Pulsar
Pulsar
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992291#Comment_3992291
Oh, I believe you play killer. I never doubted that for a second. I think you're probably very, very good, too. So good that you have become very detached from the actual killer experience for ppl who haven't dumped 20k hours into the game.
Would you believe me if I said my playtime is only around 4000 hours
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992280#Comment_3992280
Well, yeah. Survivors play console, too. Of course that's something he'd care about.
If you look at the post, which is the longest in the forum, I think every clip of me is playing Killer
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992254#Comment_3992254
Its definitely too early to say, which is part of the problem with discourse surrounding it. People have already made their presumptions based on the info we have and the assumptions they have extrapolated about what we don't. There's going to be a metric ton of dissonance in early feedback depending on how each individual changes their perspectives with the rest of the info. People are going to hunker down on their opinions through validation, while many won't even bother experiencing both sides of the update fairly, let alone actually take the effect on their opponents into consideration.
Thats why it feels more like an appeasement reaction than a carefully thought out series of changes. Ambitious changes tend to be the most volatile, doubly so when they single out roles in a game. Thats why I jokingly referred to this as potentially an inverse 6.1, we have seen how much that level of ambition vs consideration can disrupt the short term for a not-so-short term for one side especially.
honestly, another big mistake was not having those numbers ready at the same time.
I really feel this should've all been dropped just before the PTB went live.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992254#Comment_3992254
No offense, but they could give every survivor a gun that insta-kills the killer, and you'd still probably defend it.
Yes, I saw your other comment earlier.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992226#Comment_3992226
They wont do that, because bad ideas that require manpower and resources tend to be harder to roll back. Especially when they involve player inventory and a resource investment from the playerbase. They opened pandora's box by putting it into the live game, so removal becomes less of an option than reworking. This is exactly why so many things get reworked into an undesirable state, then readdressed up to years later. I'm not even going to get into more subjective aspects like pride or willingness to accept criticism, but just logistically, removal is a bit of a nuclear option at this point.
The overall issue precludes the specific ones. The way they handled that situation, both in pre and post release, leaves me next to no faith that they prepared adequately for how ambitious these changes would even be consecutively, let alone congruently.
I think these changes are necessary, and have the potential to be exceeding good for the game.
I am awaiting the PTB, however, for final judgments. There's just so much we don't know that affects what I think.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992212#Comment_3992212
Thats why its especially disheartening when legitimate concerns like this get lumped in with unrelated whining. It basically encourages the devs to completely ignore them by creating a false equivalence between them and people who are being unreasonable. Its also why many people have a sense of urgency about them, because they know these issues will take years to be addressed if BHVR is allowed to ignore them, exactly like the clicking example.
There were several legitimate concerns with fog vials, but like you said, they got lumped in with the whining and BHVR decided to take the easiest path.
Just kill the item and then it wont get used, issue solved, apparently
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992164#Comment_3992164
Or the visual terror radius that ended up being a big buff for all survivor players, then ignoring killer players who asked for something similar.
I'm not even sure how to adapt that, honestly.
But stuff like the flashlight flicking changes should've been done way earlier. It was easy to fix and they took their sweet time on it.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992152#Comment_3992152
The mft was better for survivor for few reasons unlimited use when injured with no objective to get it and smaller hitbox which helps on loops hugging them for shorter trail making them last longer and greed easier. The killer speed boost wont last that long I gues and from killers you posted that you play only dreadge maybe wraith will get some use of them in chase if we wont count chasing someone near hook right after hooking, 5-10% speed on someone like ghostface,doctor,trapper wont make that big difference in mobility helping the killer to get across the map for next survivor. The weaker killers you play are dreadge (still has solid mobility), wraith (has solid mob)lity) and doctor, ghostface.
I'm glad you approve of my Killer selection.
It will absolutely make a difference on Doctor and Ghostface. 5-10% Haste is the difference between a hit or eating a pallet stun.
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@CLHL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992148#Comment_3992148
I don't remember the killers doing stupid things such as abandoning the match because someone used a Fog Vial. Anyway, are you really comparing removing infinite uses from an item (that were never justified) to rendering a large part of the killer roster unusable?
I know you claim to be a killer main based on your comments, but I don't remember seen you give in to their concerns a single time, quite the opposite.
I said we should fix the bugs with fog vials then reevaluate.
Instead, BHVR gave into the demands for them to be gutted and destroyed an item less than a month after it came out.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992148#Comment_3992148
Its always interesting to me that fog vials making the game literally unplayable for some people gets lumped in with "tantrums," but this never seems to apply for something like, say, the overbrine meta and how much that absolutely destroyed the survivor experience. Can we please stop supporting this rhetoric that either side's valid complaints get lumped into whining in an attempt to discredit lived experiences? Asking for a friend since the nerfs to fog vials didn't even address the accessibility issues around the item, and just ruined it for both sides and turned it into web clutter.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992149#Comment_3992149
Yep. I don't necessarily have an issue with the theory behind most of the changes, but BHVR are notorious for overlooking things the community experiences regularly, focusing their efforts on a unilateral approach instead of considering the butterfly effect they create, doubling down on unpopular changes if they refuse to scrap their work on them (though this one goes both ways, as they have thankfully reverted things like the twins rework,) and take long periods of time to fix things if they require more than a simple adjustment. To put it frankly, I want to have faith they would be able to incorporate changes on this scale cleanly, but their track record does not instill a lot of faith, and the oversights already provided (90 seconds total enabling basekit UB for the entire match?) don't leave me with a lot of hope.
There's still room for a lot of this to change, but its going to be interesting seeing how long it will take for players to break aspects of these changes, and how much of a one sided effect it's going to have on the player experience. I want to be wrong but I don't think I will be.
BHVR doesn't really care about accessibility. That's kind of the thing. They only care when they get bad PR about it, see colorblind settings.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992123#Comment_3992123
We dont know the haste numbers if its 5-10% then it wont help low mobility killers maybe someone like dreadge or sadako and bbq we dont know if its same as the perk in terms what will be the distance of reveal and how many survivors it will reveal. Same for the bunus regression number if it will be half of the pop thats the mystery but I see you dont play weaker killers much because if you would then you wouldnt question why pain res is better and more used on them then pop not to mention it has more genslowdown synergies than pop like dead mans swithc or grim embrace.
It will absolutely help those Killers. If 3% MFT was gamebreaking, we can't say that 5-10% isn't good.
Keep in mind that my stats do not match up with my Xbox profile. I also have multiple accounts and this one is just the oldest, meaning a lot of my playtime was pre-2020.
I play weaker Killers consistently.
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@TheSingleQuentinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992106#Comment_3992106
True, but I don't think trapper can really make that work, nor huntress or death slinger. If they make it like grim embrace, that almost might work. Plus, the generator might be 5 feet away from the hook, or on the other side of the map, so Pop doesn't always work for that incentive.
A better way might be that after a unique hook, and after a 10 second delay, if the killer is at least 16 meters away from the hooked survivor, all gens suffer a passive 5% slowdown for 20 seconds, as long as you are at least 16 meters away. Kind of like grim embrace but without forcing people off gens. I think this would be better because high mobility killers can't get way more advantage from the pop effect compared to a low mobility killer.Yeah, that could be a compromise.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992116#Comment_3992116
True, but you don't throw water on an electrical fire. These changes have been teased for a while, but the severity of things across so many elements instead of trying any of the changes independently and seeing how they affect player attitudes and adjustments in stages absolutely reeks of appeasement. They still have a PR disaster very close in the rear view mirror, and if you can get 4/5 players to get enthusiastic about the game very quickly, thats very effective damage control.
I actually like some of the ideas in the patch, some are even reminiscent of suggestions I've made in the past, along with many others who articulated them better. As things stand, there is tremendous room for abuse in some of the systems, and I don't trust them to have closed those loopholes before presenting them. And I hope they won't refuse to work with the community when problems come to light.
This patch looks like it could be survivor's own 6.1. And we all remember how many oversights caused that patch to be absolutely miserable for survivors for no short period of time. Like usual, I'm just praying they learned from their mistakes for once.
Personally, I think they should've separated the slugging and tunneling changes into different patches.
I just think it's better to focus on one major change at once, rather than multiple.
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@CLHL said:
So, if the killers throw a tantrum now, changes should be made to please them?
I think we all agree that tunneling needed to be addressed, slugging is more debatable in my opionion because you can tell that is up to survivor to help each other, but from there to introducing such drastic changes that will have a profound impact on part of the roster is a stretch. Some killers are going to become unplayable, those "buffs" after a hook doesn't help them at all… What can a Hag do with an aura reading on the other side of the map? How can she stop now an unhooked survivor from triggering all her traps? If the slugging meter is cumulative, won't all survivors get up before Charlotte arrives to take them? These, and many other situations, were not considered.
I can think of better ideas than introducing these underlying rules and active punishments. They already have the cages that transport the survivors to a location unknown to the Killer; they could have applied this for the hooks. Punishing players for how they play is not good game design; it is, in fact, a confirmation of the failure of their design.
I mean, isn't that exactly what happened to Fog Vials?
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@SadakoSlay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992114#Comment_3992114
Yeah, but what does that matter if there will already be different incentives to leave? Saying "pop encourages killers to leave so it should be basekit pop and not pain res" is redundant when there's already many other things encouraging killers to leave. The basekit weaker bbq and chili will already incentivize killers to leave so the gen kick buff doesn't have to do the same thing. And I keep repeating myself, but low tier killers won't able to get value out of it, that's the whole problem.
Yes, they will?
You are acting like Pop wasn't meta when it was 25% total progress. Low tier Killers could still get huge value from it.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992106#Comment_3992106
Pop is good on high mobility killers but for trapper,ghostface,bubba pain res is much better even pop is stronger because they lack the luxury to get fast to the gen across the map something survivor or high mobility killer main wont have clue about.
Obviously.
You also get Haste and free BBQ
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Even if you disagree with the changes, I think we all had a sense that BHVR had to do something.
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@SadakoSlay said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992106#Comment_3992106
Pain res still gives you info since survivors scream and even then it's not necesarry since killers will also get the basekit bbq and chili like ability so killer will already be encouraged to leave.
I mean sure, but you don't have to leave to get regression.
With pop you do actually need to leave the hook to get value from it.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991979#Comment_3991979
Which would take longer, and leave the killer more time to make a play. Ergo… gens would take longer
Not necessarily.
If you use your SWF comms to say, "hey work on gen in shack" people will know where that is.
People will not know which cornfield gen your talking about on Rotten Fields, for example. God forbid you go to Lerys.
Ergo, in the worst case scenario there could be time saved, but in all likelihood, it will average out to be about the same.
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Pop is better at forcing Killers to move, and making it worth it for them to do so.
PR automatically damages a gen, which is convenient, but it doesn't really encourage the Killer to leave the area. It doesn't give you anything else to do.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991955#Comment_3991955
But it doesn't show you WHERE it was. You need something like Bond for that.
or good game sense.
Good players generally know where the smart gens to work on are. Edge gens first middle last ect ect
It'd take longer, but they could absolutely still find it. Probably within the chase too, considering its likely to last longer.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991722#Comment_3991722
Swf doesn't offer gen speed bonuses. They do offer knowledge on which gens to work. If my teammate gets chased off of a gen that's 90% done, I can leave my 10% gen and go finish his while the killer is chasing him. Can't do that without comms.
Sure you can, the HUD shows you what percentage the gen was.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991714#Comment_3991714
But you didn't say 4 man swf with bad players. You said 4 man swf with average players. Average players and good players can both do gens at the same speed. Swfs can do gens faster than those with no comms.
this is true, I did say that. Still, the gulf between average and good is immense. Average players are massivel inefficient, even with comms. Good players arent perfect, but they know how to rotate for the save and read the UI lol.
SWF does not offer gen speed bonuses. I suppose I should've said no perks either, but gen perks arent really meta.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991703#Comment_3991703
4 man swf with comms.
Comms are the single most powerful ability in the game. By itself, it makes every other information perk redundant and obsolete. As long as one survivor has eyes on the killer/totem/whatever, that means that they all have that knowledge. Without comms, a survivor might know that a gen somewhere on the map is mostly done. With comms, they'll know exactly which gen it is and if the killer is still nearby. Survivors with comms don't need to run any information perks, and can instead load up on gen progression, healing, or second chance perks. Survivors with comms can also coordinate on hook saves, slugs, heals, resets, etc. They are more efficient on gens because nobody ever has to waste any time. They all know what each other are doing and can coordinate to always make the optimal play.
Comms hard counter many killer playstyles. The reason I never run anything with Blindness, Undetectable or Oblivious is because these status effects are completely pointless if the survivors have comms. Stealth Killers essentially have no power against survivors with comms. If one survivor finds your totem, they now all know where it is and someone else can easily cleanse it while you are chasing the first survivor. They can also split up to find high value totems. Four survivors splitting up to find a Devour totem is a lot more effective than four individual survivors each individually searching.
I don't play weak killers anymore. I'm confident enough in my Spirit phases that I can win individual 1v1 chases, even against good survivors. Winning the 1v4 against a team that has information on everything and everyone in the match that can easily coordinate on gens/resets/etc while also getting extra perk slots due to not needing any info? That's a lot tougher.
That's so interesting. I might come back and revisit this later, but I've got to sleep so I'll say this.
I would rather play against players with comms than 4 good players.
the true strength of SWF, to me I suppose, has always been pre-selection of teammates. I can guarantee that I won't get a new player or a bad player as a teammate, and that is FAR more valuable than comms.
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@TimberGoingDown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3991673#Comment_3991673
You're joking, right?
They are correct.
Which is more frightening to you and why?
A group of 4 Solo Survivors who are individually excellent but they have no communication.
Or
A 4-man SWF with comms, but four average-slightly below average players.
as an aside, good to see you back
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I do think that the more competitive mindset, which is what 4K or bust and 4E or bust is a part of, has negatively impacted this game in so many ways.
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Its alright, but it just shifts the pain until the mid game. Which is fine, I suppose.
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Half of these are just to ensure the Killer doesn't immediately turbo tunnel off of hook.
If you want to blame someone, blame the people who did that and ruined it for everyone else.
You'll find my sympathy lacking for the people who relied on tunneling to win every game.
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@Skeleton23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990606#Comment_3990606
First off buddy. I never relied on Tunneling and Killers will Leave the game because Tunneling is not A Exploit or a noob thing to do. Even the most Skilled and most experienced Killer mains Tunnel because its a strategy.
Its like saying Gen Rushing is a Scum thing to do because there rushing there Objective. If Killers can't Tunnel then Survivors shouldn't be able to Gen Rush because there literally the same darn Thing.
Killers Shouldn't be punished for playing Smart or Effectively. I was pissed when Survivors where being punished from the go next prevention system for being new or bad at the game.
Also The Gen repair Speed bonus for a survivor getting tunneled is possibly the most obvious survivor sided idea I've ever seen. All survivors would have to do is all use the game Survivor and Outfits all be injured and die on purpose to get the Gen Speed Bonus. Trust me Players know how to abuse stuff there's only a of time before it gets abused.
They might as well remove killer as a Role to play and make it a survivor Team horror game.
Because tunneling is extremely easy compared to the value you get from it.
It makes you a worse Killer when you rely on it to make up for other deficiencies.
The difference with Gen rushing is that you need an entire build and team to do it efficiently. It also leaves you vulnerable to being tunneled, ironically enough. All things considered, it's fairly difficult to do effectively.
Tunneling, on the other hand, you need very little to do and you get such a massive Boon for it that it doesn't matter how you do it so long as you get it done before 4 gens are done.
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It reads like a good start.
I am curious to see it in practical application, and I am sure there will be issues.
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@Skeleton23 said:
Here's my point of view if this was the other way around survivor mains would be saying the same thing. I honestly feel like they care about thr survivors fun than the Killers Fun. Has anyone noticed once the Killer side has anything anywhere near good they nerf it with the mention it ruins the fun for survivors.
Im Gonna make a prediction that the killer side is going to be none existent and the killer side is gonna be filled with S-Tier Sweaty Killers trying to Adapt and enjoy the game but eventually the game will Die in a month if the Changes go through.
Would anyone be mad if I made a Hash Tag called #ImLeavingDBD
heard it here first.
BHVR hates Killers, that's why the game has been Killer-sided for four years. That's why we have huge queues for Killers. That's why they keep releasing extremely strong Killers like Ghoul and Dracula.
Game dead in a month lmao sure bud
Make that # and show people how much you relied on tunneling.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990323#Comment_3990323
Im going to assume that they will start of by making all 3 basekit from current existing values and then either adjust the values of existing perks itself or give them aditional status effect that they will be given
5% would be generally too low and kinda absurd in comparison to the value that tunneling 3v1 would get you.
If they make it 10% ill take that but ideally i would want current pop values and haste at 5% not slower.
What we want really doesn't matter, nor what we assume.
We will wait for Tuesday.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990310#Comment_3990310
If its
Haste - 5%
Pop - 15-20%
Base BBQ
Then that all three basically kinda secure me the win unless i go up againts a highly cordinated teams in vc that can fully counter any proc at any given time and still go for saves and do gens no matter the pressure.
Not even my ego talking just how it is since i tried running many meta perk combos and generally speaking i always either lacked pop, bbq, haste, mainly haste in my build for chases.
And since myers is getting these new changes i think i can manage quite well againts 4 man swfs
It will be a battle of skill clash not battle of who has better perk stacking
Pop might be an additional 5% total progress.
Anything more and the regression starts to get a little heavy.
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@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990310#Comment_3990310
What was the average again? Like 48%?
I was speaking to the basekit effects given to Killers.
I believe they are assuming that these effects will replace, or substitute, for perks.
They will not. They could be impactful, but they are not going to be basekit Pop or Corrupt or PWYF.
The only one that I think is safe bet is BBQ-basekit. Even then, the perk has to justify it's existence by doing something significantly better or different than the effect.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990226#Comment_3990226
I think you can probably vouch for me and so can
@Pulsar Related to my myers post from few weeks ago where i complained higher mmr lobbies are not that playable because of how i cant spread hooks well no reward and i have to run meta perks.
Yet here we are finally BHVR doing something allowing killers to not rune pop, bbq, or PWYF even.
Generally speaking im really happy that this is coming i can finally feel happy to run grim embrace in my build.
The post i posted related to myers at 78%+ killrate where its not viable because cordinated teams and by the time i find them they finished gens and such.
They will not be as good as you think they will be, I hate to burst your bubble.
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@FabledSpider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990214#Comment_3990214
what he is saying is if a survivor you have already hooked twice makes a mistake and you haven’t hooked many people you are supposed to say “cool be on your way” instead of taking the opportunity when you see it.
so far as I can tell, you can still do that.
You just have consequences for forcing the tunnel out.
We'll have to see how it plays in the
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990204#Comment_3990204
Can you make a proper post and teaming up with other ogs explaining how free BBQ, Haste & Pop will be huge rewards for killers.
Since i think many players just focus on word anti tunnel and slug and think its gg game over.
I think we wont get any explanation by the staff on forums here lol
Also @jesterkind can you also post a more simplfiied explanation how this actually will play out in a scenario and help Pulsar?
We won't know the real numbers until the PTB and it'd be wrong to say it'll be impactful when it isnt.
BBQ is pretty self explanatory, which is why I felt confident pointing it out.
The Haste could be busted, like 15% or it could be useless, like 2%.
Same with bonus regression. Could be 20% total progress or 5% current progress.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990175#Comment_3990175
All this is pretty much giving a survivor a free ''hall pass''.
If we gonna talk about not finding survivor being a skill issue, then we should also talk about being bad at hiding, looping and running being a skill issue too.
Considering the current state of maps and stealth versus the abundance of aura perks, not sure that's equivalent.
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@FabledSpider said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990175#Comment_3990175
not finding survivors is as much of a skill issue as losing a chase quickly so why do survivors need a buff because they can’t win their chases?
Also you understand this update also has anti slugging changes. Your method to not get screwed by the anti tunnelling changes is to slug them instead? So what do you want us to do slug or not to slug?
If you are getting basekit BBQ & Chili, it's a huge skill issue if you can't find people.
Stealth is dead in DBD. Most Killers, it would seem, rely on going back to hook and tunneling immediately.
Shame that the quality of Killer has dropped so quickly after 6.1.0
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990142#Comment_3990142
Is it killer's fault to begin with?
Also what is the ability to play the game in DBD in the first place? How do we measure when player has ''played'' enough and it's now ok to ''end'' their session in the competitive game?
If you wanted to get really technical about it, it's BHVR's fault. Nobody is forcing Killer's to tunnel though.
Dunno, you'd have to ask them. Facecamping was removed twice for blocking normal gameplay.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990152#Comment_3990152
I'm guessing because it's a simple number change on Oni, I think pretty much everyone would agree, that a simple number change on Twins won't really do anything.
Could try giving Knockout's old effect to Victor.
OP is right, if you are using Twins correctly and get a down with Victor, Charlotte is so far away that the new changes make it impossible for her to play against certain perks and/or combos.
Slowing down slug speed, slowing recovery and/or hiding their auras would help as a bandaid until Twins get a more detailed look.
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Just make using an item also count as a conspicuous action.
better yet, make it not allow the player to use an item until they lose the status.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990086#Comment_3990086
Same can be said about survivors. One of tasks that survivors have is to run away from the killer for as long as possible. Why killer should be punished for finding the weakest link in the survivor team? Survivor's inability to last longer than 10 seconds in chase should be on them, there are plenty of perks to ''extend'' chases and remain relevant in the match too.
Because the game ceases to function as intended when the Killer purposefully denies a player the ability to play the game.
Tunneling is FAR too strong for how easy it is.
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A lot of the comments remind me of when old Mori's were nerfed.
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@fussy said:
https://us.v-cdn.net/6030815/uploads/CUCEQ1MLIRMQ/7bf7a302d3-7767-4c2a-b9d5-0b0a76161510-7d.png
https://us.v-cdn.net/6030815/uploads/YC0QRTLV08D5/7be4100180-be66-42c2-8470-6f1a263e1315-7d.png
@Pulsar reading this, I remembered our dialogue. What do you think of it now?
Short answer: idk
Long answer: There's too many moving parts to make a judgement before we see gameplay.
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@angrychuck said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989366#Comment_3989366
So what I'm hearing is that there is a reality where both this Richard Nixon head look a like and demented zoidberg (default dredge) in the dbd.
If they think there's money in it, I would assume there's a chance yes.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989337#Comment_3989337
Not sure why you got the impression I was saying this hasn’t been done before. A good deal of the original killer roster is based on folklore to some degree. I was just pointing out that it’s nice to see it here.
Personally, if it’s done right, it could be really creepy to me. But to each their own—we all see the world differently.Felt like you pointed it out as if it was novel.
Personally, it'll always remind me of Richard Nixon's head in Futurama.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989337#Comment_3989337
They could make it work. I imagine it'd be similar to Victor and have a small and stealthy element.
They COULD make a lot of things work.
It'll probably just be like a movable SM drone.
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@PleaseRewind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989206#Comment_3989206
I think it's great they are exploring folklore from countries around the world.
They always have. This isn't really something new.
But a disembodied floating head is just goofy looking lol
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why he look like a goofy ah Pinocchio




