Pulsar
Pulsar
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000807#Comment_4000807
because a lot of survivor squads just throw. Part bad matchmaking, part emotions, part straight-up inefficient play. That’s why KR sits high. If you’re even a halfways stable player and your group plays cold-blooded, max-efficiency, Survivor is still the power role vs most killers on the roster.
Where's the large scale evidence?
Even at High MMR, where you have to win a bit to be at, Killer is still killing more than Survivors are escaping.
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reminds me of when the old mori system was getting removed. You used to be able to mori people after 1st hook, and there was no basskit BT. When it was announced that the mori system would be changed to being after two hooks, well, people did not like that.
As soon as it was announced, felt like everyone started using a mori and then turbo-tunneling off of first hook.
feels like the same thing here. Tunneling itself was threatened, so now tunneling increases
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000790#Comment_4000790
As Killer you’re a one-man army with a clear win-con: pressure → downs → hooks → kils —> close the match. Decisions are linear, the feedback loop is direct, and “playing correctly” feels automatically right. You do the right thing, see value instantly, done.
For Survivors it’s a coordination problem: four people, one shared win. That’s where emotions take the wheel — guilt over a trade, savior instinct, fear of salt / or emotional reactions from mates, “don’t let the mate die,” “I can’t let him hit phase 2 even if it’s efficiency-wise better.” Ego-saves, tilt after an early down. That often collides with what’s macro-optimal (e.g., accept 1-for-3, actually follow through on gen prioritization, don’t force a reset — “but he wants a heal now, the gen would be smarter, but… I’ll do it anyway”). Result: risky saves, double/triple downs, full-team wipe — and KR climbs.
Add the info gap: SoloQ has basically no reliable calls; you read body language, misjudge distances, underestimate killer positioning. In SWF, comms smooth a lot of that out, but then you get altruism bias (“we save everyone”) and those hero plays that are objectively -EV.
all of that stuff factors in. for killers it’s more “natural” to play strictly for win-con. "chase, down, hook, repeat → kill" .. survivors have other motives that come before pure escape: human emotion, team spirit, situational responsibility. KR doesn’t capture that. if a killer accounts for it and plays ruthlessly—he wins a lot, KR spikes. survivors often play human: “he’s death hook, i’m going in,” “i’ll take the hit,” “i’m not leaving him.” that’s nice—but KR doesn’t measure it. sometimes that style is efficient, often it isn’t. the win-con only says: out or dead. if the killer knows this and leans in—cuts trades, taxes saves, converts distance into dead zones, locks a 3-gen, hard tunnels and pushes survivors into must-help mode—games swing his way. of course KR goes up. not because everyone is bad, but because team spirit > other emotions > escape. and KR doesn’t show that part of the truth.
So, it isn't actually easy at all to win as Survivor. There's a whole lot of cope happening to justify not using KR's, since they are the only valid measurement we have. Without using KR's, we have a bunch of feelings and no empirical data.
It really is crazy how we have that stratified data you mentioned earlier.
We have the data per MMR. High and Low. We have some per Killer data. We have Solo vs all Groups of SWF.
I think it would be very bold to say, "Hey, just because Killers are averaging a single Kill doesn't mean they're weak!" The inverse is likewise true.
Ultimately, there is no empirical data that shows that playing Survivor and winning is easy, as you pushed earlier. There is data, if incomplete, that shows the opposite to be true.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000785#Comment_4000785
Many survivors play inefficiently or throw winning positions; even good groups refuse—after a certain point in the match—to give up one person and run straight into a Full-Team-Wipe. That inflates kill rates. Staring at KR without context is misleading: even in “high MMR” you still get EZ-snacks that give you absurd value. Plenty of players simply don’t belong there—SWF-boosted or whatever—and they sink the moment they have to stand on their own. And yes: sometimes the trade is correct—deliberately losing one so that three get out safely. If you don’t accept the trade, you often end up with a four-man wipe.
KR ≠ this match; it’s not a one-game verdict. it doesn’t tell you what happened in-round—KR says less than people think.
It says less than people think only when it doesn't support their narrative.
I could guarantee you we'd see countless posts if the KR came out to be a 40% average.
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@oecrophy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000768#Comment_4000768
ye okay—basic understanding + gamesense, using the resources around you, and not donating insta-downs is part of it. i expect that from people in my lobbies. i mean, that’s basics.
If you think that's all there is to it, you are ignoring some facts.
Most Killers, even at high MMR, are still hitting 60% or higher KR. Ergo, even good Survivors are not able to do this consistently.
There must be something you are
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I haven't been playing since the Anniversary. Couldn't get my friend to stick to the game and he quit after a couple of weeks.
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@CorvidXCVIII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000307#Comment_4000307
Yeah, for sure re. people just auto deciding based on a username. I'm not sure about the tone part though. I don't think I've said anything remotely controversial in this thread nor phrased anything in an inflammatory way and yet I've nearly 3X as many down votes to up votes on my first comment.
Tone is notoriously difficult to ascertain over text.
Personally, I usually give people the benefit of the doubt and take what they say at face value UNLESS I know them.
As to your comment, realistically, its because of the money. Ghoul is insanely popular and likely a huge sale driver. They aren't going to be quick to nerf him.
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By design, yes.
Obviously, there is individual variation. There is a large difference between how Killers like Blight are treated, where it took years to nerf Alc Ring, versus how Killers like Pig are treated.
But broadly, yes, the game is designed to favor the Killer. Whether or not that's a wise choice is up for debate.
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The same.
Med-Kits and Toolboxes are the only viable item.
Flashlights are fun, but not really useful.
Maps and Keys are pretty useless.
Fog Vials are dead.
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New players leaving and the fact that while hes strong, he isnt fun and doesn't have engaging gameplay.
I've heard from some fans of fnaf that they were disappointed in the adaptation just being teleporting Huntress.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999348#Comment_3999348
John Behavior strikes again.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999345#Comment_3999345
It vanished like your sentence :P
they got me.
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999335#Comment_3999335
With the stuff I'm reading, you'd think the PTB was a secret mode or something - it seems like many people don't understand or ignore the issues.
They certainly don't make it easy for the majority of their playerbase to test things.
Wonder whatever happened to the beta tab in the
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@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999270#Comment_3999270
Weird take from someone who was worried about their own opinions being dismissed.
If you noticed, your rhetoric is the most juvenile in this thread.
Maybe step back and gave a few deep breaths - it's ok.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999274#Comment_3999274
What a world!
I'd imagine most people don't even read the comments and just mash downvote on you as your posts in defense of the PTB also accrued similar downvotes :P
I think the Forum would be better off without downvotes and upvotes honestly.
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999199#Comment_3999199
MFW im able to "successfully" bait the survivor in thinking Im going for a grab, only to be hit by Blast Mine
https://us.v-cdn.net/6030815/uploads/BVCWSKHV37SZ/17573616108204124128593659897245.gif
Real
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@Raccoon said:
Have people really avoided Twitch/Reddit/YouTube/these very forums during the PTB?
Sincerely asking as it's not very hard to find various instances of issues with the PTB.
Burying your head in the sand and farming updoots doesn't distort reality, I'm afraid.
There are issues, but they were fixable issues. That's sort of my argument. Yes, there were obvious flaws and honestly this PTB had way too much stuff in it, but the flaws were workable. The design is good, but the execution needs work.
The reason people are worried is because BHVR didn't try to address those issues, they just listened to the loudest cries (who usually claimed that it would kill the game if anything like it went live) and folded.
Historically, this usually results in stuff being neutered to the point of not really being worth the time. Will it be different this time? Time will tell, but I wouldn't bet on it.
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MFW the Killer forces me off the gen to apply Pop, then the gen gets blocked by DMS for 50 seconds.
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@Unam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999135#Comment_3999135
Most killers are not tunneling bcs they Inherently want to. They tunnel bcs by the time you spread hooks onto 4 different survs, 3-4 gens are done and your game is practically over if survs dont do major fuckups. Which Most of them they are Protected of doing by all the basekit stuff they got.
Bonusses like haste or gen kick are not going to cut it. Its like taking away 2 wheels of a race car but "here you have a second Steering wheel and a 3rd Mirror on the outside, youll be fine!"
We know that isn't true because of the Eruption meta.
If it was true that Killer players did not want to tunnel, but needed to, we should've seen tunneling go extinct when they could use Overcharge, Call of Brine, Eruption and Pop/PR/Corrupt. This was a huge amount of regression for very little effort.
We saw tunneling go up because it isn't about needing to, it's about ease of use. The reduction in Survivor power-level, while necessary, allowed tunneling to become more and more effective. Whereas in the past, some truly busted things kept it in check, now they are gone and tunneling is basically a free win against most teams.
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Two things can be issues at once.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999071#Comment_3999071
We plan to keep the fight for fog vials going right? Ain't no way that chapter should be ending here. ;)
We should, but it doesn't look like BHVR has any plans to fix them.
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@drsoontm said:
In general, encouraging behavior with incentive is better than punishing.
Given what it is a bout, and I say that for the devs, making stupidly exploitable game rules with invulnerability or loss of collision and so on is unlikely to be good.
I don't think there's any encouragement we can give that's going to convince people not to tunnel.
The general population understands now that tunneling is the best way to win consistently, and that's what every player (Survivor or Killer) wants.
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@Unam said:
If you go through WHY tunneling is so prevalent, it simply is because removing one Player is the most effective way to play killer.
Removing one out of 4 survivors immediately Strips the opposing team of 25% of their "man power". 25% less gen progress, 25% less healing, 25% less perks to Worry about, 25% less items, etc.
So to give killers an even remotely comparable effect to that, welche have to talk about something like -25% repair speed upon all survivors after 3 Individual hooks. Test it and see where it goes from there. Maybe add in some tweeks like -50% if survivors are clumped together, dimnishing the further survivors move away. Ofc with a visual indicator and excluding survivors in chase.
An ongoing PTB with weekly number tweaks could be really helpful here.
The point is in removing the "unfun" part for survivors in making one Person unable to play after a few Minutes while not forcing the killer to play in a way that is hindering him just because it gets more and more punished.
The idea is that not only is tunneling extremely unfun to play against, but it's already far too strong. Why would we be trying to replace the strength of tunneling with something else?
That isn't to say we can't (or shouldn't) give people rewards for not tunneling. I think buffing individual Killers is a better way to go about it.
If Pig, for example, falls to a 50% KR post-changes, then we look at Pig and buff Pig. We shouldn't buff Killers across the board (like Nurse, Blight and Ghoul).
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People are worried because, historically, when things have been pulled back, they usually get butchered and remain ineffectual.
Recent memory shows Fog Vials, for example.
More historically? Anti-Slug was pulled back once to be reworked and then got scrapped for multiple years.
Likewise, AFC sounded really good, but it didn't really end up changing a whole lot in terms of frustrating gameplay. If it was bugged and didn't let you unhook yourself, I doubt anyone would even notice.
I think there is a justified worry that BHVR is going to turn the system into something it shouldn't be, instead of addressing (as you said) the issues with the system, which are completely fixable.
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@drsoontm said:
The problem with the mechanic is that it tries to force players to do "unnatural" things and looked stupid (watch any video displaying survivors exploiting the heck out of it)
It's difficult to make the game easier for beginners (killer is always stronger in the newbie bracket) without making killer even weaker at higher MMR.
All these protection perks (DS, OTR): why not make them "public"? I mean, if the devs really care, there is a bunch of perks that help against tunneling and that could be made free.
Firstly, what do you mean by even weaker? In the absolute worst case scenario, a full high mmr 4 man SWF, Killers are still killing more than losing. Let's not pretend like they are weak at High MMR.
Secondly, you shouldn't NEED to bring perks to guarantee a playable experience. Perks are bandaid fixes of the broader issue, which in this case, is that Killers can decide that one person isn't going to play the game. Not only that, but its the absolute strongest and best strategy available.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998735#Comment_3998735
Thats why its not about tiers or arbitrary measures like that, its about focusing on how each killer gets impacted by removing viability of LCD strats. By categories I meant more like [ranged] [stealth] [m1] and so on. It would have to be centered around the most objective categorizations you could apply across the roster, which would then need a sort of hierarchy in their values/effects for when they clash on a per killer basis. There are just too many blurred lines to categorize the whole roster cleanly, so thats why it would be best to better utilize that effort and just make the whole thing be on a per killer basis.
So then more on the lines of Dashes, M1, Slowdown, Slugging and stuff like that.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998725#Comment_3998725
That would depend on how much effort they'd be willing to put into it. Dividing killers into categories would certainly be in the right direction, but having each factor be on a per-killer basis would allow them much more control on how underwhelming or oppressive things would be in their extremes. Too many killers blur too many lines in regards to categorization at this point, so I feel like it would be a bit of a wasted opportunity to leave it there.
Doesn't that get sort of personal?
Like, we can broadly agree on the S-tiers, but putting everyone else into tiers?
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998701#Comment_3998701
Yep. What works for Twins is going to be different for what works for Nurse, especially since the penalties similarly effect every killer differently. These types of changes have far reaching ripple effects, so universal applications only further destabilize balancing. Conversely, these types of restructures make a very good opportunity for normalizing power creep within the roster, and even maintaining balance with further additions.
So would it be completely individual or more categorical like the actual anti tunnel we saw?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998695#Comment_3998695
I'm interested in improving systems, but not with you. I don't owe you an explanation. I'm done this conversation.
Ouch.
Then make your own post, and be sure to tag me in it since I dont care who I improve systems with, only that they are improved.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998633#Comment_3998633
I wouldn't mind discussing it a bit. Create categories for buffs for the system, then apply a few of them at a rate based on the killer. You could approach it by either starting with one buff and then adding more with each subsequent unique hook, or by having multiple and having their potency increase with each unique hook.
For example, lets say we go with the first approach, where the first hook might be a gen regression effect. Then when there is a second unique hook, it would have the same gen regression effect but then add a detection one, while a third might some type of survivor debuff, and so on. The idea would be to have the first effects be less impactful than the later ones, and their potencies/effects would be designed on the killer specifically to work around their strengths and weaknesses regarding macro play in their kit. This would help address the fact that no matter what bonuses they get, different killers will get different mileage out of them.
With the second approach, you would similarly center each effect combination to be tailored to each killer's kit, but they would start with underwhelming values which then scale into much more impactful ones. It doesn't even have to be direct number scaling, effects could also have milestones that affect their application. Take the gen kick bonus as an example, it could start at something like 10% of current, then go to 20% and 30%, then drop back to 10% but make it based off the total instead of current value, then scale it up to 20 and 30 from there. Then you just apply that logic to whatever effects are used, with the core idea to have them start weak but ramp up to be very strong at high counts.
Edit: Realized I forgot to clarify, but by "categories" I meant that they would vary based on the killer. While one killer's gen regression event might be a buff to their next kick, another might get something like a localized effect with lower relative potency (think surge) or even a much lower potency global effect. You would tailor each aspect to suit the killer specifically.
It would be hard to come up with something that directly matches unchecked LCD strats, but if removing them, the most important thing to address is how they interacted with the core power dynamic of the game via attrition. The idea is that if a killer is going to be punished for macro efficiency if they take shortcuts, they need much more motivation to go to the opposite extreme. Basically even if the end result ends up being less impactful than removing a player outright, you want your motivations to be centered around providing a comeback factor in exchange for sacrificing that potential.
So this would be individual for every Killer?
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Difficult to get a response out of you, I suppose.
No interest in idea-crafting or improving systems? Nothing to add?
I am genuinely curious on where we stand. If not for me, for others who may agree with you.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998665#Comment_3998665
Not permanent only temporary
Why not?
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998641#Comment_3998641
If it's a one time thing sure but if it was for every hook like the devs system no
Yes, it would be a one-time bonus at 6 hooks, for instance.
Those bonuses could be permanent or temporary.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998536#Comment_3998536
The killer main in me likes the idea of that.
However the survivor in me really don't like that idea. Cause even with a nerfed version of that for Stiers killers like 10% haste and 20% regression sounds miserable to play against or even like low tiers killers like clown I don't want a 35% haste clown coming after me.
I think unique bonuses shouldn't be a thing for Stiers Killers at all they don't need help it be more focused on mid to low tier killers
20% Haste only lasts until the first damage state. This is mainly a helpful map traversal/first hit enabler for lower-tiers that may struggle to keep up consistent pressure. It also, by extension, enables the Pop effect to be used more freely since movement is now less punishing.
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@TheGoone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998554#Comment_3998554
Then S-tiers like blight shouldn't get any unique bonuses he's already a strong killer we shouldn't make them even stronger
They can have a lesser bonus, just like the original system.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998621#Comment_3998621
This is a reward after 6 non-tunnel hooks, that only happens once.
Since you failed to even attempt to start a dialogue after I said you wouldn't get something to replace tunneling, I spoke to other people and further refined my ideas.
I am not opposed to a stacking bonus, or a permanent bonus.
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@Blueberry said:
That would be good. One big problem with their rewards is that they rewarded some killers WAY more than others. I’d honestly scrap the haste and aura reading entirely since it helps strong killers the most that don’t need it and barely help the bad killers that do. Also, the base kit “pop” again, is great for already strong killers and mediocre for a lot of weaker ones.
We need stuff that works on everyone more equally. Just make it a global gen reduction or instead of pop base kit it’s a pain res base kit.
I mean, one of the most common complaints you hear is about not having any gen regression and not being able to find Survivors, despite the fact that stealth is dead.
Any reward you give is going to disproportionally improve high-tiers vs low-tiers. That's just kind of how it's gonna be. A Blight is going to get way more value from the anti-tunnel rewards than Ghostface, simply because he's Blight.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998536#Comment_3998536
Getting rewarded for the longer you dont is good, how long will this last? Until the same survivor hooked twice or is it a one off thing? Because if its continuously applied some survivors will feel agitated,
This would be like a milestone goal. After you hit this, it returns to normal rewards.
Or you could have a permanent bonus, if you like. Like 5% extra total progress on any damaging action towards a gen, so if you hit it with 20% total progress, it gets an extra 10% added on from the default kick bonus and this hook bonus. Or gens regress at 200% speed or something.
If we are really going to try to bash tunneling out, I am not opposed to giving a relatively large reward for not tunneling.
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@TheGoone said:
Depends what it would be
Say, arbitrarily, that if you hook 6 Survivors and none of them are hooked twice in a row, you get like 20% Haste until a damage state and 40% percent off a gen plus Killer Instinct instead of aura reading on the lower hooked Survivor (unless you're an S-tier)
Haven't put a huge amount of thought into it. Just thought that people should be more rewarded the longer they stick with not tunneling.
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@CrossTheSholf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998491#Comment_3998491
The problem. Was that was it was cumulative combined with basekit tenacity.
Yeah, I dont think you should be able to move and recover at the same time.
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@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998288#Comment_3998288
perfectly fine with them if they get adjusted, but as they said, far too punishing, far too overtuned basekit buffs, and doesn't target only extreme Slugging and Tunneling.
Did they specify only extreme tunneling?
Realistically, you probably shouldn't be leaving Survivors on the ground for 90 seconds each. That's a minute and a half.
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@StalkingYou said:
there needs to be wayyy more buffs for weaker killers, like major buffs, for this whole system to work. weak killers tunnel against good teams because they need to do anything they can to pick up the scraps. removing that and asking them to spread hooks doesn't work because the killers around c/d/b tier are usually there because they're not good at downing survivors quickly. so even if you implement incentives to do that it doesn't matter because they can't do it to begin with.
also killers should pick up and hook survivors a little faster by default, clunkiness aside it is too easy to get pallet saves with the very slow pickup animationWhat do you suggest?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998294#Comment_3998294
I'm not going to bother. You already said you're automatically going to reject anything that I would suggest.
genuinely curious. Id like to know where we stand.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998290#Comment_3998290
Giving killers a pitiful reward isn't helpful. I'm going to say your reward idea should never happen.
Cool cool, not much of an explanation but sure.
What would an acceptable reward be to you?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998258#Comment_3998258
This is pretty much the most frustrating part about this PTB. People simultaneously admit that tunneling is massively powerful, and yet they want killers to have pitifully small rewards for not tunneling.
Just no.
You are not going to get a tunneling replacement. You are not going to get anything even remotely equivalent. This is because we are trying to fix a problem, not replace it with a new issue.
There is no equivalent to removing a player from the game, which it would seem is what you want.
Ten seconds of 20% Haste (reminder that 3% was gamebreaking), 40% off of a gen (reminder that is more than anything else ever) and uncounterable information isn't good enough and is a "pitiful" reward.
You know, I'm curious. What would you label as acceptable?
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Delayed, not canceled thankfully. Canceling would be a massive mistake.
Needs some number adjustments and the whole PTB centered around it, but the system was well-intended and easily fixable.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/456215/a-question-on-anti-tunnel-rewards
Do you have an example this extra bonus?
Say, arbitrarily, that if you hook 6 Survivors and none of them are hooked twice in a row, you get like 20% Haste until a damage state and forty percent off a gen plus Killer Inistinct instead of aura reading on the lower hooked Survivor (unless you're an S-tier)
Haven't put a huge amount of thought into it. Just thought that people should be more rewarded the longer they stick with not tunneling.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998158#Comment_3998158
Do you play on NA servers? If it's not a secret, of course.
Why does that even matter?
I thought this was about stats.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997891#Comment_3997891
Bruh, literally same, it's so funny every time.
https://us.v-cdn.net/6030815/uploads/9HM5APZ4B3QK/7b93d498e4-a845-4e81-83cb-2c30d69cfe84-7d.png
And 50% escapes with 80% playing in soloq btw. Such a miserable experience, you know, clearly unplayable.
https://us.v-cdn.net/6030815/uploads/BHBVKVHQWFYL/7b18c320bb-2c26-4e9e-b3a0-71a3e28a9816-7d.png
What about kill rates:
https://us.v-cdn.net/6030815/uploads/66AIIF6IEGIZ/7b30d3d9e0-42d2-436d-a8ab-ed9f5b633f07-7d.png
https://us.v-cdn.net/6030815/uploads/OCIEEJTNNA0D/7b82d84749-3acb-4ba7-a0d7-23221f00d539-7d.png
https://us.v-cdn.net/6030815/uploads/X2JL7FUX9WK9/7b00085690-a418-4538-8e9f-9e3aa6728718-7d.png
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997794#Comment_3997794
Let me guess, NA servers?
?
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@sinkra said:
With the game in this state killers do not need any more buffs whatsoever.
This is a proposed change to the PTB ideas anti-tunnel
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@EvilBarney666 said:
I also think small measurable bonuses for killer when facing a SWF. After all, swf is an advantage. Especially if they have comms. The killer has never gotten any compensation for that. Sure not all swf are sweat lords or evil groups of players trying to wreck the others fun. Most swf are just friends chilling and having fun.
They should not be punished for it. The killer should at least get something to even the odds a little. I have no idea what it could be, but I still think they should get something In compensation.
I would also feel the same if killers had some kind of big advantage over survivors that was from an outside source. Give the survivors something to compensate in that regards.
No.
