PogbertChamperson
PogbertChamperson
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- PogbertChamperson
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@MarbleThrone said:
The better question is, why would anyone ever run those perks together? Finesse doesn't work when injured.
I was running them with self care and for the people. It was a joke loadout. I only bring this up for if ever chaos shuffle comes back and some poor sap gets these perks and cannot vault.
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@Nomade said:
I am, at this point, allmost totally convinced that anyone who complains about being slugged for the 4k is not an experienced player thinking rationally. Any expierienced player knows that overwhelmingly the biggest reason killers slug for the 4k is hatch. Its. Not. Personal. Its the way the game was designed.
it's not a matter of being personal or not. It's boring. The slugged survivor should be allowed to abandon in this situation. Killer and the standing survivor can play for hatch but laying on the ground while that all happens is just not fun.
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Ran into a houndmaster just now who was using the bug. Hope this gets killswitched either today or monday.
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I wish they showed us what the new scratch marks looked like on a map where they were harder to see. Coldwind can be obnoxious to track scratch marks on.
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No.
Meme add-ons DO belong in this game. If you don't want to run them that is fine, but other players enjoy the added challenge or the 'meme' factor. -
Chase the survivors out. When you start hitting them in the gates they have to leave or else they risk getting sacrificed. The match will end faster and you get some extra blood points for injuring/starting chase.
If you are truly that upset upon seeing other players t-bagging it might be time to take a breather from the game and come back when you start to feel the tilt dissipate. -
@ShanoaLegendaryPlz said:
The initial idea behind him sending players to cages was simply like the anniversary event's ability to quickly hook someone and move on. I have no idea why they never added the cages as a form of hook with the same defences, or counting as unhooking or hooking players. But mostly it was for a quick way to avoid flashlight saves and wiggling out etc. I dont think they ever intended it to be used entirely as a tunnel mechanic, perhaps like victor its hard to code in changes to the cages themselves as a power.
Not working with unhook perks is intended. It was def a noteworthy part of his power since his release. DS was way better then. As long as the killer cannot use Pop Goes The Weasel and other hook perks with cages then it's fine that survivors don't get perks too.
I'm just advocating for something to protect the survivor when they are initially uncaged so they can try and play the game for a bit.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758337#Comment_3758337
This game isn't exclusively played by good survivors/survivors in a VC. You can't design things with only that in mind.
You can't balance around bad play.
This isn't a harsh nerf. The killer can still continue to tunnel the uncaged survivor off hook. The survivor is only given a chance to move first. Basekit endurance was added to hooks so players could have some agency before getting hit. Many survivors play solo and this mostly helps them and even then not that significantly. Getting caged will still deny a bunch of perks.
The bad play will still be a bad play. The 'rescuer' loses a health state and the survivor coming out of cage is deep wounded. -
@Devil_hit11 said:
strength of pyramid head is being able to farm out hook stages with cages. Deleting that would remove his entire identity as a killer. Facecamping/proxy camping cages doesn't work vs good players because they can ignore cages, let person completely die and finish all gens.
On average, i see cages more as the ability to chase same survivor twice. survivor can chain loops if they are close enough each other to avoid being tormented. I don't consider pyramid head good because he has no ways to force torment. He also loses torment when survivors unhook caged survivors. His add-on are really bad.
The only add-on that do anything are his manquin foot add-on(add-on to increase trail duration) and range add-on's. He needs more add-on variety. Maybe manquin foot should be base-kit alongside that other yellow add-on.
pyramid identity = hit survivors out of cage before they can act? I'm not sure if this is what you are trying to say.
Pyramid head can still chase the survivor who gets uncaged without worry of perks such as DS/OTR. He just wouldn't be able to down them before they have a chance to move, so one could chase the same survivor twice with little consequence.
P-head staying near the cage doesn't have to be good for it to be unhealthy/frustrating.
This game isn't exclusively played by good survivors/survivors in a VC. You can't design things with only that in mind. -
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757252#Comment_3757252
I don't think you have a good grasp of what a direct counter does in the context of an asymmetrical title. When a survivor directly counters a killer it is more impactful because each survivor has the opportunity to do that. They have a force multiplier the killer does not. It's not my opinion, it's basic game design. So yes, soft counters for survivors on the killer are much better than hard ones. I can't think of any other way to walk you through it. You either accept reality or choose fiction.
This stuff isn't "counterplay" because there's no play involved. It's a thing that gives you immunity to another thing. You're not dodging hatchets or earning your reward. You just have to equip it.
Finally a hell of a lot of people who play this game profess to hate it. Those people should definitely take a break for a while. Your statements as a whole make it seem like you're not enjoying it. You call playing survivor hopeless and miserable. Do you play survivor? If so, why are you engaging with something hopeless and miserable? It doesn't sound like you're having fun.
I don't agree with this statement!
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3757251#Comment_3757251
I don't understand what kind of players you are, newer players don't even know the power of items, medium players can't get the full value of items, and veteran players can win the game with items but never rely on it
I don't agree with this statement!
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@appleas said:
What's there to feel? I don't lose my ability to play the game when I lose my unused medkit from Franklins, I'll just heal with a teammate. OP makes it sound like losing an item equates to a lost game.
Losing an item pretty much loses you the game, yes.
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Losing an item pretty much loses you the game, yes.
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I am 1000% serious. Also after more consideration i think the killer should not be able to pick their power/add-ons up. Maybe even disable the ability to basic attack for 120 seconds?
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@Dreigonix said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756420#Comment_3756420
You would never catch a killer player doing this. Not even a killer main, just anyone who played ANY killer.
I don't agree with this statement!
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@Skitten56 said:
100% BHVR should NEVER do this. Taking add-ons away from a killer is no where near the equivalent of survivors losing items.
I don't agree with this statement!
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sure, but the killer loadout should be locked in as well
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Distortion is a scourge on solo q. Yes rat teammates will rat regardless, but they become easier for killers to find if they can't hide with it. Token recharge needs to require participation in the match. Chase time would be nice.
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My biggest gripe is if you offer a white/black ward to protect your items/addons you will still lose them if you get this error. Rip my 5th year flashlight )':
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Resurgence and solidarity would work better if they functioned like current BNP. Instead of giving you 50% progress they should make your next heal require 8 charges instead of 16. This way the perk isn't made nearly useless against sloppy butcher and other hemorrhage perks/addons.
Sloppy is arguably the best/most widely useful base game perk for killer. It's common to see in a lot of your trials, so having rejoltence can be frustrating when you lose a massive chunk of your heal progress during the unhook process. -
@Devil_hit11 said:
they nerfed the perk to not show totems.
yes, but the issue here is they didn't update the description on the CSS. Game is literally unplayable.
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if i could see my teammates perks in lobby I'd never play with another distortion user. They just hide. This change should help with that.
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it shouldn't remove the hook, but it should change a scourge hook to a regular hook.
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They left in the interaction with flashlights and nemesis' zombies intentionally even though they claimed they wanted items to not affect killer powers. They were not consistent in their implementation of those flashlight changes. Honestly the flashlight interactions should have been addressed on a case by case basis. Some of them were fine and others were not.
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Can confirm that this has been a bug for a long time (before the 7th anniversary). The wind-up animation of the whip and its audio will just not play from the survivor perspective yet the killer has their tentacle primed and can hit you with it. You do not even see the killer go through the tentacle swing animation.
I have no idea what causes this but it happens often enough to be incredibly frustrating. -
It could be that you are getting mass reported by the player you are referring to with multiple accounts and you are getting auto-banned. I'm not even sure if that's a system DBD would even use, and to be honest I doubt that is the case. Manual reviews after someone gets flagged is what is likely happening and they might just deem you to be griefing. Without context/video evidence no one on the forums can truly know.
Moderators/BHVR employees would be the only ones to give you a reliable answer. If you had provided us with the mentioned screen recordings then maybe we could come to an informed conclusion -
This is not a bug.
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Was the survivor reassured at all? The perk reassurance can cause the prompt to disappear indefinitely on second hook stage sometimes (It's not consistent, but can happen as of the last mid-chapter).
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Zombie quantity could change with map size, but more than 2 on small indoor maps would be incredibly frustrating. Big outdoor maps like Ormond could have an extra zombie or 2 (total 4). Though after Knights release I've been more anxious of introducing AI entities to trials. Getting chased by the killer player and an AI minion simultaneously can become incredibly frustrating.
His add ons would be a good place to make changes and I think introducing more add ons similar to the serotonin injector would be the way to go. The zombie gambit is already a scoring event and aside from building up your own mutation there aren't many ways to take advantage of it. That's where you could have his add ons revolve around instead of simply giving him power charge/cool-down reduction add ons. -
Just bring it back to like 4 or 4.5% per injured survivor without the 'bonus' when all survivors are injured. They buffed it to 22% at the same time they increased gen times by ten seconds which is why it got nerfed to where it is now. It's near useless if even 1 person is healthy.
Worth pointing out that this is one of the few slowdown perks that isn't attached to a DLC character, so buffing it would help newer players who have yet to acquire any DLC content. -
same, Im at exactly 2 million right now when i had a bit over 100k before logging off yesterday.
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accidental anti-slugging mechanic lmao
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why not have it work like overcharge? It could start at 100% regression and it goes to 200% over 30 seconds. 200% ruin was honestly fine after they nerfed undying, but before they released pain resonance and pentimento. Maybe as a means of future-proofing the perk you could have gens that are affected by hex: ruin unaffected by other regression events? For example you couldn't apply surge or pain resonance to a gen while hex: ruin is still up.
Though I don't really want to buff other regression perks or add new good ones until they add a measure that diminishes the returns of regression when stacked. Idk if they'd ever add an exhaustion type status for killer that could help with stacking regression perks. It would allow bhvr to make new good regression perks and buff weaker ones since they wouldn't have to worry about it being used in conjunction with other regression perks. -
Another game where this happened. I was the nea and was using loadout 3. The game was on dead dawg.
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I had this happen again, but this time I was playing as Leon on midwich. I used an escape cake, and was using the 1st loadout slot.
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@MrPenguin said:
This would just end up buffing the already problematic FTP + BU into FTP + BU + MFT.
No thank you.
You can already be put into deep wound with FTP/Buckle UP to trigger the perk. This would allow you to run it with FTP alone (worth mentioning that FTP does NOT trigger endurance from MFT).
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PC user.
I have seen this issue only when I am hooked in the basement. both times I have been hooked in basement since the update I had the issue.
DX11 btw. idk how to upload log file. -
This is a more minor issue revolving around input binding but it's only an issue with this killer. I use scroll wheel down for vaulting and dropping pallets. The only issue that comes with this is when versing the twins and jumping into a locker to force victor to grab the locker. Normally the bind for locker is space bar on keyboard and i imagine that was what this has been tested with but there is a major issue using scroll wheel for this specific interaction. You cannot hold the scroll wheel down so you have to spam scroll wheel down which is similar to mashing space. This breaks you out of the locker MUCH slower. This is the only killer power interaction where you have to hold the vault/drop pallet bind. I would like the option to have a secondary key for certain actions or if they change that killer interaction to also use M1 like other killer power interactions.
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My only real problem when versing the twins is that Charlotte can recall victor immediately after hitting a healthy survivor. If she finds you then deploys victor she can hit you, recall, send victor right back out. Holding victor hostage was a problem, but I think even a 5-10 second window where she can't recall would feel better to verse without drastically bringing down her power level.
edit: I guess it is 10 seconds before recall atm. It feels pretty quick considering how easy it is to hit someone with victor.
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I'm not so sure the grade system is something we should revisit, but I agree that the current matchmaking system isn't fun. My theory as to why that is has more to do with BHVR defining what a 'win' is. Prior to SBMM's implementation there wasn't a defined win condition. You could kill all 4 survivors quickly, but not progress your rank since you didn't get many total hooks and the match was too short. You could escape through the exit gate, but not progress your rank since you either avoided being chased, ignored altruism, or didn't spend a lot of time on gens. What was considered a win was up in the air and could vary from player to player. If I earned 20k+ BP I was okay with calling that a win. It's hard to do that now since we know that our MMR is determined solely off of survival and the community has put so much emphasis on kill rates and win streaks. Finding a casual match is significantly more difficult now than it was when I started to get really into this game back in 2019.
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@tubalcane said:
Survivors standing at the edge of the exit, to flicker, bag, or taunt the killer should cause it to close then for even better reasons than these.
The original post mentions that at the very end.
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@tparadise said:
The reason why killers camp hatch is because survivors will not even bother seeking hatch they will just camp the exit gates until the killer closes the hatch for a free escape. So it's another one of those situations where both players are having a standoff, both wasting each other's time, and seeing who will give up first. Implementing a mechanic like this would basically be punishing killers for an issue caused by both sides.
It's not really a free escape to choose to play the exit gate. It's dependent on exit gate spawns. The game is essentially over at this point anyway with the killer having three other survivors dead. It's not really punishing them. It prevents the game from being prolonged unnecessarily.
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i think they should instead soften the pain of being left on the ground. Let there be an option to just bleed out faster. Hold down the space and you'd bleed to death in 1 minute instead of 4. having to wait on the floor for upwards of three minutes while the killer 'humps' me shouldn't be in the game.
Bleeding out faster could potentially be used to try and get out of the game faster, but survivors can already do that on hook. The game could/should just auto conclude once everyone is downed, so there is no chance to bm.
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The main building is the only real gripe I have with this map.
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3-gen pit. Hourglass shaped maps have offensive gen spawns. Made worse when there are connecting jungle gyms in the middle of the map. You stay on one side of the map as killer and it's pretty stinky.
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The main building has three configurations. One of which can have two strong chaining windows. If that particular set up was gone I'd like the map more.
Don't move Maurice please (he is a beacon of hope in the entities realm).
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The houses are strong yet the middle of the map is so open. If you had a jungle gym or two in the street made up of some cars that would be neat. The houses could lose a window or two on the lower floors. The current window setups at the houses make running basic-attack-only killers rather trivial. The locker spawns are a bit lackluster. Maybe if some lockers could spawn on the outside of the houses? Playing huntress and trickster can be painful when you run out of ammo in the street and have to run inside a house. Head on plays would also be nice to have when running outside of the houses too.
I do like how much darker the new lampkin lane is compared to the previous iteration. Removing the great fence of Haddonfield was also nice (yet i somehow miss it).
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Somehow when I'm running the killer I always seem to stumble on my teammates who are running distortion+calm spirit.
Unrelated, I think bond is a really cool perk when playing solo :D
(seriously though immersed teammates who refuse to advance the objectives deserve wet socks).
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Biggest issue with the map is that the gen spawns can allow for easy top hold three gens. i know three genning has been addressed with the new regression event system, but the gens should spawn further apart. Either main building has 3-4 gens around it and you stay on that half, or shack has more gens and you stay on that half.
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The nemesis thing is a bit different. Otzdarva's 50 win streak video has an animation at the start that explains the hitbox and how it works at windows. I'd recommend watching it.

