Pulsar
Pulsar
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2821289#Comment_2821289
And the majority of them just end games one way or another. It's very very rare they intentionally keep people hostage/prevent the game from ending to try and force DCs.
This is true.
However, you really shouldn't be forced to play with hackers in the first place. Of course, that would involve BHVR being able to ID matches with hackers, which sounds easy, but is apparently impossible.
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@SuzuKR said:
Absolutely not to the free disconnect. Just take the DC penalty. Games with hackers are not anywhere near that common if you aren't exceedingly high MMR/a streamer being specifically targeted via stuff like automated streamsniping tools.
The fourth idea would be abused to hell by people queued together. Every single person in the party should get the DC penalty,
Hackers are fairly common for me.
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I believe it's the kanji for 'Curse' which is cool
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@FlameLickVA said:
https://forum.deadbydaylight.com/en/discussion/comment/2821247#Comment_2821247
Gamers when they can't think of a counter explanation to an argument: "mmm yes, strawman. Victory royale."
Oops, you literally fit the definition.
Nobody in this thread said they want easy opponents, in fact, several mention how they hate going up against new players.
Try to actually have an argument next time and I'll put in more effort.
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@FlameLickVA said:
Honestly the entire anti-SBMM argument comes off as toxic entitlement of "can't stomp lesser players, wah".
Like bruh its a game.
What a strawman
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@Ripley said:
https://forum.deadbydaylight.com/en/discussion/comment/2821098#Comment_2821098
I don't even think there is a parallel universe where this occurs.
it would be funny tho
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@NoOneKnowsNova said:
Considering Demo was only removed from the game 3 months back, I doubt we will see a collaboration with Netflix any time soon.
watch the anniversary chapter is stranger things 2
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2821089#Comment_2821089
Naïve little us, thinking it couldn't possibly get worse than random.
How wrong we were.
If life has taught me anything, it's that saying the phrase "It can't possibly get worse" means it is now 100% guaranteed to get worse.
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@GoodBoyKaru said:
6 months on from the implementation and damn it's almost like the people that were saying it'd be terrible (the majority of people) were right and it's terrible and it's yet more proof that the community should be included far earlier in the design process to let the teams know that an idea is terrible
Honestly?
I saw more people for it than against it just because the Rank System was super hated. They were hopeful. One thing I saw tossed around a lot was, "It can't possibly get any worse."
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@Adaez said:
https://forum.deadbydaylight.com/en/discussion/comment/2821081#Comment_2821081
Its terrible because it only counts kills and escapes.
That's not the only reason.
There's literally not enough players to support our current system. Even if it were tightened up, we'd be looking at 30 minute queues for Survivors at peak hours. Nobody wants that.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2821078#Comment_2821078
Add in "potential to bodyblock doorways to prevent survivors escaping the trial" too
RPD
Cons:
- Enormous map.
- God Loop in the Office.
- Library of Boil Over abuse that is now hook-camping central with no possible way to rescue.
- It runs bad on Xbox One/PS4 and sometimes on Series X.
- It runs bad on low-end PC's.
- It runs bad in general.
- You can't get upstairs easily.
- Horrid layout.
- Multiple god pallets.
- Hallways make the most fun Killers (Blight, Billy, ect) basically unplayable.
- Hook RNG is cracked and not in a good way.
- There's still an uncleansable totem but the devs refuse to disable this horrible map.
- Can have doorways bodyblocked to prevent Survivors from escaping the trial due to the maze-like layout.
Pros:
- It's very faithful to RE2.
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Well, not to say I told you so, but I did say MMR would be horrible way back in August.
i wish I had been wrong
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2821068#Comment_2821068
https://forum.deadbydaylight.com/en/discussion/comment/2821070#Comment_2821070
And the lack of ability to get upstairs
And the entire layout in general
And the enclosed hallways making it impossible to use most powers
And the hook spawns
And how it runs on lower end PCs
And how it runs in general
RPD
Cons:
- Enormous map.
- God Loop in the Office.
- Library of Boil Over abuse that is now hook-camping central with no possible way to rescue.
- It runs bad on Xbox One/PS4 and sometimes on Series X.
- It runs bad on low-end PC's.
- It runs bad in general.
- You can't get upstairs easily.
- Horrid layout.
- Multiple god pallets.
- Hallways make the most fun Killers (Blight, Billy, ect) basically unplayable.
- Hook RNG is cracked and not in a good way.
- There's still an uncleansable totem but the devs refuse to disable this horrible map.
Pros:
- It's very faithful to RE2.
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@tesla said:
https://forum.deadbydaylight.com/en/discussion/comment/2820967#Comment_2820967
Almost fine, except for the god pallets.
and the size.
and the god loop
and the library of pain
and how it runs on consoles
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2821036#Comment_2821036
Was it really a skilled play if I couldn't carry two players who installed the game last week to the finish line?
Was it really a skilled play if I couldn't
Nope. You should be able to do anything.
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@SuzuKR said:
You should evaluate your own gameplay before criticizing others.
If your teammate is too scared to do gens and you end up dying, are you really a skilled player?
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Me, trying to stop doing a gen.
The one skill check that always pops up that you are unable to hit about to instantly kill me
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@Mileena_Kahn said:
It would be worth it though. Look at nurse at the moment, it’s possible to fix blight even if it is time consuming.
The game will be dead before they fix that.
It took them what, 6 years to fix Nurse? I'm glad they did, but the more I see of BHVR the more I wish they'd ditch the 3 month update schedule.
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@jakubr21 said:
Hug tech is a bug confirmed by McLean, confirmed 5 days ago again via ticket. Why are some of you guys still trying so hard to prove that It’s not a bug. 🤣
How do you even fix it though?
You'd have to re-design his entire collision system OR re-design the collision of the objects.
Both are extremely time consuming.
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I haven't seen a full lobby with under 100 ms ping for months.
Even I've been around 60-70 ms ping and I have an Ethernet cable and 250 mbps internet
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2820327#Comment_2820327
Sometimes true, sometimes not. And some of the band aids fall off real quick. I remember the fear of Dragon’s Grip with Blight’s release, how many times do you see that perk run now? Nothing from Artist and Jonah really bandaged anything up, nor does it appear so for this Ringu chapter.
Pain Resonance
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//
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2819737#Comment_2819737
I agree, can you imagine if BT and DS both got nerfed before tunneling and camping?? You would not see any survivors play the game anymore.
So what I'm seeing is that once again, 3 months between meaningful changes is far too slow.
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@fulltonon said:
They don't fix game even if you nuke the meta.
Gens go fly, survivors gets camped and tunneled immediately right after hooks, game will end within 5 minutes.
That's why we address base-game issues.
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@Emeal said:
https://forum.deadbydaylight.com/en/discussion/comment/2819468#Comment_2819468
But BHVR is gonna buff her if its needed, idk why people are in such a rush for the Killer to be strong or OP out of the box.
I dont think BHVR is interested in selling an OP killer and then nerfing it. We have seen that before.
They haven't buffed Legion and it's been 2+ years of him being the worst.
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@GoshJosh said:
Just no. Nerfing good things (not OP things) is never the way to go. Instead, buff bad perks to make them more appealing (cough cough.. unlike the recent Boil Over mishap). Make balance changes in the base kit and map design.
And you definitely don’t nerf these things without the root problems being addressed first.
No.
The reason we never see a meta shake-up is because the perks that currently make up the meta are SO good that you'd be actively handicapping yourself by using something else.
They need to be changed. The only perk in the last year that's been anywhere near meta for Survivors has been Boil Over (because it was abusable) and CoH because it was literally OP.
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Another Blight thread.
Did you lose to one again?
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Dying? Maybe.
Dead? Not even close.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2819365#Comment_2819365
Having different gameplay doesn't make them playing different game, they are still using same timeframe and trying to fight through it.
You can't compare the balance of a different game.
BNP != Tombstone Piece.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2819356#Comment_2819356
You know, I'm exactly talking about how he don't need change and why I think so.
This game IS a game of survivors vs a killer, you should always compare killers to survivors if you talk about balance.
You don't understand.
Survivors and Killers effectively play a different game. You can't compare their add-ons as if they play the same game.
That's like comparing Survivors perks with CoD perks. It doesn't work.
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@Vlarian said:
Adrenaline: Honestly I think Adrenaline is a fine strong perk, if people are too crazy about it, it can't work if you're exhausted.
Boon: Circle of Healing: I think the mechanic should be completely reworked, but to nerf it; 25% healing speed buff, self heals take 32 seconds, all boons get a 60 second cooldown, CoH get's a 90 second cooldown.
Borrowed Time: Endurance time reduced to 3/4/5 seconds, doesn't activate if the killer isn't within 16 meters of hook. (this is so that you can't abuse the endurance, it's purely to stop tunnelers from immediately hitting off hook.)
Built to Last: Every time you hop in a locker, you can get 33% of your charges back. You can do this another 2 times for a total of 100%. This makes taking the most crazy broken toolboxes with nutty add ons in a swf less abusable.
Dead Hard: Keep it the same, but remove the Invincibility Frames. This rewards the player for accurately dodging a hit, but you can't do crazy ######### that would let you "cheese" your way out of a mistake. I think this would make Dead Hard work in a completely different way. To dodge a hatchet, dead hard to the side. To dodge a hit, press it a bit earlier. Getting more of a loop and getting to a safe place can also still be used.
Decisive Strike: reduce time to 15 seconds, but the timer pauses whenever in chase. DS should be an anti- tunnel perk, Not "a whole bloody minute of invincibility". You can do gens with this active again, it doesn't really matter with the reduced 15 seconds.
Iron Will: Totally fine perk, extremely strong, but not completely broken. If this was nerfed It would be a terrible perk.
Prove Thyself: I think there should absolutely not be a perk that speeds up gen times in the game. If I were to nerf it, maybe some sort of requirement before it activates, like deliverance. "Must work on a gen with others for a total of 40/30/20 seconds before this activates" could be an idea.
Unbreakable: This perk is balanced. It's situational, and only activates once. Yes it can be stupidly strong with coordinated teams, but that just means SWF needs to be nerfed in some way, not Unbreakable.
What are your thoughts? I'm not a game developer and all of these ideas I quickly scrambled in a few minutes but I think most of the problems with these perks is the "Second Chance" aspect can be abused to extremely well by good survivors rather than being a perk that helps you in a situation that may occur.
CoH should be reworked.
Borrowed Time doesn't really need a change. If anything, make it based off of distance and time. "If the Killer remains within 24m of the hooked Survivor for X seconds, BT will be able to be activated."
I think BTL is fine.
DS is fine right now.
IW needs to not have so many bugs that make it better.
PT can be nutty but I never had an issue with it.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2819333#Comment_2819333
You don't compare killer addons to another killer addons, what they do fight is always survivors, thus you will compare it to survivor items and addons.
Addons should be equally strong as same rarity of survivor item/addons, and if you think this way, his addons are generally fine.
That's a pretty bad way of looking at things.
Far too black and white.
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@razberrypizza said:
https://forum.deadbydaylight.com/en/discussion/comment/2819321#Comment_2819321
I want to agree on the speed addon thing but at the same time they are just way too fun to use from time to time, and I would probably agree on C33, as it makes you a worse player by using it.
Both speed add-ons make it pretty impossible to react to flicks so I don't think they should stack.
C33 is fun but it's kinda nutty.
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Both are bad, but they really should've just reverted the Rank Reset back to how it was originally.
For those who weren't around RR used to reset you from R1 ---> R10. It was a really harsh reset, so Red Ranks was generally a lot more difficult to get to.
I have no idea why they decided to design an entirely new system rather than try to fix the existing one.
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Alchemist's Ring.
Maybe C33.
Maybe don't let the two speed add-ons stack.
That's all I would change.
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/2819280#Comment_2819280
I believe you, but do you have any link to a source for this? I'd love to see it for myself.
If we have macros that can spam flashlights at a hundred blips per second, I believe in auto-DH.
I think that would count as advertising it so I'd rather err on the side of caution
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2819279#Comment_2819279
Why are the hexes still up? Survivors can't figure out how to destroy them? Protecting the hexes will absolutely not work a majority of the time. Ruin can be useful, but it's a pseudo one-time perk like Corrupt because usually survivors break it very quickly. Even if it did stay up, you're not getting much out of it unless you're pushing all survivors off their gens all the time.
I never really had much of an issue getting value from Ruin when I played.
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@Zachcjjj said:
yeah im gonna be honest accusing people of hacking because they outplayed you and didnt do anything else thats sus is weirdo behaviour
Auto-DH is confirmed to exist.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2819270#Comment_2819270
How are you gonna do that? Be everywhere at once? The gens are supposed to progress, no matter how slowly. If the gens are actually at a standstill and are regressing, that is absolutely the survivors' fault.
I have no idea what your argument is.
I'm saying Ruin is still very useful, especially with Undying.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2818076#Comment_2818076
Not even then. Survivors CAN do gens while Ruin is up.
Yes. They can.
You can also stop them.
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//
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I test.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2819189#Comment_2819189
And while grades mean jack at this point, account level 62 with devotion 5 indicates that you have hundreds to thousands of hours in this game and are far away from lamb status.
Also the BP gains from the survivor indicate that the swatting down was achieved by using camping and/or tunneling, wasn't probably much fun for one/both sides and is a further example that the devs have to find a way to make them not necessary and then get them somehow out of the game.
Not really what I saw.
There's not a single Dead Hard or DS on that team. I thought @Heartbound was mocking the system for putting him up against an obviously bad team.
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Cyberpunk themed would be cool.
Maybe something retro, like a mall.
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@SuzuKR said:
So, do you have actual suggestions on how to rebuild the gameplay style ground up?
I meant to also talk about how we'd actually have to define "meta". I'm tired and I forgot.
I think a lot of people's issues with the game come down to fundamental design errors. Things that made sense when the game was hide n seek but don't really vibe with a action slasher game. Things that should've been fixed, but were instead marketed as perks.
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@egg_ said:
How and why would you nuke BT?
I agree for everything else. Nuke all perks, survivors and killers
Why?
Because something like that should be a base-game mechanic.
As for how? Make it 2 seconds, added on to a base value.
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@RainehDaze said:
You're going to have to be more precise than "nuke". That could mean anything.
Destroy. Obliterate.
In non-funny terms, nerf it until its in-line with the majority of perks
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@fulltonon said:
Just gather up and do one gen so it will be finished in 30 seconds.
It's actually 36 seconds iirc with all 4 Survivors
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/2818035#Comment_2818035
Eh, I don't think hex defense is a viable strat in any scenario, really. It all comes down to the rng and hoping for the best. And if you run undying.
I could be running spirit with MD ring and the amulet, and even with that insane mobility I am still not going to go too far out of my way to defend bones. You're losing any time you gain. I will only defend a hex if I am right there when the surv goes for it.
And I recently lost a game where Ruin stayed up the whole match (mostly because 3 of the 4 survs were using green tool boxes with the yellow add ons/BNP, and the buffed built to last). Ruin can be overcome.
Yeah, it can.
They also ran Commodious with Socket Swivel + BNP and Built to Last. That's not really a normal scenario.


