop which can be used even on short loops? While he also counter hold W and has one of best mobility…
With his vault, mobility and short fatigue he would work even without ability to injure survivors with his power.
Either his first hit needs to be more difficult, or his downing needs to be more difficult. Right now I would say both is easy... -
Yeah, that's really not something I want. I have stopped using that perk for a good reason.
It's simply boring for me. I didn't need to think at all about the game, just run after yellow…
This is buff overall for survivors, which I don't think is needed. SoloQ needs a buff, not SWF. I would much rather see survivor aura reading from kindred, because that perk makes soloQ so much better and it's not that good for full SWF. -
@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918011#Comment_3918011
His entire skill ceiling is in using the power intelligently to bodyblock survivors and cut them off during/between loops. Your suggestion would ruin what makes the killer.
The community just has a lot of growing pains with adapting to a killer that brings a totally new spin on the concept of anti-loop. Just give it time. The killer's fine after their latest changes, he doesn't need any more nerfs.
How exactly would my change ruin it?
He would still be able to bodyblock by sliding in front of survivor to block pallet / window. That would be possible.
Only thing different would be, you can't simply cancel your power if survivor tries to double back. -
Congrats, getting close too.
I am currently prestige 90 on Jeff, but I am planning to finnish it during anniversary for cakes… -
I usually use it only with Devour hope, because that's the hex worth protecting.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/443973/one-new-general-perk-for-either-side
wait maybe i'm misreading. by the unhook detection range are you talking about the anti camp meter? and also so you're saying for every time you self unhook your hook stage bar pauses?
So how I understand it:
Survivors usually have 70 seconds per stage. This perk would increase detection range of anticamp feature and whenever you get 10% progress (20,30,40 etc) it would basically add 4 seconds to time you can stay on hook. -
@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918011#Comment_3918011
Yeah no. His skill ceilling comes from body blocking with your power mid loop which is already very hard to do, your change would make this almost impossible to do/ make his power useless in a lot of loops that are now blockable.
From what I know body blocking with his power can be done mostly with sliding in front of survivor, which would still be possible.
Only thing you would not be able to do is use an easy way and just cancel next to a survivor.
If you want him to have easy time with downing survivors using his power, then you would also need to nerf his first hit instead. -
I don't really like them.
As survivor they are usually super easy, or hell to finish. They can be 10 meters next to a station, or in some building top floor.
As killer you simply can't stop it and main issue is progressed blood gen is kinda useless information, because that survivor can be anywhere. -
Yeah, I simply refuse to even think this is not a troll post.
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Kidnap tech should definetly not be a thing and I don't really see reason why his vault should ever be faster than Wesker's vault. I am fine if it can be used on god pallets, but the fact he can use it effectively even on short loops is just ridiculous.
You can kinda counter his vault, if he got there by using leap, because you can easily tell when he canceled his power and drop pallet on reaction before he can swing.Issue is he can also easily use first leap, when you drop the pallet, if he ran to it…
I still think and it would make him way more enjoyable to play against, if he wasn't able to cancel his slide. I am not even sure, if it is intended or a bug… -
That would be definetly welcome option that at least streamers need.
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@SpecopsKapkan said:
So you can AFK as killer and then abandon? Sounds like a good idea.
So killer is AFK while watching the game? So he knows when to abandon…
If killer is AFK from start, they are most likely not even watching the game at that point, so doubt that would really be a thing.
What could happen is killer lost 3 gens (more likely to happen), then simply could choose to wait that last gen and abandon.
This would probably be used most on like Hag, or Trapper… I think this would be very rare thing to happen. -
I really hope it's going to be better than last prestige reward we got (ugly portrait cover). That annoyed me enough to stop playing for almost a year. They simply lied about what it is going to be on stream.
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@Stibfa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917401#Comment_3917401
Making him always slide would hinder his anti loop skill expression i dont think thats a good idea, the counterplay is making ghoul break the pallet which will be a lot more consistent when they nerf his enrage vault
Making him always slide would hinder his anti loop skill expression i dont think thats a good idea
Quite the opposite, there is little to no skill expression now.
Ghoul is something considered to be fine with free hit, because he is supposed to be difficult to down survivor, which now is simply not true.If he would alway slide, ghoul would have to know where to leap so he is going to slide next to survivor, instead of just pressing button right next to them.
Then it would be something impressive if he managed to slide in front of you and block a pallet, right now it's just too easy.
Also he never slides on his last leap, so you can use that if you want to simply get behind survivor anyway in exactly same way if you would cancel now. You just can't use it on first leap…
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My issue is how easy it is for him to get next to survivor.
Just use it on something behind a survivor:- if survivor run → slide
- if survivor double back → cancel
Just make him always slide, especially because it's really funny to see him slide past you. Then he suddenly has valid counterplay in chase.
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Would be cool if prestige simply unlocked the border and number is same, but you can choose which border you want to use for it.
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That wouldn't be smart from devs.
You want new people getting to DBD (I wouldn't recommend it) and punishing players for bringing their friends wouldn't be smart.
There is also not really need for it imo.