PuddleOfBludd
PuddleOfBludd
About
- Username
- PuddleOfBludd
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Or … hear me out.
You bypass all of that reworking which would only buff SWF (none of whom would need to run any of the aforementioned perks that you want to have base kit ) and just add communications to the game for SoloQ. Boom, on par with SWF without buffing SWF.
-
Oh not to mention getting the penalty when other players DC you. And yes that’s a thing. I’ve had it done to me before. Though that is more of a hacker problem, and I haven’t run into it often.
-
The DC penalty doesn’t affect me… usually. I’m on call most of the time and if I do need to disconnect from a match by the time I’m finished completing the task that I had to disconnect for I can play when I come back.
The only time that I have issue with it is when it happens not from something that I’ve done. I’ve had the game itself, not my Internet disconnect me and still impose the penalty. Like I’m actively trying to play the game and something happens that disconnects me and I get penalized for it. Happens with my friends as well. Sometimes we all get the disconnect from host message and there is no penalty but sometimes it only affects one or two of us and then we do get the penalty even though it’s not our fault that we were disconnected. That is where I have a problem with it. Otherwise it’s not a problem.
-
What exactly is your point? You do realize that you also get access to iridescent add-ons, right?
Are you suggesting that only one person be allowed to use them in a match? That’s ridiculous.
-
@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793641#Comment_3793641
Because the optimal play is boring for everyone involved. The slug is bored sitting sitting on the ground doing nothing, the other survivors are bored sitting on gens, and the killer is, i would imagine, bored standing around waiting in vain for anything to happen. I certainly hate to imagine someone who gets enjoyment out of standing around in the game, interacting with nobody, wasting their own and everyone else's time, forcing people to only engage in a quarter or less of the mechanics of the game they paid for, and not choosing instead to do literally anything else.
Also "it's not against the rules" is always a terrible argument for anything.
You paid for a game. What you did not pay for is the ability to dictate to other people how they play it. Slugging is a strategy, it doesn’t matter if it’s one that you like. The same way that flashlight, sabo build to prevent hooks is a strategy whether or not the killer likes it.
And from my experience, most of the time that I run into killers that are slugging, it’s because my teammates are running exactly that build. If not, it’s likely the game or games the killer had before the one that I joined likely had that happening.
-
@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793164#Comment_3793164
The problem is, everyone I have ever seen who supports WoO in its current state almost always also wants it basekit. Or some form of extra Survivor info basekit. The problem is, Survs are as he Devs said before never intended to have that much information basekit, it's designed to all be tradeoffs for running a perk in one of your four slots, or running an item such as a map or key. The rest is intended to be made up by teamwork and your own skill. So in other words, Survivor is supposed to be kinda hard, and all the decisions in the game thus far have basically made it that way. Survivors are simply not intended to have as much as Killers have, and not intended to have anything tilted in their favor except for numbers and perk/item synergy. That's why SWF is seen as stronger, especially with comms and especially if the players are good.
Oh, I completely understand this. I just wanted it to be clear that I was never suggesting that windows of opportunity be base kit because I do not believe that it should. I was just pointing out that the complaints about it are unfounded as it is meant to be a tool used with a perk slot. That’s all.
-
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793391#Comment_3793391
For some reason, reading your post gives me an image of an elderly Trapper in a lawn chair yelling for the survivors to get off his lawn.
You didn't respond to any of the actual arguments or points by the way except for a disingenous attempt to paint tunnelling as comparable to spreading hooks which is completely false.
I am very clearly stated that you cannot “mechanic out” play style without creating a mechanic that gives a MAJOR advantage to survivors. There was nothing disingenuous about it. You know exactly what I said and you also very clearly want to have your hand held through every aspect of the game. Nobody wants to take accountability for why we have such a problem with tunneling. Maybe it’s because survivors have had their hands held in every other aspect of the game. This entire thread is “people are playing in a way that I don’t like so create a mechanic to force them to play how I want them to play.” That’s exactly what you’re saying. You can use all of the statistics and all of the wording that you want to try and make it sound .
First it was “We made poor choices with what generators we popped, and now we can’t finish them all do something.”
Next it was “Slowdown perks actually slow us down do something!”Now it’s “The killer is killing me instead of letting all four survivors stay in game to pop gens do something.”
It’s unreal. And so long as you have that mindset, things like this will constantly happen, no matter what they do with the game, because unless you are literally allowed to work on generators with no interruption from the killer whatsoever, you will not be happy.
-
@TheSubstitute said:
That could be one of the reasons it went up. It still doesn't change that a mechanic that unfairly advantages one side needs to be examined and corrected. Take, for example, the games where Otz had people play against Skull Merchant in the Erupting Call of Overbrine era and they couldn't break the 3 gen. It was an unfair advantage and got corrected. Another example was pre 6.1 DH for distance that unfairly elevated escape rates.
If my experience holds true to BHVR's playtesters then tunnelling is the same sort of situation and it provides an unfair advantage that needs to be corrected. Then BHVR can balance if needed. Based off of my experience I don't know if any changes would be needed as the escape rate was overall 44% in the games without tunnelling. It doesn't appear that tunnelling is needed and that it's more people say that because they want a win rate that is significantly greater than that of their opponents (which is the definition of an unbalanced game) and that's why they defend tunnelling.
The problem here is that tunneling is not a mechanic. It is a play style. The only way to “correct” it would be to create a mechanic that doesn’t allow it to happen. This in itself would become a problem because it guarantees that four survivors stay on the map. So trying to correct a play style would give an unfair advantage to survivors by means of mechanics.
I really don’t understand people here.
Survivor main goals - fix generators and escape.
Killers main goals- prevent generator repair and kill survivors.Complaining survivors that don’t like that the killer was able to slow down generators or stop them when survivors made bad choices effectively got rid of one of the killer’s main goals.
And now you’re upset that they are focusing on the other goal, because the first one has been nerfed into the ground?
I give up with these people. Let’s just remove all the killers altogether and let’s just have a generator repair simulator. That’s pretty much what these people want.
-
@For_The_People said:
I’ve seen some of the comments and on one hand I can if understand when someone says they will check a profile of a survivor and dodge if it is looks or reads unsavoury.
But if the same option isn’t available to do for killers it is a little unfair is it not?
I think maybe options for going into profiles pre-game should probably go the way of hiding prestige in pre-game for all. I mean, it could be a console player who is super toxic but you’ll never know as they don’t have a clickable profile. So ultimately it’s the same.
I think we should just play without being able to dodge. If MMR mismatch related issues are causing a lot of problems and this contributes to it, then it should just be disabled in pre-game in my opinion.
Removing the ability to leave the lobby before the game starts is impossible. It is not impossible to do, but it is also going to create a lot of problems.
Example: I just loaded up a lobby, set up my loadout, oops! Doorbell, it’s my parents who were in town and dropped by for a visit. Not gonna be able to play.
Or in my particular case, I am effectively on-call most of the time. When that happens, I have to respond. So as with any video game, until the match actually starts, you have the ability to leave without penalty and that should never be changed.
Any online multiplayer game that you play has a lobby that you fill before the game starts. People can choose to stay in that lobby or leave the lobby in literally every single online multiplayer game. Why do people here feel so entitled?
Just like this is pretty much the only game that punishes people for disconnecting at all. Outside of the normal you just don’t get any experience.
The people who push the most for this are the ones that are just unhappy that they can’t be toxic. If the devs are foolish enough to EVER consider forcing people to stay in a LOADING lobby, they are effectively just going to kill the game because people will stop playing. Nobody wants the toxic player base to be catered to.
-
Based on endings [[[[[SPOILER ALERT]]]]]]
Do not scroll if you don’t want spoilers!
-
-
-
-
-
-
-
-
-
But with seeing the people that I saved in the game showing up at the campfire, makes me believe that they definitely will be survivors in the game at some point.
-
As I have stated, previously the only way to bring SoloQ to par with SWF is comms. No amount of changes to perks or maps or anything else will fix it. SWF strength is comms, The perks that they run and abuse are a result of that. It’s communication. You are far more likely to get four offerings of petrified oak from SWF than you ever will be against SoloQ.
Even if you did put communications in SoloQ, that would still be the case because SWFs are in a party chat and they have predetermined their build before they play. The only thing you can do for SoloQ is have an in game chat which would not take effect until the trial began.
The devs can try and Balance around perks and maps and whatever else that they want all that they like and it’s never going to change anything because coordination is an advantage that will never actually exist in SoloQ. The best that can be done is to give solo players the ability to communicate to make it at least as close as it can be.
-
I do believe in order for a survivor to actively be working with a killer they have to be actively defying the team. Someone ratting you out over a grudge or to secure their own escape is not the same.
So, unless this survivor got your entire team killed purposely, I doubt that they were working with the killer.
Not to mention that, even if this person was already dead, yes, they can see the name of the killer, but there are also another few factors that you failed to include in your accusation. Number one being that they would have to be on the same platform to be able to message the killer. For instance, I am on PlayStation and if someone is on Xbox or steam I get a little world icon. This lets me know that they are in a different platform from me, and I am unable to message them.
So, in order for your survivor to have been actively working with the killer they would have to be on the same platform firstly, and they would’ve had to been messaging them mid game after finding out that they were successfully on the same platform.
All of this is very unlikely to be the case, and as others have mentioned, you probably did something to piss off a survivor, and simply because a killer was thorough in their search you assume that you were ratted out by a person you knew you screwed and was probably unhappy.
-
@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792793#Comment_3792793
Why do you believe Survivors need that much information on where to loop basekit?
I never said they need it basekit. I was pointing out the killers get a lot of information early as basekit. Survivors need to use a perk. Not anywhere was I suggesting that it should be made basekit.
-
@Valimure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792818#Comment_3792818
Maybe we can agree on an earlier comment about lowering their rarity then, or otherwise not consuming them when no map offering is actually brought?
I do agree with you that I seem to see some maps far too often. I'm guessing that's because those older maps each have several variations, whereas stuff like Nostromo or Toba Landing only have the one version each. Maybe they could also work on balancing that out some more.
I don't quite think the book / movie analogy works for this particular situation, though. This is more of a "hey instead of being forced to eat anchovy pizza all the time because that's what this one person likes, what if we all say one type we don't want and then get something we can all agree on?"
I definitely agree that you should not lose the offering if there was no map played.
But I also think that maps should work correctly as the indication is, that offerings are consumed UNLESS they conflict with another offering. So I feel that if two maps are played, only the one that gets selected should be consumed.
It is equally as frustrating when I’ve been playing the same four maps for hours and finally get an offering for a map I haven’t played on in days and oh look … one of the random survivors played coldwind farm … and then that gets selected and I lose my map offering anyway.
I get losing it to the ward, but come on!
I think the rarity is based on the fact that it’s an offering against maps which are green. Though I do agree that because there are far more map offerings to be claimed that at the very least the sacrificial ward should come more frequently. -
@Valimure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792779#Comment_3792779
Sorry, I kind of figured the point of a "feedback and suggestions" forum to be for... Y'know, feedback and suggestions. You're welcome to disagree and give actual rebuttals but just saying "because you don't like something you think it needs to go" kind of defeats the entire purpose of this forum, y'know?
According to one of the previous commenters apparently this is a pretty common thread anyway, so doesn't sound like I'm the only one who thinks they could use a rework.
Back to the discussion at hand... Survivors only need one person out of four to bring a map offering, so it's much easier for one side to control the game. Map offerings are also more prevalent in high elos, and it's a problem how much they can skew things when survivors are already pretty strong at that level of play. This suggestion is an attempt to mitigate that, still give players some semblance of control over what maps they play, and do away with a lot of the negativity and toxicity that stems from one side bringing the other to a map that benefits them.
There are several maps as both survivor and killer, respectively, that I absolutely despise.
Do I like it when someone brings me there? No.
But again, that is what the sacrificial ward exists for.
And here is the reason why reworking or removing map offerings is a terrible idea:
The RNG for maps does not actually promote or provide significant map diversity. I have stated this several times that 90% of the time that I play a map offering it is because I’ve seen the same three or four maps repeatedly over the course of a gameplay session. Yes, they might be different iterations, but it’s the same aesthetic regardless. Seeing coldwind farm, autohaven, Macmillan’s and red forest becomes boring.
2v8 only exasperated this.
Feedback and suggestions are fine. It’s when you ‘suggest’ that something be taken away from everyone because you don’t like it, that it becomes a problem, especially when something already exists as a solution to the issue that you are having.
You might not like a certain book or a certain movie. That does not mean it needs to be taken away from everyone else that does enjoy it simply because you don’t like it. The solution here is to not read the book or not watch the movie.
In this case, the solution is to use the sacrificial ward, or if you’re that bothered, just DC on loading screen.
-
@GonnaBlameTheMovies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792636#Comment_3792636
I am not sure that would work.
I think WoO should only work on Windows and another perk should be made that only works on Pallets. After all it's called Windows of Opportunity, not Pallets of Opportunity, and seeing every single possible vault spot is just a touch too strong. Plus it promotes a bad, unfun, "run to yellow" playstyle that doesn't do anything but act as a crutch for weak Loopers, so they never actually learn the game, so they become totally crippled when they ever have to take WoO off.
WoO is just a poorly designed perk that does too much for free. Not even the Killer gets this much info on map resources for free, they're limited to basekit auras on hooks and gens, both resources that are in smaller amount and can be taken out more easily and quickly than a pallet. Vaults can't be taken out at all unless you use certain perks.
Yes, but that bass kit information on where the generators are gives the killer plenty of information as to where the survivors are going to be going. And they don’t need to equip a perk to have that information. WoO requires a perks slot. So, killers base kit starting the match knowing exactly where to go on the map to find survivors is fine, but survivors having to use a perk that tells them where to go when they are being chased is not fine?
-
@Valimure said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792773#Comment_3792773
Sure, and I actively use them when going up against expected SWFs…But just like I said before, there are so many rare offerings in the game the number of these that show up in the blood web is fairly limited and you're going to run out quickly.
It goes the same way for Maps. So instead of suggesting changing something because you as an individual, don’t like it, why don’t you try just working with what already exists to help you?
Why is there a mentality that “because I don’t like something it must go.” ?
Use sacrificial ward. If you run out of them, that is a personal problem, the game does not need to be changed around you.
-
@Valimure said:
Map Offerings in their current state are just frustrating for whichever side doesn't get their way. Either survivors bring a killer to a map that greatly favors them, or a killer brings survivors to a map that works for their own abilities.
Instead of map offerings forcing that map to be selected, what if map offerings instead *prevented* players from being sent to that map?
It gives both sides some semblance of control over maps they're tired of seeing or that they feel favor the other side too much, but still retains some aspect of randomness to the map selection process.
This would also help Behaviour track which maps people are blocking the most often to determine which maps are A) the most disliked by each side and how they can be tweaked and B) which maps need to be reworked entirely.
You do realize that sacrificial ward is a thing, right?
-
I will just leave this here.
@PuddleOfBludd said:
Seriously with just a few days back on the forms I have to ask and I’m talking to both sides here. Are we done ruining the game yet?
Every thread is nerf this perk, nerf that perk, killer is too strong, survivors are too strong.
It seems as though every time a member of these forums has a bad game or a few bad games that it must be the fault of the game and the perks being used and they are too strong. Nobody takes accountability.
I understand that we are somewhat competitive by nature. But if you really have to change a game so drastically to account for what amounts to personal skill issues, that’s ridiculous.
I am by no means some top-tier survivor or killer. I am sure that I fall somewhere in the middle like most everyone else. But I do feel that I win about as often as I should, or maybe even a little bit more than that. I just don’t understand the throwing a tantrum every time something doesn’t go the way that you expect it to. Again, this goes for both sides of the coin.
Video games have been around long enough and even before online multiplayer, there were arcade games and there were multiplayer couch games. We should know by now that you do not win all of the time, but in modern gaming it seems to be the expectation that if you are not winning nearly 100% of the time that there is something wrong with the game and not with the player.
Everyone seems to have this mentality that if things don’t go how they believe that they should at all times that it is a mechanic issue or a design flaw. This is main character syndrome to the maximum as everyone seems to believe in their own mind that they are the greatest player in history and if they don’t win against everyone, it’s because the game is broken.
The irony is that this is leading to a broken game. You cannot tailor any video game to individual ego. How many players does this game have? That’s a whole lot of egos to try and tailor around.
I highly suggest that people just stop the nonsense if they actually enjoy and want to play this game. Because if this does not stop, it’s going to end up like Friday the 13th. The community is literally ruining the game for themselves in this attempt to balance the game around themselves as individuals. And that was my TED talk. Have a wonderful day and please, let’s start being adults.
-
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734406#Comment_3734406
Why should the killer's fun be at the expense of the survivor's fun?
I don’t know you seem to think that the survivor’s fun should be at the expense of the killer’s.
Survivors have items and perks that can give them pretty much constant wall hacks on the killer and now you’re complaining that it’s working the other way around. It never ceases to amaze me the amount of entitlement that exists here.
-
@PreorderBonus said:
This is MOSTLY the devs' fault. BHVR should be encouraging build variety, playstyle variety, and killer variety. Instead, they're doing the exact opposite.
You want to use a hit and run playstyle (the healthiest and most fun playstyle a killer can have, for both sides)? It's literally weakened every patch and actively discouraged by the devs. You are punished as a killer for playing this way.
You want to run a more varied but still useful build? Too bad, there are only two good gen regression perks in the game. And not only did they get nerfed (alongside the other four that were useful), but BHVR also keeps ignoring the weaker ones, so you either run those or might as well not run anything at all.
You want to play a killer that isn't Blight, Billy, or Spirit? Tough luck, because if you dare to do so and face a competent team playing to win, you WILL lose. On top of that, you have to run the sweatiest builds possible on weaker killers because they simply don't work otherwise. If you try a fun, meme build, you don't even get to use it because the game is over in 8 minutes.
This is the game the devs have created and continue to foster, and what does the community do? "Huh, these toxic killer mains do nothing but tunnel!" when the actual problem is BHVR and how all they need to do to keep the community playing is grabbing a new collab (even if the gameplay from it sucks, like Dracula being weak as hell and having CHEST PERKS LOL).
Also, I firmly believe that all these "camping and tunneling" whiny posts would be completely resolved if people actually played the other side for once. I guarantee that if you spent some of your DBD time playing and learning killer, you’d better understand the real issues with this game.
The only people who understand are people that do play both sides. I am a survivor main, but I play killer enough to know why killers are doing it.
Personally, tunneling does nothing for the builds that I normally run as I won’t get value out of half of my build if I were to do that. But I can definitely see why a lot of killers do.
-
There are so many threads about this. Everyone stating that tunneling/camping is a problem but no one brings up the “why is it such a problem?”
First, when you have one chase that perhaps lasts for 60 seconds, and two gens pop simultaneously, now there’s some pressure. What is the easiest response? Get someone out of the game early so that there’s not so many people working on generators.
Tunneling accomplishes this. Camping does not.
With toolbox speed, limited regression, and the various perks that speed up gen progress, The mechanics are set up, so that tunneling is probably the only viable solution for most killers.
Think about it it’s not a hard equation. If you take one or two people out of the game early, there are less people to be popping two and three gens during the course of a chase.
Stopping chase for gen control is null and void because the game says they will complete the gen no matter what you do… unless they just aren’t in the game any longer to be able to do that.
The way the game is set up now is that the only true gen regression comes from removing those that are doing them. Tunneling becoming more prevalent is a consequence of survivor complaining which led to the changes that were made.
If we want tunneling to go back to being the few rather than the many then we need to make it viable for the majority of killers to play alternatively.
I have been tunneled in plenty of games, and I have experienced it much more in recent times than I have ever experienced it before. But I also know the cause of it. Just last night, I was with one friend and we joined SoloQ. Friend took chase, we popped three gens in less than two minutes friend gets first hook. I go make the save, killer back to hook, I bait, he ignores, goes right back after friend. I take a protection hit, does not deter him. Friend gets frustrated they’re being tunneled, takes second hook before the killer even thinks about coming after me. Other two gens pop in meantime. Now he returns to hook to camp. Random (Who never had Chase never even saw the killer never got injured, open doors and leave) I trade hooks so my friend can get out. This game went all of about 6-7 minutes.Post match: 2 brand new parts, 2 commodious toolboxes, 2 built to last. 1 prove thyself, 1 hyperfocus.
So I mean at this point, we are pretty much complaining that killers are doing something that they pretty much been forced into doing in order to have a chance.
-
The hook timer has not really affected my games and I haven’t really noticed it when I play killer. On survivor though, I have been able to stay on a generator that I was close to finishing without having to rush to help my teammate.
Though I don’t think a large base of the survivors are taking advantage of this in the same way. I’ve had many of them leaving gens and quickly unhooking in SoloQ. I think it’s probably doing what it is intended to do, and just make things worse for campers. All the extra time spent at the hook equals more generators being completed.
I don’t think it’s gonna do anything for tunneling. Put them on the hook leave them there go apply pressure elsewhere and whenever they are unhooked, the tunneler will just go right back after them. But again, I haven’t noticed the change really affecting much other than my own personal reminder that I can afford to finish the gen before unhooking.
-
The problem lies in the fact that we’ve created a situation where we’ve punished killers for playing strategically in every other aspect and the average killer is compensating for all of the handicaps by tunneling.
The mentality has been that this game should be the survivors doing gens while the killer stands by and watches them. When you read through some of the things on this forum, I truly believe there are people who absolutely believe that is exactly how the game should be. Anything that prevents them from having a cakewalk is too OP and MUST be nerfed. Okay well we’ve gotten there and this is the result.
You don’t want the killer to be able to hold a three gen when survivors don’t pop strategically? Done.
You don’t want slowdowns to hinder your gen progress? Done.
Now you don’t want the killer to chase you? Or better yet you want killers to throw games by not strategically chasing people to eliminate them from the game. Allow all four survivors to remain in the game as long as possible so that they can pop generators. When right now the only actual way to prevent generators from being popped, is to eliminate the number of people working on them.
Also, this is not geared at the OP but rather the community in general. The OP understands both ends. As do I, I find it incredibly frustrating to deal with the increased tunneling, but I know how and why we’ve arrived here. And until we are willing to stop, pretending that we as survivors didn’t create this, then I don’t see a solution in sight.
-
The worst Boone in the game currently is circle of healing. There are so many other healing perks that are superior. It used to be a really good perk but as always the complainers ruin everything. Sure in SWF in can be useful, but SoloQ? Wasted perk slot.
And don’t even get me started on lure. You have a witch … who can create boons … but then has to rely on someone else to come and heal her. Might as well have Sable wait around in the basement to for someone else to heal her with Strength in Shadows.
Just very underwhelming for the majority of players in SoloQ. As always things abused by the few SWF bullies gets nerfed into the ground for everyone else.
How I would rework it:
Boon: Circle of Healing
Press and hold the Active Ability Button on a Dull or Hex totem to Bless it and create a Boon Totem. Soft chimes ring out in a 24m radius.
All survivors benefit from the following effects when inside the Boon Totem’s radius:
- If a survivor is injured their aura is revealed to all other survivors.
A powerful spell, weaved from the fabric of the fog and transferred into the totem which grows in power.
For each unhook, altruistic healing action or protection hit taken, gain a token. (Up to a maximum of 6 per trial)
Then:
Survivors with Boon: Circle of Healing in an active perk slot benefit from the following effects while inside of the Boon Totem’s radius:
- Unlocks the Self-Care ability, allowing survivors to heal without a Med-Kit.
- Increases healing speeds by 80/90/100 when not using a Med-Kit.
- For each Self-Care healing action, spend 2 tokens.
- For each altruistic healing action, spend one token.
- When all tokens are spent, Boon: Circle of Healing deactivates.
(Tokens are shared among all Survivors with Boon: Circle of Healing in an active perk slot.)
(Tokens are shared and spent among each instance of Boon: Circle of Healing being activated.)
And that is how you give a witch a powerful perk, that cannot be abused.
Starting out it acts as nothing more than empathy, revealing the aura of injured survivors.
But as the match progresses, it grows more powerful based on altruistic actions.
It has a limited number of charges (tokens) that are shared among anyone running the park. This prevents SWFs from abusing it by running it 4 times. It won’t matter if they do because they share the tokens.
And the charges (tokens) being carried and lost over each instance of it’s reactivation prevent a never ending healing zone. It makes the perk powerful how it should be, but it also makes it to where it needs to be used wisely and not just every single time you take a hit.
ie: you’ve spent three charges by healing yourself and a teammate, The killer comes and snuffs the totem. Later on in the match, you reactivate it, you still only have three charges left.
Or let’s say you and your team have earned two tokens and spent them, you now can only earn four more.
And yes, this means that only the person/people with the perk active can spend tokens. Other than that it’s empathy .
If it wasn’t clear, by the way, once all the charges are gone, it deactivates, which means you can’t reactivate it for another set of charges. You get six, once they are gone that’s it. The perk is turned off. Six tokens per trial.
-
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790898#Comment_3790898
I'm not the person you're replying to but I am a solo queue player. I disagree when it comes to the devs being killer or survivor sided. I don't believe they're either. I think they plan the majority of their updates well in advanced, and after survivors got the HUD update they decided to focus on updating killers for a time. It's possible that once they're done making killers feel and perform a bit better, they'll come back to solo queue. They did say awhile ago their goal is to bring solo queue closer to swf. So I'm hoping that's still the case.
And you know, if/when they do come back to solo queue you'll have killer mains coming here upset calling them survivor sided. Then when they update something for killers again they'll be called killer sided lol it's like clockwork. Solo queue may be miserable right now but I'm sure it won't always be. I just hope they're listening to the right feedback (survivor feedback) when it comes to improving survivor.
The problem here is that you cannot effectively bring SoloQ close to SWF without effectively making the game survivor sided. And what I mean by this is that the biggest problems with SoloQ don’t have to do with game mechanics they have to do with individual player choices.
You have to take the following things into consideration:
1. A team that is communicating is always going to have an advantage.2. Changing game mechanics to make things easier for survivors in SoloQ will NOT change behavior. If someone is going to leave the moment the exit gates are open they are going to do so regardless
3. In order to implement ANYTHING to balance INDIVIDUAL players you have to make a single survivor equal to killer. If one survivor is on equal footing with the killer, then killers are at a 75% disadvantage in every game.
4. Buffing anything to improve SoloQ only buffs SWF even more. They will never be on the same footing through mechanics or gameplay changes.
With all of that said, I do believe the only effective way to actually bring SoloQ in line with SWF is to have a game chat option. But again that’s not guaranteed to fix anything. I have played numerous multiplayer games with a game, chat option, and again it comes down to player choices. There are people who simply will not communicate.
But if BHVR continues to try and balance gameplay mechanics when the actual issue is communication vs no communication it’s just going to become more and more UNBALANCED.Until everyone has the ability to communicate, it’s going to remain this way. I think we would very quickly start to see what changes and mechanics actually need to happen once everyone is on par with communication.
For those who choose not to communicate, they really have no place to complain at that point. -
also, are you running exhaustion perks? His first tentacle hit just infects you. It doesn’t injure you. If you’re running in exhaustion park, you should be able to make a distance to avoid a second hit.
-
@KILL3RStoney said:
with the new update that has buffed nemesis. His ability is almost impossible to counter due to how quickly he can hit you with his range attack. Pallets, windows etc are useless. Please fix this
don’t feed him his power. I’ve had several matches against nemesis since the update, and have ran him around like a fool. If you don’t feed him his power early, it’s not that much of an issue.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789397#Comment_3789397
This is obviously just my experience and my opinion, but there has been a ripple effect as a result of simplifying killer play over the years. I often get 15-20 seconds from just standing a pallet as a survivor because killers absolutely refuse to risk a stun and try to bloodlust most unsafe tiles. It's how a lot of killers play. They stack 3 or 4 slowdowns and bloodlust it in chases.
why are all of these complaining threads basically “the killer isn’t playing how I want them to play so let’s force them to play how I want them to play so that I can do what I want to do to them?” That’s absolutely ridiculous. I seriously feel like 90% of these absurd “suggestions” come from SWFs who aren’t happy when they can’t bully uninterrupted.
-
@k3ijus said:
slow down hook timer whilst the killer is within 24m, and stop it entirely if within 8m
survivors can abuse this by staying within 24 m of the hook for chase. It’s not realistic.
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790512#Comment_3790512
That's also a very poor argument. And it avoids my question entirely.
You can't equate BP offerings and player behavior with using map offerings to give your team clear advantages. Do BP gains change the outcome like map offerings can?
What is your point? Perks and add ons change outcomes should we eliminate those? Again this is about you not liking to lose. That is a personal problem. Maps are only “changing” the outcomes in your head because you’re using them as a straw man. You want to use BP offerings? Do it, but if a map is played 🤷. Otherwise use sacrificial ward.
-
So you want to promote more toxicity? This will just lead to allowing toxic survivors to farm in SoloQ. “I’ll just stay on this gen and leave them on hook. They can’t do anything about it.” Yeah, no thanks. I have already been in SoloQ games where I HAD to unhook myself because nobody was coming and I was almost to stage 2.This is a terrible suggestion.
-
@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790433#Comment_3790433
Not to interject, but I don't think sacrificial ward is a good enough excuse.
I've been on the receiving end of many survivors using offerings to get an advantage at times where I'm just trying to use BP offerings. If we wanted to bring in losing or winning, wouldn't adapting to a randomly selected map be the bigger show of skill, instead of stacking the odds in your favor regardless of which side you play?
So don’t play the match. Everyone else shouldn’t be restricted from using offerings because you don’t like them. Maybe we should eliminate BP offerings because some killers play like jerks when there’s a bunch of party streamers or anniversary cakes played. Don’t like that idea? Cool then stop complaining and use what is available to you if you don’t want to go to certain maps.
-
@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789921#Comment_3789921
No they aren't no one should bring anyone to a map.
There’s a reason sacrificial ward exists.
whenever nobody is playing a map offering, we generally get the same three or four maps repeatedly, over and over. Yes, different iterations of them but still, it gets boring seeing Coldwind Farms, Autohaven, MacMillan and Crotus Penn over and over. Map offerings are a good way to break that up.
What you’re really saying is you don’t like LOSING and you’re blaming the offerings. As I said, if you don’t want to go to someone else’s map, play the sacrificial ward. The only way that gets canceled out is if four people play the same map. Oh wait, that’s a SWF problem. Funny how it always leads back to that. -
In my experience, the only people that say this are the ones that want to bring a team of four flashlights, and get upset when they can’t use them. When I SoloQ, I cringe when my team pops in with flashlights because I know the killer is going to run those things.
-
I would have to agree that something does need to change. There is no pressure for me to get off of a generator to go unhook someone to prevent them from going to stage two. I can just finish my generator and let them sit on the hook until it’s done. I would agree that the longer timer should be tied to camping. I think the timer should be longer when the killer is near the hook.
Tunneling is actually the hardest thing to prevent. Because there are many circumstances where someone is not being tunneled it’s that the killer happens to find the same person again. It is unrealistic to suggest or expect that the killer not chase them, or go after them if that’s who they see. That’s literally the killer’s job is to kill the survivors. It’s like asking a survivor or expecting them not to go back to generator once the killer has kicked it.The problem is that even if something is implemented to prevent tunneling, whatever it is, the killer can just work around it to not get the penalty. For example: if you implement some thing that penalizes the killer for hooking the same survivor within a certain amount of time, they can just wait out the timer. After all what constitutes tunneling? Second hook within a minute of the unhook? Two minutes? Anything more than that would be absurd. Factor in that any decent survivor can probably run the killer for that long, even if they are being tunneled and boom, no penalty.
What about reducing number of gens by one if the killer starts chase with a survivor who was just unhooked? That can be abused by survivors. And if the killer is going to chase the person who unhooked them the unhooked survivor generally gets in the way to take the borrowed time hit which auto procs chase with them. Even if there was a way to work around that where they have to be chasing them for a certain number of seconds to constitute an actual chase, again, survivors can literally abuse that.
I think the only way to actually address the issues of camping and tunneling is not by penalties. I think killers need to be incentivized not to do those things. Currently with the way the game is set up, They are incentivized to tunnel someone out because it drastically helps them.
Right now, killers are not incentivized to focus on gen regression because they are limited on how much they can even do so. Because of this, their best path to victory is to reduce the number of people able to work on gens as quickly as possible. The fastest way to do that is to tunnel.
Honestly, the removal of the killers ability to consistently hold generators has created this problem. Why are we as survivors not accountable for NOT creating a three gen situation? Because the only time that gen regression was really a problem for survivors is when we 3 gen ourselves. If the gens are spaced out the killer can’t hold them indefinitely.
Personally, I would rather go back to the generators being able to be kicked however many times, as opposed to experiencing tunneling in almost every game. Tunneling is the new meta, and it will continue to be that way the more we handicap killers.
It used to be that if I played ten matches, one or two might have a tunneling killer. Now if I play ten matches, it’s MAYBE one that doesn’t have a tunneling killer. And I don’t mean that I am personally being tunneled in all of those games from start. But every game has gone that way with someone being tunneled out early, maybe even two people before the killer starts playing how they used to.
We created this. The only way to solve it is to go back to what we had before. Don’t create three gen situations and regression won’t be an issue. At least there’s work around for that, there is no REAL work around for tunneling and it’s only going to get worse. -
Honestly, if anything, I think lobby dodging is becoming more of a problem, and will be because of everything being hidden.
I’m watching people come into lobby and leave after twenty or so seconds. Whatever they’re using to discern whether or not they want to stay is definitely happening more. SoloQ teammates switched out five times in same lobby.
And if you ARE running SoloQ and happen to join lobby closely to when others do, you’re dodged by the killer two or three times before one stays. Taking away the ability to see prestige didn’t help at all. It’s making it worse because now, if the killer even THINKS you might be an SWF, they’re leaving.I’m not entirely sure why so many survivors are leaving and dodging lobbies now, but perhaps taking away the ability to see their “perceived” usefulness of teammates actually made things worse. Which I think is dumb as prestige is not an indication of skill. I’ve seen many TERRIBLE p100s and have had some random p1 run the killer for 5 gens.
The main point is that we all know that prestige is nothing more than bragging rights. Killers dodge SWF teams not prestige numbers. And I’d hazard to guess the survivors who are dodging more frequently now in SoloQ are the same SWFs who complained about killers dodging lobbies and play SoloQ when their friends aren’t around.
-
The only thing I’m seeing here is that the people who were complaining about lobby dodging, are now complaining that they can’t show off.
I personally don’t think this is gonna do anything for lobby dodging. Most people aren’t dodging because of someone’s prestige. They dodge because of SWF. You can hide whatever you want but believe me, you can tell when it’s an SWF.
The real problem isn’t being addressed, and it likely never will be. The more they try to balance the game for SoloQ, the more unbalanced it becomes when it’s an SWF.
Most killers don’t want to deal with it and so they just dodge. I am a survivor main and when I SWF we still get dodged despite the killer not being able to see prestige. They aren’t dodging a number they’re dodging a team with an advantage through comms. They already have to deal with four survivors, add in comms and full coordination the killer is in for a hard time.
These are just facts.
-
also on PS5, same issue
-
Generally my thing is, if there are multiple party streamers being played, I will just grind points with them. If I myself play party streamers, I am open to doing the same IF they take the hint.
However, if I am trying to be cool and they want to play like they are bad-asses, I shut it down real quick.
If there are no offerings being played that benefit us, I generally take a "friendly" surv as trying to troll for a win and just make it clear it ain't happening.
-
@PuddleOfBludd said:
The rank reset seems to mean nothing tbh.
My first 4 matches as both survivor and as killer were horribly off. No chance I was in my bracket on either of them. had 2 matches as both surv and killer that were WAY too easy and two that were just embarrassing. None of them felt like my place.
Just to be clear, I do mean a total of 8 matches here. 4 as survivor and 4 as killer.
-
The rank reset seems to mean nothing tbh.
My first 4 matches as both survivor and as killer were horribly off. No chance I was in my bracket on either of them. had 2 matches as both surv and killer that were WAY too easy and two that were just embarrassing. None of them felt like my place.
-
The funniest part about this is that I play survivor and killer pretty equally. I'm not a survivor main or a killer main. I see tForget that it is 4 vs 1hings from both sides and it really amuses me that people need things to be nixed in order for them to "have fun".
Like wow, imagine if Mario Brothers was completely changed because it was "too hard" for some players.
Hell, Paperboy was a HUGELY annoying game to beat until you figured it out. But imagine is because some players were bad, we just changed the whole game?
Like, this is literally what is being asked for these days. It is absolutely born of the fact that "I can't win ALL of the time, make it so I can!"
Forget that it is 4 vs 1, and don't touch MY perks that help me pop a gen faster. No no, NERF the perk that makes it ACTUALLY BALANCED and makes me actually have to play STRATEGICALLY. Wow ... just wow.
-
@Steakdabait said:
yea the perk is very problematic in my opinion too. Eruption is WAAAAAAY too black and white if you're playing against a swf vs if you're playing against duos and soloq players. Eruption is ether 10% regression or making each survivor hit by it effectively removed from the game for 25 seconds(and you still get the 10% regression lmao). Eruption when it works is probably the highest amount of slowdown from a perk in the history of the game. The perk does have downsides but the worse of the two of them are almost completely non-existent vs soloq, the other one being that you have to kick gens to set it up.
you actually completely lose the right to whine about swfs if you run this perk, It is so unbelievely brutal against the already weakest thing in the game (soloq)
So, what you're saying is ... when you have the 3 on a gen rinse and repeat system going that it doesn't allow you to coast through popping gens. Oh yes, SUCH a problem. *sarcasm*
-
@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3263241#Comment_3263241
Yeah and that's why that feature was removed.
The difference is, Trapper never had the buffs to negate that the way survivors do. So you have to actually WAIT 25 seconds instead of IMMEDIATELY negating the regression? Nope, this isn't about balance, it's about not having anything at all stop you from coasting through the game.
-
"OMG I have to wait 25 seconds to repair a gen. I can't IMMEDIATELY go back to it and negate the regression so I can teabag, something MUST be done about this! OMG!" 😩
-
Let's sum this up and be real here.
Prove Thyself, Fast Track, Resilience. Toolboxes buffed by streetwise/built to last. THESE are all designed to increase gen repair speed.
Eruption is a COUNTER to all of the ITEMS and PERKS that a SURVIVOR can play. So what is REALLY being asked for here is to have ZERO counters for YOUR buffs.
Jolt, SH:PR etc are nothing but a MINOR INCONVENIENCE to survivors running these perks and carrying green/purple toolboxes. The regression is gained back in a matter of SECONDS. If two or more survivors are on a gen, it's almost laughable at what they actually lose.
What is really being asked for is for there to be NO hinderance to you popping 4 gens in 5 minutes.
Eruption is a COUNTER to the ITEMS and gen SPEED perks and that's the problem because something actually HINDERS you.
SEVERAL things need to happen for Eruption to even activate.
- That gen must have been kicked
- The killer must chase and down a survivor
- Survivors must go back to kicked gen and be actively repairing it for the perk to have any effect
You talk about having a "counterplay" to this perk when in all actuality IT is a counterplay to toolboxes and survivor perks that allow you to pop gens in mere minutes. You're not asking for balance, you're asking to have anything that doesn't allow you to coast through a game be reduced so that it is no longer a hinderance but a MINOR inconvenience.
Instead of talking about strategies such as maybe idk NOT having 3 people on one gen with a rinse and repeat and instead pushing MULTIPLE gens as an ACTUAL counterplay, you ask for it to be nerfed so that you don't ACTUALLY have to use skill and strategy. Instead you can "LOL GIT GUD" when the perk is reduced so that it no longer at ALL hinders YOUR perks.
It is absolutely mind boggling how you think that ANYTHING that POSSIBLY could help the killer in a 4 vs 1 scenario should be completely dredged into the ground so that it doesn't stop the "I'm so gud 4 gens popped bc killer sux and we're awesome" mindset that exists here. You ######### and whine for nerfs and then act like you're God when the devs cater to the whining.
Eruption is perfectly playable against as is. You just have to form a STRATEGY. Stop asking for handouts because seriously it looks bad.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3263485#Comment_3263485
Just dont do gens lol?
What games are you playing where every generator is constantly kicked? If that were the case the killer obviously isn’t chasing anybody and therefore not downing anybody for this perk to have any effect
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3263485#Comment_3263485
Just dont do gens lol?
I don’t know what games you’re playing where every single generator is constantly kicked. This would mean that the killer isn’t chasing anybody and therefore not downing anybody to have the perk cause any type of effect
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3263350#Comment_3263350
The problem is this perk is uncounterable for soloQ, you cant just decide not to repair because you cant have a random teammate tell you when he is going to fall. And the effect of 25sec incapacitated is too strong for being uncounterable.
It is as simple as that
It is counterable. Don’t immediately go back to a generator that was just kicked if you’re worried about that perk. It is very much able to be countered in this way. What you’re really saying is it’s not easily countered to where you can just go right back to working on the same generator without any worries.