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RainehDaze

RainehDaze

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RainehDaze
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  • I'd just assume the intent was he's wearing a shirt too big for him. Not that he's been gobbling down pies whilst everyone's had their back turned.

  • If anything needs to have its pallets looked at, it's not this, it's that bloody garden.

  • @Bwsted said:

    That bbq stacks discouraged camp tunnelling is just about one the biggest myths in dbd history.

    You could still get your stacks by hook trading, or forcing the early elimination and then wrapping up the 3v1. And it would be even worse with current gen time and slowdown.

    The only real benefit would be that a killer would have to run triple slowdown instead of quad. But currently you're just fine with the meta gen kicking trifecta anyway.

    Camp tunneling was and still is the dominant strategy in a game-theoretical sense. As such, it can be justified in a player's mind regardless of the perk's info. See no one on bbq? They're near or hiding aura, no reason to leave the hook to go on a search trip. See them instead? Well, they're too far. You have to go over there, hope to still find them and then run an entire chase. Again, no reason to leave the hook.

    And, unfortunately, in general in-game currency incentives don't encourage a certain playstyle. Path of least resistance to victory does. Along with making what you want to discourage very difficult to pull off. The latter is actually crucial and currently almost disregarded.

    What BBQ did to prevent tunnelling was giving Killers running it something else to count as a win. It made it easy to go into a game and just aim for the four hooks regardless of how everything else shook out.

    Now? Well, you can still try and play the same way without the game acknowledging it, but there's no way to keep count, but both in terms of maximising BP and game feedback there's nothing to do but aim for the 4k in any way possible.

  • @Iron_Cutlass said:

    I feel like people forget that, ya know, some Survivors also play Killer? Not everyone plays solely one side.

    And... some people don't? What's your point.


  • @HugTechLover said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318516#Comment_3318516

    Really? I feel like I get a ton of iris per prestige. I will keep track tonight of how many iris I get over how many levels and report back.

    Well, I did one character from level 30ish to 50 and I got maybe... two? At most. Admittedly, I was levelling Pinhead (still salty about having prestiged before the rework and lost all those perk unlocks) not Wesker or Knight (where I have gotten all the perks I have unlocked), so that'd not help. Still, 800k BP invested, nowhere near enough to run one per game, even with a handful of black wards too.

    Like five ebony moris, though.

    IIRC, prestige does increase the chance of iris at lower bloodweb levels, too.

  • @Mystic_Mizu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318537#Comment_3318537

    Please correct me if I'm wrong, but wasn't the Cozy Break collection released around December of 2021 and remained in the store ever since? All throughout Spring, Summer, Fall, Winter? There is no reason to remove them now if that's the case.

    Yes, and BHVR changed their mind.

    Some people seem to be physically pained by the idea of accepting that BHVR did a bad thing, no matter how minor or major it is, and will insist that this is all fine, logical, and totally necessary until the cows come home. No point arguing with them about it.

  • @thrawn3054 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318390#Comment_3318390

    If they go the other way then you can't reliably play a killer using good addons. Either way somebody will be unhappy.

    Logically, which is better: your "alternative playstyle" is hard to use every game, or your big power boost?

  • @[Deleted User] said:

    Another point: there's no such thing as an "ultra rare" add on. Killers can run them every single game if they main a killer.

    I'm pretty sure, from experience, you can't, unless once you get the Killer to high prestige you can manage to pull one every 40,000 BP or so (or a black ward), which is pretty unlikely when they're 8k each.

  • @lagosta said:

    Buffing numbers is not a rework. Some of the proposed changes are just straight-up buffs that can turn perks obnoxious to play against or just do nothing at all.

    I'd advise you to focus on interesting perks that fall short of fulfilling their purpose.

    Ex: Any Means Necessary allowed anyone to reset a pallet but if in a team without comms, any user would have to follow the killer around to know which pallets were used but not broken. The aura reading effect was suggested in these forums to add to increase the viability of the perk without buffing it for SWFs by just decreasing the CD.

    How to rework one of the perks you mentioned:

    Spies From the shadows

    • What seems to be its original purpose? Locate stealthy survivors close by.
    • Does another perk with a similar purpose performs better? Yes, Whispers.
    • Best case scenario? Indoors map where you cannot see startled crows and audio obstruction can interfere with the killer's tracking.
    • Worst case scenario? Open maps, where the benefit of the perk is extremely diminished.

    I don't know if you ever played with Spies, but it can become really spammy. Loud noise notifications popping up every 5 seconds can be really annoying and if you just remove the CD and make it map-wide, you'll drive a bunch of players away from the perk based on user experience alone.

    Suggestions on how to make the perk better include: making crows startle regardless of the close survivor's speed (causing crouching to become ineffective), making the startled crow follow the survivor (similar to AFK crows) for a few seconds.

    It's still pretty good outdoors, because it works behind you. And in your horizontal blindspots. And is a lot harder to miss. xD

  • See, that brown plague addon is meant to be her nerf gimmick for BP addon, which is why it's brown. It also happens to come with two buffs that actually make it an entire potential playstyle, thing is weird.

  • @thrawn3054 said:

    I don't mind them making the higher rarity addons have interesting effects rather than just raw power. Imo green and yellow rarity should contain the most generally useful addons.

    I mean, I do, because it fundamentally means that if you like the gimmick or the gimmick's playstyle, it's not something you can reliably use due to the rarity factor.

  • Yeah, a lot of the chase perks are... really easily played around once you're aware they exist. And with BBQ, it's one of those aura perks that currently go "if you don't have lethal pursuer, it starts activating while you're stuck in an animation and because you can't turn hooks around, have fun if the map is behind you".

    I disagree with changing Fire Up to be a game-start one, though; especially not when it loses a stack on every gen. If you can't pressure Survivors immediately, you'll drop to current maximum Fire Up range before, what, the third chase? The idea of a perk getting stronger as gens are complete is fine... it just needs to not be "5 gens and now you do things 0.4s faster".

    Spies from the Shadows: 36 meter range for a visual queue and a 5 second cooldown ---> Map wide, aura reveal of that survivor for 8 seconds and no cooldown.

    The cooldown is there so you don't get constantly spammed by bird notifications, not to nerf it. xD

  • At some point, BHVR wanted to make rarer killer addons not just 'more betterer numbers'. Unfortunately, this has left a lot of Killers released or retouched since then with some really naff higher-rarity options because they've been overfilled with 'here's a weird way of getting a status' and the like.

    I mean, look at the Knight's for an example. One iri gives out exposed if you plop a guard in the right spot... only every four guards... for less than ten seconds, but at least it's better than "you can't leave the exit gate if being hunted" being inexplicably paired with a vault blocker (when, if that wasn't an iri addon, it would probably be more reasonable). All his green ones are status effects with better or worse ways to apply them, so definitely worse than the yellow and brown improving the base numbers to be a bit more workable. And then the purple ones have three niche effects each paired with one of the cycling guards, and another status affliction method.

    Sometimes, this actually works--Pinhead's addon tiers do have good secondary effects for the iri and purples (engineer's fang in particular is still fun, even after the nerf; shame the faster chain hunt ones were hit so hard).

  • @GoodBoyKaru said:

    Since Pyjamas are clearly only worn around Christmas and never again, this was removed 2 days ago. Because forcibly limiting supply is good, apparently.

    nobody would ever wear a hoodie at any other time of year, naturally

  • @Seraphor said:

    Map Offerings are great.

    They allow certain builds to be viable (Scratched/Vanity Mirror Myers, Ghost Face in general, Sabo / unhookable builds, etc.)

    They cost an offering slot to use. This is a resource all players have, and can already be used to turn the game to your advantage, by altering hook placement, survivor, chest and hatch spawns, mist, and luck. Choosing a map is no more or less out of line than any of these.

    Maps generally aren't as big of a factor as a lot of players like to whine they are. Every map is viable. Every killer can win or lose on every map, and they do. If kill rates are significantly out on a particular map, the devs would know and do something about it, like they are with Eyrie. It might take time but it would happen, if it's necessary.

    Most of people's issues with maps is the perceived intention of the opposition, which isn't necessarily correct. If they ended up on a map they didn't like by chance then they chalk it up to bad luck and play anyway, but if they see a map offering for that map in the loading screen, they have a tantrum. This proves that the maps themselves aren't the biggest problem, it's the psychological effect of the offerings. This could be solved by making map offerings hidden like mori's and shrouds.

    It could be argued that map offerings are less costly for survivors than killers, considering each offering has the same weight, but survivors have four chances to use them to the killers one. So if I was reworking map offerings personally, I would do something like this:

    • Make all realm offerings hidden.
    • Killers retain 100% realm offerings, but their rarity is increased to Very Rare (purple).
    • Survivors lose 100% realm offerings, but gain 33% realm offerings, which are of Uncommon (Yellow) rarity. This means if survivors want to guarantee a realm, at least three of them need to use the same offering.
    • Sacrificial Ward becomes Uncommon (Yellow) for both sides.
    • Bonus: (can take it or leave it) Survivors also gain access to 'Combo Realm Offerings'. A few select combinations like "Badham, Gideon and Midwich" or "Coldwind, MacMillan and Azarovs" which give a 66% chance to end up on one of those three realms. These would be Rare (Green).

    So, basically, not only do Survivors get more map offerings, it's cheaper per Survivor, and a dedicated team can still send you wherever they want. Even more consistently, most likely, given they just got made more common. Totally a better situation, "you might get a handful of map offerings every fifty levels and the chance of getting the only decent purple offering (the black ward) has just been nuked, but Survivors now get all the map offerings that could ever be asked for".

    And no, maps are way more out of line. Every other offering has a pretty small effect (except hook spacing when stacked), map offerings go and decide a huge amount. And because there's so few neutral maps and they're all stuffed into realms with lopsided ones, you can't even try to counter it with those.

    Also, really tired of spending half my games on Garden of Joy recently. Best I can do is burn BP for a 50/50 to go somewhere else? Great.

  • Another thing that seems to be being overlooked:

    "Taking out a bad game on the next group" doesn't mean being a complete jerk about everything. It can also just mean "after these really annoying losses, I'm going to play a much stronger build, with stronger addons, and not give chances."

    If people think it's petty to respond to a string of losses with trying to win, I'm really confused.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317981#Comment_3317981

    Did Myers get affected by the vault change? I always thought it was specifically different vaults not just the speed increase he gets

    Swear I've seen it mentioned that he got caught by it too.

  • No, people definitely complain about Mikey too. It's just there's enough people who realise how utterly stupid just going "nerf his good addons" in isolation is (then what does he have?), so it's less blatant.

    Also, he did sort of get adjusted recently! Since now power-adjusted vaults can't be affected by perk. So the one other thing t3 had going for it with the long lunge (what, is he not going to get to benefit from coup de grace next?) doesn't really exist.

  • @MaTtRoSiTy said:

    I pretty much only play solo and my experience against Plague is that 90% of my solo team mates cleanse and half of those are so stupid they use a pool right in the middle of critical gens etc.

    I do not enjoy going against Plague mostly for this reason - randoms are often clueless and constantly make her a ranged insta-down killer

    I seem to get the mortal phobia of ever cleansing lot, plus DH lovers.

  • @HugTechLover said:

    Dh is extremely easy to bait or just wait the half second dab. It’s literally not hard. If they DH through a pallet, just wait a split second then hit. 90% of the time they go down.

    Or... you get hit in the face with a pallet and they don't DH? I think you missed the most likely outcome if you try to get close enough to M1 rather than lunging.

    @BlightedDolphin said:

    You still get your one corrupt fountain at the start of the game. Wait until they are all broken and then go grab it. Their Dead Hard won’t be much use then and it might scare them into actually healing.

    Or just use Thana and then at least one will be cleansing.

    And in the end, at least it’s an M1 with 2 health states unlike someone like Freddy which is an M1 with 3 health states.

    Then I'd at least be able to pretend I have a power. :(

  • That's going to cause an unusual number of DC's in loading. More, even, because people are going to think something's up.

  • Uh... no? The example (way before the current meta) was a Doctor constantly shocking Survivors but not trying to kill them.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317881#Comment_3317881

    Key word here is should and it assumes MMR is accurate and works. We know it does neither.

    I can go from playing against someone like Yerv or Swarm to playing against someone with 50 hours, which happened tonight.

    That just makes the point more relevant, though, not less. Unless you really want to get hung up on the specifics of bad SWF players existing.

  • @Pepsidot said:

    I think choosing the map you want to play sometimes is neat.

    Well, you're wrong.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317846#Comment_3317846

    1) Sure. But a bad Survivor is still bad even if they play in a SWF.

    3) I generally want to know if I did something wrong. If I upset them in some way, did something they found egregious enough to do that and so that I can avoid doing that in the future.

    6) STBFL is great on a lot of Killers. Even if you have to ignore your obsession, I find it's worth it. Bamboozle is almost always welcome. Lethal. Floods of Rage. Nowhere To Hide. There's plenty of good options.

    7) And again, that's two slots for info, one or two for regression and zero or one of another perk. There's plenty of options, just not many easy ones.

    9) That's why we need to buff Solo Q to as close to SWF-level as possible, ideally at the same time as buffing Killers.

    10) I remember doing that years ago, I think I stopped having fun and started being competitive.

    11) Most of the people I play against don't really care. They'd have been salty regardless.

    12) No, it's still over in 4 minutes. If a Killer wants to slug for the 4K, the last Survivor up is allowed to hide to try to escape.

    13) Both sides will complain endlessly. There's just more Survivors than Killers.

    15) You'd be surprised at what a single hook can do.

    But a bad survivor playing in a SWF should only be matched with you if you're also bad. You can't tell from the outset if it's four randoms, or four people with bad mechanical skill but good communication who only play together occasionally, or four people with joke builds, or co-ordinated meta.

  • The other thing that bothers me about map offerings is, well, all the relatively neutral maps are bundled in somewhere in with the hilariously lopsided ones. Want to pick a heavy survivor-favouring map? Sure, easy! Want to pick a Killer-favoured map? Okay, still pretty easy to do (or at least small).

    Want something fair-ish to both sides? Screw you, those realms have multiple maps and you'd better enjoy getting groaning storehouse or suffocation pit.

  • @Grandpa_Crack_Pipe said:

    How many DHs are you eating, man?

    In the Game, with DH-for-pallet?

  • It is bizarre how hard it is for people to accept point #1: you don't know what sort of team you're facing until the match is already well underway.

    So, if you want to win, and expect a challenging match, that means playing as if it's going to be a challenging match. Meta perks, not playing 'nice', etc. Just whatever you think is best for it. Can't change things after the fact when it turns out, whoops, nobody brought an exhaustion perk or something.

  • I see we have the return of the "how is it FOMO when we have BHVR's word to go on that they'll bring them back in future" and "how is it scummy to remove things that have been year round" and "all these were obviously seasonal things and didn't included a bunch of stuff only tangentially involved with the holidays" arguments.

    So let's break it down one a time:

    1) "They'll be back next year." BHVR has, in fact, already walked back multiple times on saying they don't want limited skins, and that skins will become available with iri shards after four weeks (since they then modified that to exclude limited ones), and seemingly given up on putting old rift cosmetics in the shop. Even if you don't think it counts as FOMO if it'll be back some time in future, that's putting an awful lot of trust in BHVR's words regarding cosmetics. There's enough reason to be sceptical that some things might be gone forever--enough to cause FOMO now, and doubly so if it comes true.

    2) As noted, some of the 'seasonal' things used to be available all year round. For iri shards. They have now been taken out of the shop, making them 'exclusive' to try and get you to spend to get them now rather than hope you have enough saved when they come back next year. If they come back next year. If they come back next year and now aren't auric cell only like all the other limiteds.

    3) "Who sells holiday themed stuff outside of holidays?" Ignoring 'every major retailer with a web presence' as an answer, you're going to have to explain real hard how things like pyjamas are Christmas themed, or how vaguely wintery clothing is therefore a holiday promotion and should only be available for one month a year.

  • @HectorBrando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317744#Comment_3317744

    Built to last wastes more time than it cuts with all the time it takes to reset the toolbox, its only real use is to refill medkits stacked with charge addons, it takes 12 seconds of hiding to recharge the entire item and then you have to go back to a gen.

    An Engineer toolbox with both charge addons saves 16 seconds (since it cant regenerate BNPs), 12 of hiding on a locker leaves you with a 4 seconds gain and this is not taking on account the time you have to use to reach the locker, if it happens to be in a straight line to the gen you were going you do win those 4 seconds, if you have to take a detour to reach them and it takes more than 4 seconds you are already at a net loss and after the first refill the perk is just a drag for the next refill the toolbox will only save 8 seconds.

    You're once again ignoring the role great skill checks (toolboxes trigger skillchecks at a rate of a 40% chance a second) and perks that synergise with great skillchecks (Hyperfocus, Stakeout, Fogwise, etc.) play in taking toolboxes to a stupid level--and Hyperfocus is necessary for the sub-40s gen. So, if a gen has gone in < 40s, Built to Last can save far more time than you think.

  • @HectorBrando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317665#Comment_3317665

    A good Toolbox shaves 8 seconds of a generator, if you put +12 charges addon it goes to 14 and a brand new part it adds to a total ~31seconds, it can only happen once per match and if the gen doesnt get completed before you get there in the current meta the progress is going to disappear rather fast.

    They make the game harder? Of course, they are supposed to help the Survivors, do they make it hard enough that seeing 2 toolboxes has to be a lobby dodge? Nah, Ive dealt with Engineers+BNPs enough times to know they are not that determining, the only generator that matters is the last one.

    You forgot e.g. Built to Last.

    If multiple gens can go in the first chase (due to sub-40s times), and then they can be recharged, that's a good way for a game that could theoretically be under three minutes. With the problem being this doesn't require weird coincidences or throwing from the other side.

  • @[Deleted User] said:

    It's pretty unacceptable that BHVR hasn't adjusted Eruption at this point. How hard is it to acknowledge that it's unhealthy and disable it until a solution is found? At no point since last July have they had time to revisit a single perk?

    Have they ever disabled a perk over balance concerns?

  • @squbax said:

    The moment you choose an m1 killer to play as you accept you will get dunked on if you face good players, they are rare but no good team will let an m1 get more than a 1k, so if you choose plague, you literally knew the outcome that could happen.

    Doesn't mean that it's any less of a thing to hold against DH. Broken =/= actually in peril when it's in play.

  • @HectorBrando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317493#Comment_3317493

    Thats 2 stacks of Hyperfocus which amounts to an extra 0,3% and 0,6% of completion, which is roughly... 0,8 seconds you shave or so, I dont think its an issue at all.

    Using a toolbox massively increases the chance of skillchecks (it's something like a 40% chance a second), which means hyperfocus can really get going and take away huge amounts of progress super quickly. So, first BNP knocks off 25% completion, then you have hyperfocus in progress.

    It's possible to get a gen done, solo, by the time the toolbox runs out of charges, or maybe five-ten seconds later. That's a super extreme example, but it is massively swingy.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/361001/another-reason-to-hate-dead-hard

    Its counter play, some times that strategy works, but not always. It depends on the situation and team.

    For example, if they refuse to cleanse and have an advantage you can camp a guy on hook to force them to cleanse. No DH is gonna save you from that.

    Only problem with Plague, is playing against her in solo queue. Still the best designed Killer in my opinion

    Yeah, the map spawn made things so much worse in the game that prompted this. The Game, only one hook accessible from most of the bottom floor (and the freezer entrance was freaking awful), someone DC'd on it first hook. <_>

  • @jajay119 said:

    There is nearly no more depressing thing than playing against plague, with the possible exception of Legion, so... checkmate.

    Basement Bubba? Infinite Tombstone Myers? Condemned Sadako?

    Pretty sure there's way worse things than a Killer that puts up a choice between healing and power denial.

  • @LordSturm said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317480#Comment_3317480

    to be fair bamboozle is from a free killer you can just earn

    Sure, but I already have PGTW from the Shrine before its nerf, and Coulrophobia is a meme. Bamboozle hasn't been super high on my priority list, especially after they decided that power-related vault speeds and perk vault speeds shouldn't stack.

  • @HectorBrando said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317380#Comment_3317380

    I dont find flashlights that bad, since people going for saves arent doing gens and a lot of times you can pick facing a wall, honestly except medkits the other 4 items the Survivors can bring arent even noticeable worthy.

    Toolboxes get a lot of flak for how meh they are, a purple toolbox with 2 charge addons makes a 90 second gen be roughly ~72 seconds or so, even bringing four doesnt make the game that uphill, I suppose its a leftover from before the rework, when the purple and both green toolboxes shaved around 16 seconds before addons and penalty efficiency was 10% instead of 15%.

    Hyperfocus synergy and BNP.

  • Not against toolboxes, but I'm going to back out if suddenly several people decide to swap from low-prestige survivors to high prestige with cosmetic and items after 30s or something. Maybe they were just doing bloodweb stuff, I dunno; OTOH if it's several of you doing it? Riiiiiight.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317449#Comment_3317449

    How are you eating that many DHs though? Extra fountain add ons+Bamboozle and the no-cleanse strat is an easy 4k most of the time unless you get horrible fountain RNG.

    Well, step one is 'not having unlocked bamboozle' (not that that would've done all that much in the Game), number two is 'not bringing those add-ons'.

    isn't that kind of a weird question? "How could this thing have happened in a game since it wouldn't assuming you were running this specific build?"

  • Every time I've ever tried to play Billy, it's been "here's a super obstacle-filled tight map", so I gave up considering it. The game was clearly trying to send a message.

  • @Seraphor said:

    I mean, you could be an M1 killer that has to get through Three health states. At least it's only Two as Plague.

    Hey, at least with every other M1 Killer I can pretend I still have a power! Can't do that if nobody ever cleanses and everyone has DH to pretend broken isn't a big threat.

  • @WesCravenFan said:

    I'm trying to understand why those 3 meters matter. :P

    Objectively, they don't make much of a difference.

    But whether or not it gives you a terror radius more than double the baseline? That's the question!

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317098#Comment_3317098

    Other than like two of her Green's and a single Purple, I really have no issues with Spirit's add-ons being too weak.

    I mean, I fundamentally do? Because it's the Myers problem in reverse. "Your power is good? Gotta have bad addons, which really doesn't make for fun to play with" (and Spirit's purples are the ones that ARE fun, but I expect they'd get wrecked in the process of doing anything with MDR rather than a conservative fix). And if weak powers can have good addons, you get the lot that are dependent on running them for it to be all that viable.

  • @Pulsar said:

    I agree.

    Top-tier Killers really don't need crazy add-ons like MDR, Alc Ring or C33. If these were on a Killer like Myers, or Freddy or Legion, I wouldn't care. But they make some extremely strong Killers even stronger.

    Flip side is BHVR seems completely incapable of giving some Killers even vaguely desirable addons otherwise, and then you get bloodwebs full of complete junk. Spirit's actually the perfect example of this--take away MDR, and you have a few decent purple ones (and DCB can't really go due to what it does), green being nearly a complete waste of time, and yellow having some that give a few nice numbers but are completely forgettable.

    And Nurse doesn't inspire confidence that they'd just try to fix problematic ones.

    It's a roll of the dice whether you'd get Pyramid Head's dearth of anything at all noteworthy aside from range or a pass that leaves you with some completely bizarre effects that aren't even desirable.

    "Balance but everyone's iris are now as sucky as Pyramid Head's" is a horrible monkey's paw.

  • @TheDavidKingMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317074#Comment_3317074

    Ah, classic whataboutism.

    Not that BNP is anywhere near as broken as the addons I mentioned, anyways.

    Uh, yes it is. Especially with co-ordination to bring multiple of them. And perk synergies

    MDR just needs something to specifically stop it from synergising with DCB; the entire concept of BNP is flawed because they can still knock off an entire objective pretty much immediately--it'd be like one random survivor starting the game on death hook.

    But this logic is ridiculous. "Okay, you nerfed one Killer, now go do the others; ignore nerfing equally problematic Survivor items and add-ons, or buffing the weak Killers, just go around making sure all the good things one side has are gone first".

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317043#Comment_3317043

    See, that whole thing is stupid. If you pick someone up and then just move side to side or stand there, they know you’re being merciful. Then we can wiggle out and get out faster than being carried around. This ‘rule’ about not wiggling is just a power trip

    Also, to confirm, I tried this in a game. The first time, they just stood there. The second time they ran round a loop and dropped a pallet rather than, y'know, going somewhere the hatch might be. They stopped wiggling the third time, though, so we actually got to the hatch.

  • Ah yes, "balance" only by going around making sure every Killer loses any remotely good option they have.

    How about something far more pressing and ridiculous first, like BNP? That's a single addon and not an entire pass.

  • @Audiophile said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317043#Comment_3317043

    See, that whole thing is stupid. If you pick someone up and then just move side to side or stand there, they know you’re being merciful. Then we can wiggle out and get out faster than being carried around. This ‘rule’ about not wiggling is just a power trip

    If you wiggle, I assume you don't want the mercy. Or don't realise it.

  • @solarjin1 said:

    Do u really wanna make these offerings away to avoid maps? Survivors will just ban the very few killer favor maps every game.

    map offerings are mainly use by survivors trying to have fun and sweatlords who wanna advantage. BOTH sides got their own semi dirty ways of playing.

    Still an improvement over the current situation.

    Really, what map offerings should do is instantly uninstall the game for you. Never seen a game where they make it more fun.

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