Pumpkinbros
Pumpkinbros
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Update
Restarting DBD corrected the visual bug.
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BHVR should adjust generator times every few months by a single second, one way or another just for fun
imagine the patch notes
- Basekit ruin
- generator completion time reduced to 89 seconds (was 90 seconds) -
Happening on PC as well my perk loadout refuses to save
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4 years later and they still haven't implemented this feature, this is really sad
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personally, dud game = die on hook, if the killer doesnt wanna play the game neither do I, skip and go on to the next match, and save your sanity, the only thing forcing you to play that match is the disconnect penalties so do the loophole and get out of there
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@IlliterateGenocide said:
I disagree, I'd play Nick more IF I could disable the voices
and you should be able to :)
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@GentlemanFridge said:
This may sound strange, but I think the lack of voicelines is part of the appeal of playing survivor for a not-so-small portion of players. Hell, I've seen various people say they'd like an option to disable voice-acting entirely.
Voicelines, especially full sentences, tend to lose their novelty very quickly if they're common. Think F13's "Oh my god is that a dead body??" It just becomes cheesy at best, and grating at worst. Not to mention entirely meaningless beyond 'this trigger just happened'. Pinhead hit the sweet spot with regards to VL's, in that they make sense, they're very memorable, they're conditional, and they don't play every single time you do something, so they maintain a sense of novelty. Wesker has memorable lines, sure, but quite a few don't make sense in DbD's context.
As for Cage, he needs an "oomph" to his character, otherwise he's just a guy with very weird perks. He gets a pass because he's an actual, real life celebrity. Plus, only the player hears them.
I have a few points to bring up just to rebut that whole argument
- Like you said some players like to disable voice lines so they should add a setting in the audio so that argument no longer exists its simply optional to those who have a different appeal towards Dead by Daylight
- I agree I don't really think voice lines should be lengthy, but some killer survivor interaction here and there would be pleasant, if Wesker says "Poor performance indeed" Chris can respond "F**k you!" very short but it makes a huge difference to the atmosphere
Overall I think just basic voice lines between survivors after they heal each other, or get saved would be small decent additions since there's this whole problem with dbd tomes where no one cares for these characters because they're silent. Unlike Overwatch which has mastered the art of creating original likable characters through voice lines and attitude, I think it's simply an important aspect to bring all characters to life and remind you who they once were before the fog
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3469902#Comment_3469902
And combining those two perks is a risk. If you make it to endgame you get the high reward, but if you don’t you wasted a perk slot. All endgame perks are risky for survivors because there’s a good chance they’ll never get to be used. Killers, on the other hand, will always get some value out of an endgame perk like Noed. Furthermore, as I’ve said many times, if survivors are able to make it to endgame they deserve the advantage they’ve been given should they choose to run those perks. Killers still have their powers, perks, and endless supply of add-ons to help them overcome it. Most of the people I see running MFT in my games aren’t even making it to the end because by itself it’s really not as strong as everyone says…
To pretend that a perk isn't OP when combined with another is lazy development 🤷♂️
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@DavidHypnos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463490#Comment_3463490
Better nerf anything the majority of ppl are using because popular automatically = OP.
Popularity = Meta
Meta = Usually Op
an example of meta thats not OP is Self Care and windows of opportunity, both mid rang perks that offer wonderful utility but aren’t very OP but are still in the top 3 of survivor perk usage
Made for this however has a build meta you can look online and find hundreds of people using the exact same build including made for this, this shows us that somethings up and when you dig deeper
Made for this X Hope is the reason that its become op, on its own its good, but perk synchronicity is what makes this perk op
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@Aoltre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463490#Comment_3463490
Keep in mind that it is one of three new perks and it's much easier to use effectively than Scavenger. Best to wait and see how its popularity shifts in the coming months.
It’s actually apart of the meta right now lmao, idk what to tell you but it’s obviously not gonna die down if theres already a unique build meta that revolves around i cant see many other perks thad be better than it
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463481#Comment_3463481
Small sample, repetitive data (one source)
im unfortunately unable to delete posts this was only a draft until it accidentally got posted, i have a better post right after explaining what i meant
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Exactly:)
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463481#Comment_3463481
That's one person, out of thousands and thousands of overall players, the vast majority of which do not play this game efficiently or very well. That's the point I'm making.
I posted something after that one that I recommend you read clarifying what what i meant
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I don't think we should really have to choose one or the other, but I would really love to see reworked maps, something I'd really like to see the devs do is attempt to port dbd from UE4 to UE5 and completely revise the lighting system as a whole, and make these maps feel even scarier
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out of 85 matches, I've seen it 63 times... I'd say it's a bit too popular
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Let me clarify. When I mention my personal stats, I'm not merely stating that I've observed a character or perk frequently. Instead, I am presenting concrete evidence from my personal matches to demonstrate the frequency of encountering a particular element, regardless of the overall sample size.
The ability to filter through specific dates and obtain precise data is immensely valuable. While I understand that self-care may not rank within the top 10, it does not render all the data unreliable. It remains data, albeit not extensive enough.
Notably, the ranking of Windows of Opportunity at #1 aligns with expectations, which suggests something significant. By pointing out the discrepancy of one perk's placement while another falls in line, it conveys valuable information.
The website indicates that the data primarily originates from America and provides information about the sample size. Consequently, we can derive that this data holds utility in forming a general understanding of perk and killer usage. Without it, we would be uninformed about their standings.
Furthermore, as I collect my personal data, I notice that it gradually aligns with the trends reflected in the full sample size, such as Wesker being a frequently encountered killer. This constitutes valuable information, which is why people rely on night light as it provides more substantial support than subjective statements like "I feel like" or "it seems like."
I have concrete knowledge of what I observe.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463243#Comment_3463243
Oh I don't disagree that it's the best we've got since BHVR doesn't release statistics hardly ever. I'd love to have official stats every 3-6 months for transparency on how much the balance shifts with patches.
Like I said, it can be a good reference generally, but pointing to the numbers as hard, definitive, 100% accurate is not correct either. It's a sample size, and statistically we already know that sample isn't representative of the entire population.
I generally don't think there's 'bad' data there. But acknowledging that there is potential for biased data, and that it is incomplete data, is the statistically honest way of approaching those stats.
I usually think of the self care example when people start pulling out Nightlight numbers as gospel truth, because BHVR's stats from September had self care in the top 3, but nightlight had it in I think the top 15 or top 20 for that same period iirc.
But pointing at my numbers is definitive data, I collected it
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462966#Comment_3462966
That's exactly what it is. And while I don't think there's inaccuracy in the data (I think it parses a screenshot of the end game screen instead of manual entry iirc) there are several issues with using it as the final word.
- People tend to post more about frustrating or annoying games, so individual bias might come into play. This is especially true on the forums, and holds true on other sites as well.
- It's far, far from a full player base sample. For example, it's an English website, so basically North America and Europe are the primary sources. Large player bases that don't speak English (China) aren't represented hardly at all.
- Data that is regional is the most noticeable difference. Self care is very popular in Asia, and almost never showed up in the top perk picks on Nightlight. See point #2 above.
I see nightlight as an interesting tidbit, but it isn't always accurate. Official BHVR starts are the only way to really know, and they don't give it starts as often as I'd like.
also to point out if you're worried about the "honor system" you can also look at your match's edit history
it also lets you know if it was verified, by saying "This is not a duplicate it's original"
as you can see though the edits were all made by me and that was the initial manual entry of the details of the match since end screens do not tell you what map you played on, and the a.i. does not quite recognize the terrormisu very well, there are a lot of verifications to this that sort of outweigh my suspicion of tampering
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462966#Comment_3462966
That's exactly what it is. And while I don't think there's inaccuracy in the data (I think it parses a screenshot of the end game screen instead of manual entry iirc) there are several issues with using it as the final word.
- People tend to post more about frustrating or annoying games, so individual bias might come into play. This is especially true on the forums, and holds true on other sites as well.
- It's far, far from a full player base sample. For example, it's an English website, so basically North America and Europe are the primary sources. Large player bases that don't speak English (China) aren't represented hardly at all.
- Data that is regional is the most noticeable difference. Self care is very popular in Asia, and almost never showed up in the top perk picks on Nightlight. See point #2 above.
I see nightlight as an interesting tidbit, but it isn't always accurate. Official BHVR starts are the only way to really know, and they don't give it starts as often as I'd like.
That's the issue, BHVR does not release the real stats in real-time or often, we got a tweet recently and that was about it, with night-light you can do your own research and pull data from your personal matches to gauge some details about balance in the game, so in terms of credibility yeah not 100% but it's really the only website that's collecting data and the most popular one at that. Also, the thing about bias/toxic games is that it comes with tags, you have to ability to tag a match as tunneling or camping, etc. which is not shared in the community pool of stats but only in your own personal stats, no one else can see what you marked as tunneling except you, it's for your own research, night light only shows community pooled stats for Kill rate, pick rate, perks, characters, and maps, and that's about it
it has a large sample size so it's the best we got in terms of being knowledgeable
also if someone else screenshots a match that you were In, it will pop up in your matches, and you have the ability to view it and edit the info given, like the other day someone posted one that I was in, and forgot to label the map, which I promptly corrected, just saying that since multiple people can review the legitimacy of the matches they were in, it gives me more confidence that it's a good source of information
should BHVR release the real-time stats: yes
have they: no
this is all we got.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463149#Comment_3463149
So its only PC, English-speaking, regional, hopefully non-pissed off players that make up this info?
Yikes
I'm honestly astonished right now. Additionally, it's important to note that matches do not contribute to its statistics unless the file is correctly labeled with a matching date, a process that is usually automated. Moreover, the system cross-references submitted matches to identify duplicates and only counts them once if multiple users submit the same match. The amount of effort required for such a rig to ensure Gabriel's victory in a popularity contest seems highly implausible when compared to the likelihood of the statistics being genuine. My point is, it's an excessive amount of work.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3463149#Comment_3463149
So its only PC, English-speaking, regional, hopefully non-pissed off players that make up this info?
Yikes
..that's not true at all you send in a screenshot and mostly everything is filled out already, yes you can change it to correct the a.i. when it makes a mistake, but the character names are automatically inputted along with whether they're pc or not, I have no idea why you think the people who use night light would have the motivation to skew character numbers out of anything they could alter. that's really dumb accusation and also one done with mostly guesswork rather than actually seeing how the website works.
i have all my screenshots saved to my computer if you seriously wanna dig through all 50 matches and find each Gabriel it counted or yeah, you can sit here and accuse dbd players of not playing gabriel
????????
crazy conspiracy you just went on about there
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462499#Comment_3462499
but that still doesn't have to mean everyone see him. He got to that spot because of players doing adept. Not because he is everyone's favorite survivor.
I am not trying to dance around facts. I am just saying, you don't know what hearsay is. That's a fact too.
Oh so you’re telling me that players tend to play new characters, and also tend to play new characters perks? Cause ill tell you Gabriel's unique perks only being used is 3rd on the unique load out list but its funny how you just circled back to my initial statement
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462781#Comment_3462781
Could just disable the option if the player is on your friendslist. Then again they could unadd/add each other in lobby.
Yup, overwatch disables it for parties, and also sets a timer on everyone so you cant endorse someone again until like a certain amount of hours after you endorsed them
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462467#Comment_3462467
you really should find definition of hearsay. I guess you have watched too much Johny Depp trial...
It doesn't matter even if you face Grabiel every other game. I am sure this is different for each region, MMR groups, time.
You can't really force your experience on others.
Btw if I say there is lot of Gabriels, because of your comments, that would be hearsay.
Gabriel is the 8th most used survivor on night light
that isn't even my experience he is literally just that high
why are you trying to dance around facts
"it could be different per region" he's still 8th
"it could be different for MMR" he's still 8th
"it could be a different time" he's still 8th
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This is a bar graph from my personal matches which is 65 matches as a survivor, the bars are to be ignored they are just the escape rates of each survivor, the lines is what shows you the number of survivors, and since I started recording these matches a week ago this data is very recent, and shows that I simply see Gabriel more than any other survivor in the game
why is this such a hard concept to understand these are quite literal statistics, it's not hearsay I didn't generalize, I DID see more Gabriels in this week than any other survivor
it's not subjective to whether you did or anyone else it's a fact
this is my sample size, these are the number of survs, if you aren't tracking your stats then everything you say is hearsay no? doesn't matter whether you think you "saw some" made for this is a popular perk because Gabriel is a popular survivor right now it's really that simple
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3461830#Comment_3461830
That's really only true for Killers. I barely see Gabriel but I see MFT everywhere. Also barely anyone is using Singularity's perks so.
I actually played 50 matches and out of those 50 matches there were 22 Gabriels which is a pretty high yield especially since that number was higher than Feng and meg which are 2 of the most-played survivors in the game. So "I barely see Gabriel" isn't really gonna cut it right?
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3460925#Comment_3460925
The perk has been out for barely over a week lol. And 4.8% for a brand new perk is insane.
dont people tend to player new characters when new characters release, and when new characters release they tend to use their new perks ?
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Why
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@StickySlasher30 said:
I'm gonna say it: The worst perk rn is Self-Care
Winning as killer against survivors running this feels cheap and losing as survivor with teammates running this is depressing
This game really needs a new tutorial for survivors, just to incentivize them to know how to play INJURED. Self care heals a health state in ######### 46 seconds, thats half of a generator, and with Mangled is beyond 60
Some rework ideas I thought for this perk:
- After unhooking someone, Self-Care Activates. When Self Care is active, you can heal yourself without a medkit at 75% of the normal healing speed. The perk deactivates when you heal yourself once.
- Self-Care starts with 2 tokens. Grants you the ability to heal youself without a medkit at 66% of the normal healing speed. Whenever you heal youself with this perk, Self-Care loses a token. The perk deactivates for the rest of the match when it lose all of the tokens
Very ironic to say Self-care is the worst perk considering it's the 3rd most used perk in dbd right now, I think limiting the amount of heals you get out of it, in exchange for faster heals is a great way to balance out the perk but it would have to be a reasonable speed because right now it makes no sense why it heals so slow when inner healing exists and heals so fast when you account for cleansing time yeah I get why you'd say it still takes long, but the actual healing of inner healing is way more powerful than self-care especially since you'll be cleansing anyways
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I swear some of you don't understand fundamental copyright law...
Look at Fortnite, Overwatch, and Fall guys, all of them do licensed skins, and all of them are limited some are limited to a single day, BHVR kept these skins reserved for us for an entire year, you had a whole YEAR to purchase them, but we still gotta complain because it's leaving now. The skins aren't even leaving, they're just leaving the store, it's just the same as any other limited-edition skin. I'm slightly disappointed that we continue to paint BHVR in a bad light when it comes to licenses, BHVR even confirmed that the stranger things license was all on Netflix's end, they even contacted Netflix asking if they could get their license back, and Netflix left them on read. it's not like BHVR wants to get rid of licenses, if a permanent option was available they'd go with it in a heartbeat, and that's why we basically have ghost face for good
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@Pulsar said:
this is just...idk.
Call me a Survivor main, but this is just completely nonsensical in an actual game and seems like it was written by someone who hasn't spent enough time in Solo Q.
"Tunneling is your fault as a Survivor"
It's easy to loop effectively? Yeah, maybe against Killers who are worse than you. Against Killers that are your skill or better? It's extremely difficult.
There aren't generally many safe loops in maps, plus, many Killer powers make it easier for them to tunnel. DS is a joke, you're better off running something else.
Completely ridiculous post.
tbh i have to agree, there's things bad survivors can do to waste the killers time, and though it's a bad one, wasting pallets is perfect for an unskilled survivor to do, a skilled survivor has the ability to greed them which is wonderful, but if you're not skilled then why bother using skilled techniques
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@konchok said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/371124/is-there-a-plan-for-open-world
Maybe in Meet Your Maker 2. But if there is a Meet Your Maker 2 it'll be many years from now.
lmao, what?? you're already talking about a sequel game just released Man slow your roll, it's totally possible to integrate an open world into the existing game, you don't need a sequel for that
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Add as many traps as youd like, yknow what you shouldnt do tho? Make those obnoxious traps where when you shoot your bolt it goes into a pit of lava where you cant get it
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why did you do that silly
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@chezpizza said:
Im confident we will see more build variety once more traps are introduced. As I notice most of the traps are 1x1 blocks, wonder if bhvr will release larger 2x2, 4x4 or 8x8 traps or prefab rooms like a fan corridor (to push back raiders).
Prefab rooms would be pretty interesting to see, i'd love to see one that's just a resting room that you can place to give the raider a place to collect their thoughts for a second before they charge into your hell hole
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@CotePathos said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392200#Comment_3392200
I mean the main options for that are aesthetic, I've raided military bases with helipads, a dragon with an acid filled stomach, and if a friend of mine doesn't build a golden behive filled with fliers I will.
Messing with Harv's path and making a maze is also a great way to slow or stump runners, same with tight corridors and lots of corners.
I mean those are all great and all, but I think this has so much more potential than you think, right now we can build basic shapes and things using 1x1 blocks, that's great, but what we can't really do is make those things have a nice looking exterior or interior, they'll always be kill boxes on the inside
I wanna see lush, I wanna see decorations, objects, imagine in the middle of your kill box you put a rest room that's like this pretty aesthetic place to rest, it would be a lot more fun to see the creativity shine on this game
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nope, only party
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It's great
it needs a lot of updates to pull it out of the dirt cause it's kinda booty cheeks as of right now not much imagination going around, mainly since there are almost no tools to work with, oh and when there are tools to work with they limit you on the variety of things you can work with, like why???
the core gameplay is fun, and has an exponential skill level to it,
once an update comes out I'm hoping it won't be focused on the combat side of it at all, and it should be all about building, new decals, new blocks, new shapes, architecture parts, advanced modes, etc.
i wanna be able to build a very immersive environment
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@CotePathos said:
Honestly most kill boxes barely slow me down.
What slows me down are arrow traps placed behind me or a hallway of 4 Pistons and a furnace
yeah I'm very aware of how to slow down speed runners, it's not difficult, I just wanna be more creative and have more options to make my outpost feel immersive and not just the same as every other outpost
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@Coffeecrashing said:
Healing speeds are being nerfed, as compensation for the gen kicking regression perks being nerfed into the ground. There will be much much less slowdown from gen regression, and that slowdown time needs to go somewhere. If you don't want healing speeds to be nerfed, then ask BHVR to revert all the gen kicking regression perk nerfs, and ask BHVR to allow 3 gen scenarios to be as powerful as they currently are.
Because wanting gen kicking regression perks to be heavily nerfed, but also wanting for survivors to be able to bypass any sort of slowdown nerf on their side, is absolutely unfair.
Gonna be honest as a survivor main, i'm quite literally ok with that, I did not care about the gen slowdown perks I only cared about eruption being obnoxious, and they fixed that, so this update is an L as a whole I'm 100% for them reverting both those things but keeping the dead hard nerf that or keep the healing changes but at the very least revert the boon, since it will be needed a lot more considering these changes if they revert nothing else I would at least want to see the boon be as it was
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382157#Comment_3382157
How does one save vs a camping bubba?
healing should be balanced on its own
How does this not apply to gens? There are a bunch of healing perks in the game but you seem to be saying that healing should be balanced without this perks. They are trying to shift the meta into a meta where healing is very valuable. Do healing perks not fix this issue? The only reason this scenario is a problem is because both players have zero healing perks and the killer has 3 injured and downed one while also putting one on hook and then camping before these players did a reset.
again, if there is a camping killer it is required to have 2 survivors fully healed, this mainly applies to m1 killers, if the killer brings sloppy and it is quite literally impossible to counter an m1 killer camping because it takes too long to heal since the hook timers aren't long enough, then that is an unfair game mechanic, if it takes 60 seconds for survivors to die, and 60 seconds to heal 2 survivors then there's nothing you can do, that's the point I'm making, as a killer, it Is not impossible to stop a gen from getting fixed I guess try the math on your gen perks and get back to me on how it's impossible
but what has been presented to you is in fact an impossible scenario to counter, and that's why I differentiate this from killer, killer is getting a lot of value from this, you don't need slow-down perks anymore, healing just became a burden to survivors I've heard multiple top 1% players/streamers say that this is basically the death of dbd if this goes live, and them also being primarily killer mains makes it all the more important
Ohtofu 4k percent of 90% as deathslinger
Vulpixia she's possibly the best nurse main you'll ever come across
Otzdarva, he's just a legend we already know about him
all these people have come forward and said negative things about these healing changes, you need to slowdown and think about how telling this is before you double down on this
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3382110#Comment_3382110
Couldn't you say these about a killer perks though? Like I have to bring slowdown perks otherwise gens fly by.
no not really because I'm talking about a situation that is uncounterable, I can not save someone from a camping bubba without a second person who is fully healed, so that's why I say it about this
gen slow down is only a result of skill, when gens fly by it means you are failing to apply pressure to the team, so that's why you need it, I'm not saying that's an issue but in no way should gen slowdown perks become base kit considering its counterable, you can kill survivors
so to answer your question no, you can not also say this about killer perks
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I can assure you no one cared if billy got nerfed, I mean I guess the clown nerf is good? but there is no entitlement, you can look the forums or at the top 1% players reactions to this update almost nobody is happy, Otz said that high skill wont have a problem with this but low skill survs are gonna suffer because of this,
Vulpixa one of the best nurse mains in the game said that it promotes tunneling
I'm ok with the dead hard nerf but the altruistic nerfs to medkits and healing as a whole was wayyy too far
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@Trollinmon said:
If both players have Botany then the healing goes from 48 to 32 seconds. If they both have botany and killer has sloppy it goes from 60 to 40. Man botany is such a good perk next patch.
that's not something I feel like anyone should have to bring, healing should be balanced on its own, that's the same line as why they made BT base kit because if a killer were camping you'd just get told to "just bring BT then" but that's not a solution, I shouldn't have to bring anything to save my team from a highly unfair game mechanic, that the killer can take advantage of just by standing there these healing changes are creating an overall slowdown, or a speed up to how long games last, either survivor are gonna find time to heal and the game is gonna last a million years because it takes forever to heal or do anything, or it makes the game way too easy for the killer and they just win
I think this can be separated into high-skill and low skill
high skill the games would last for eternity, low skill the killers would win easily, I don't think that's fun either way
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This is so very clearly gonna do way better than flippin misfits, also I still have hope for flippin misfits, and I wanna see a revival of it, cause I literally wanted to play it but couldn't because no one was playing it, the genmat in dbd right now really kinda explains how the game will work perfectly, when I first saw it I just thought it was gonna be some sort of resource you find in the game, but to find out its the end goal of each level, just seems so fun to me, can't wait for its release
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well it honestly just begs the question obviously, why is ghost face one of the only killers that get to see the progress of his effect on the survivors, I don't believe even Sadako can see that information
I believe if we're going to sit here and argue whether plague should get this change, then I think we should actually debate all killers with a ring effect around the survivor should get this treatment
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that's a terrible nerf, his m2 is literally all he has, if you can avoid blight you can avoid him essentially
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@YOURFRIEND said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360030#Comment_3360030
You cannot be serious. Most of those are very very middling sequels to better movies. Is the first insidious movie good? Definitely. Is the sixth? Hell no. They make a hit and milk it for forever with bad sequels instead of moving onto something fresh. Also I'd say many of those are thrillers rather than horror. The purge and happy death day in particular.
Get out was excellent, but that was due to Jordan peele.
they literally made whiplash.
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@Peanits said:
Your intentions are good, and I don't think anyone would disagree that making underperforming Killers more competitive is a good idea, but there's a lot more to game development than simply telling someone 'fix everything'. I'll give a quick and simplified example of what this actually entails.
You're told to buff any underperforming Killer. Your first step is to do an analysis on which Killers require your attention. While doing so, you're going to find that most Killers seem more or less where they should be, but if you start to dig into specifics, you might find that some are performing really well in some skill ranges and poorly in others.
And so you'll need to dig deeper and find out why that's the case. Why are some people doing better with them than others? Is there something that more skilled players are taking advantage of that average players aren't? Have good Survivors mastered playing against a certain aspect of their power while average Survivors struggle? This alone is a lot of research, sifting through countless threads, video, streams, and even working with our data team to draw data from thousands of matches.
Once that's done, you'll need to figure out how to change them. What is a change that will make them more competitive in the ranges where they're struggling, but won't make them frustratingly overpowered in the ranges where they're already doing well? The Nemesis is a great example of this. Shortly after he was released, we found that he wasn't doing so hot in high skill lobbies, but he was doing very well in low skill lobbies. Upon further research, we discovered the high skill players were more likely to mutate his Tentacle Strike. And this was the key: We could safely buff the third tier of his power to make him stronger for high skill players without making him too strong for average players (where he was already doing well).
Next, you'll need to find the time to actually slot this update in. This is a very complicated part since every department has only so much bandwidth for each update. If your changes require animation support, for instance, you might not be able to squeeze your rework into an update that already has a bunch of other animation work required (such as a new Chapter).
When you find a spot for it, you need to playtest it and see how everything feels with a wide variety of players. Is it too strong in some cases, or too weak? Does this solve the problems you've set out to solve? Is it intuitive? Are there any control or feedback issues that need to be resolved? Depending on the complexity of the changes you've made, this can be a back and forth process that requires a lot of iteration.
And finally once all that is done, it needs to go through polishing and QA before it can finally hit the PTB, where you may have to iterate on it some more depending on how people feel about it.
All of this is for one Killer. There are soon to be 31 in the game. Meanwhile, you also have problematic perks, maps, mechanics- you name it- that people are giving feedback on which also require your attention.
Thinking, "Hey, let's buff weaker Killers" is only step 1 of the process, and it's a thought that everyone has had. If it were as easy as that, I promise you we would have done that already. Balance changes like these can take anywhere from weeks to months of work depending on their scope, and while we would love to be able to snap our fingers and do this for the next update, we're talking about literal years of work for this alone, let alone Killers who may be too strong or perks.
So yes, the intention is very good! But the TLDR is that it's not as easy as you think.
absolute W peanits i feel like this needs to be pinned so everyone knows how BHVRs workflow actually works before commenting on how much they're not doing
I love reading through all of the bug fixes and changes to see that yes. you guys are clearly hard at work on several problems and new features at a time, we appreciate you:)





