ReikoMori
ReikoMori
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@jordanjustice said:
Sorry guys... But camping, tunneling, and slugging is cheating. You know it. If the survivor isn't doing well, they can't just decide to take over a game like camping, tunneling, and slugging killers. Its fundamentally wrong and that is why people get upset with it. Its not a real debatable topic. It's just wrong. You know it. All I'm going to say.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498173#Comment_3498173
No one said the killer is punished for a survivor exiting via hook. The idea put forth was literally trying to get the game to determine if this happened or not. The "how" was up for debate and could of had suggestions to it. I tried to suggest a system that I thought could accurately determine such. In such a way, the Killers would not be punished at all for suicides. The proximity of the killer to the hook during the hook states determine a lot. Literally, if the Killer is not within X distance of the hook during this time, then there's nothing done.
As far as Survivor bots, for survivors killing themselves... This is in here because currently the bots activate when a survivor DCs and there are many threads about this. Trying to kill 2 birds with one stone. A suicide is a DC, so I was suggesting the game to treat it as such.
As for end-game... You chase survivors and defend gens before this, right? Why do you stop doing this? Why aren't you chasing and defending the exit gates? Its just a style of play... whatever floats your boat. Its not that the killer has "nothing else to do".. Its that the killer really wants a Kill and this is the best way for them to secure that.
Camping, slugging, and tunneling aren't cheating in any sense. The devs have literally made this clear multiple times for multiple years. The game is designed to facilitate these actions on purpose and actual issue isn't that it happens, but the outsized effect they can have on outcomes. You are right that it isn't debatable though because again the devs have spoken and made it clear they want to reduce the effectiveness of these strats, but not remove them entirely. Things like facecamping where the goal is obviously not to win, but to antagonize are getting sharply hammered on.
The game can not determine context of why someone may or may not be doing certain actions such as killers lingering around hooks, survivors killing themselves to leave a game vs them just trying to kobe and getting unlucky and then deciding to just give up. Survivors dying hook regardless of context is an outcome that is expected and should not under any circumstances result in spawning a bot. If that is what you view as solution then in reality you want the game to be fundamentally different that has been for 7 years. For all that just remove the ability for people be permanently dead and add respawning then adjust every single other part the game that is predicated on the existing design to function with and accommodate that.
If you've played killer with any amount of frequency and paid attention to details of that role you would see why people don't chase at the endgame once they have someone hooked.
Once powered exit gates take 20 seconds at base to be opened.
The average chase in dbd variables like overly strong tiles, search time, and perks not withstanding is about 35 ish seconds. This doesn't account for powers that offer mobility and lethality. We're just talking average m1 moving at 115% speed in the hands of an average everyday player.
If you get someone down and hook them in the endgame you can immediately understand two things, 1) You don't have enough time to chase in most instances and 2) You don't even need to chase because unless the team is completely mercenary they will come to make save attempts which means you skip out on wasting time searching for someone only to lose the hook you're already dealing with. You can just as well dictate the last exchange having to happen around the hook which means shorter engagement time and possibly another a down. Which will force the remaining survivors to either disengage and leave or engage on the killer's terms rather than own as they have to make two saves rather than just one.
Another thing to keep in mind, maps are not remotely made equal and sometimes door spawns are basically right next to each other meaning they can reliable patrolled and defended or they can be on opposite ends of the game and completely unmanageable. You basically pick one and hope you see folks on it and if you don't pray you make it before the door opens which again only takes 20 seconds.
The game isn't over in the truest since, but the time for dedicated chasing has passed and now achieving your goal requires you to focus on getting the situation under your control.
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@TrueGuardian32 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514604#Comment_3514604
Rework mostly. Insta blinds are not in the game and there are tools to deal with flashlights. They shouldn't be completely negated just significant mitigated. Although if they do that I sincerely hope they add a accessibility option to change the blind screen.
The tool is Lightborn. Literally the only actual perk that addresses flashlights specifically.
Franklin's is the only other thing that comes close, but it doesn't address the issues caused by Flashlights just that they exist.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3513395#Comment_3513395
... I actually like that as a potential change to the hard counter nature of the perk... immunity to the blind effect, but not the associated stuns.
As a killer I don't like that Lightborn just removes flashlights and flashbangs from the game. Admittedly I wasn't here during the hey day of insta blinds, and the locker blind change was also a great change... so I understand WHY Lightborn is how it is... but I feel like flashlights now are in a pretty fair spot... thus Lightnorn isn't. It takes no skill regarding positioning or area control on my part, I just slap on the perk and that's that.
Pulling off flashlight saves against a competant killer is risky, and can be pretty tough/heavily punished, and players trying it is something I want to encourage: both to reduce gen rush and try to keep the game chase oriented.
If I were to change Lightborn:
- Nerf: You are no longer immune to the blind effect.
- Rework: When blinded, only the outer edges of your FOV are affected. (Literally only enough to indicate you are being blinded for killer feedback).
- Buff: You recover from all light induced stuns (flashlight, flashbang and blast mine) 30/50/70% faster.
This would mean there is counterplay still available to survivors, you CAN still "blind" the killer... but he can still see you, and he's recovering fast, so you can bet he's coming for you xD
As long as the devs continue try and play weird games with automatic camera movements, Lightborn needs to stay as it is.
If the goal is see players actively outplay each other then they have to facilitate that by leaving camera control in the hands of the player.
Also if the blind effect doesn't happen there is no point in doing the stun.
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@MikaelaWantsYourBoon said:
Because Nic Cage is only one remembers who he is. Other survivors forgot who they are or they don't remember everything.
You got a source for this claim?
As we clearly have a ton lore that shows survivors don't forget who they are, just that some of them don't realize what's happened to them after being sacrificed.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509243#Comment_3509243
I agree, but he does it because it works for him; he occasionally gets hit with rejected hits but said that was extremely rare. And I'm located in the Northeast US. I don't always get transoceanic killers, but those are especially painful.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509331#Comment_3509331
100% right!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509349#Comment_3509349
Bvhr knows those killers will likely never get matches, and for some reason, they want to accommodate these high-latency killer players. Who would knowingly go into a lag fest of a game where The Killer has a perpetual advantage over you? That's probably why they shield the info.
It's not a secretive thing, back when we could see everyone's ping during the p2p era there was a sizable amount of players who basically never got matches due to have red bar ping. Understandably they had a statistically significant amount of players who wanted to play the game and the majority had no say in the quality of their connection to others. So they made it so we didn't see lobby ping anymore.
Obviously that means sometimes folks rolled the dice into a laggy death spiral, but it did address a matchmaking issue. We had hoped that things like this wouldn't persist to be an issue after dedicated servers, but with the wave they've stuffed regions it hasn't been the greatest result.
Nobody wants to play laggy games even the folks who are the culprit most times even if they advantages in doing so.
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@HarlockTaliesin said:
This would be visually neat, but could be problematic for killers that need an element of surprise to get that first hit/down.
Besides, can you imagine if Nurse had her own hooks? Survivors wouldn't need to wait to hear the first blink sound effect, they could just DC on seeing her hook.
That used to be the case. Nurse existed during the time when we had killer specific hooks, those are the models used on Crotus Prenn. They switched the killer specific hooks to being realm dependent at the time it made sense since every killer had the same default TR and there was more emphasis on surprise encounters. Now though changing back wouldn't be so bad as the surprise emphasis is long gone and you can distinguish killers from sound alone.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509095#Comment_3509095
Latency issues will always be there, but the advantage provided doesn't have to be. Sure, it sucks if you're in a remote or rural area or a region with poor infrastructure and no server, but does everyone else have to suffer for it? The networking philosophy is called Favor The Killer and is too favorable at the expense of the Survivor experience. Hits are still handled on The Killer's end and are only server validated when the ping threshold exceeds a specific value. User tests put that number at nearly 300 ms, which is exceptionally high.
I played last night against The Clown; tough match because of his latency advantage over us. We all saw the killer latency icon throughout the Trial but could also feel he was lagging. Did the game punish him at all? Nope, he was rewarded with extremely generous hits. He was in a remote village outside of Puebla, Mexico, on satellite internet!! He told me he loves DbD because it's the only game that "works" for him since other games disconnect him or make it impossible for him to play. Why? Because DbD rewards laggy killers, and other games punish them.
I'm not sure which solution is best, but I know that providing The Killer with a perpetual advantage isn't the solution! So allow me to opt out of high latency killer lobbies, or just let me see their ping in the lobby (like before) to decide to back out. Or reduce the threshold for server validation to kick in and make it fairer.
I can't imagine trying to play this game on satellite internet.
If you don't mind me asking, what region are you in? If you're getting matched up with someone is Mexico I would think you'd be hitting the NA West server.
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@Nicholas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505970#Comment_3505970
That's an economic and business issue. AWS doesn't operate in many regions due to adverse laws, instability, poor infrastructure, and lack of demand. Many of these markets in poor regions have four-figure player counts; otherwise, it's not worth accommodating. I'm only interested in going against players with reasonable network conditions; usually, this means people within my region or market. On the other hand, perhaps if the game didn't reward high-latency killers so much, it wouldn't matter anyway.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505887#Comment_3505887
Same but good idea; I will start using it too.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495793#Comment_3495793
Yeah, and the issue is inducing a lousy connection is easy. So some people intentionally use mobile hotspots to get that advantage. Bvhr needs to eliminate the lag advantage, allow us to restrict matches to high-connection quality players, or warn us that there aren't enough players in your region. Give us options, and stop rewarding high-latency killers!
Unless you can come up with a new networking solution at scale you're gonna have latency issues no matter what.
There just isn't a lot of options to be given when your smaller region lacks both available players and data center allocation. You may not get a high quality connection basically ever depending on where you are if you did restrictive matchmaking.
As for not rewarding killers with high latency, killer client is what drives the game even though we're on dedicated servers rather p2p these days. I don't see how they can change that without making things worse for y'all in low pop regions.
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@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3508237#Comment_3508237
But people should take a step back and think a bit, how many times they really lose vs how many times they get 3-4ks, constant crying for nerf when killer is already in a good spot is not that useful, keep nerfing solo q and it's borderline unplayable at this point
I can make a lot of videos about broken things on killer side, broken add ons and cheap tactics that guarantees wins or 2k+
You should see the comment sections of survivor centric content creators, they mirror the same as killer centric content creators.
Both groups look at their big shots as near perfect players and fonts of knowledge that should never lose.
Folks that camped out resist logic and embrace a weird level of fanaticism.
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@rvzrvzrvz said:
He gets 3-4k 95% of the time, then he lose once against a good team, he's using a troll build and he still did pretty good btw. Comments are weird are survivors even allowed to escape ? take any other game with 2 teams and you don't win 100% of the time, even if you're the best player in the world you will still lose a lot it's called game balance
DBD is a game that resists logic sometimes and folks are very used to content creators winning so much that losses seem extraordinary.
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@dollidahlia said:
This is just a curious question. But how would the killer apply pressure? If the killer cannot slug, camp, tunnel or perform a 3 gen lock down, how would the killer prevent gens from flying?
since I’m assuming the only other method that isn’t toxic in the slightest is 2 hooking everyone.
what other method is there to apply pressure?
Well it depends on how far you're taking the concept "removal" and how you get to that point
If you completely remove the ability to tunnel someone without still leaving a way to force someone out of the game early then nothing really changes for most players. At most you lose early game potential and late game comeback potential, but once you're forced into a situation where tunneling is the answer chances are you're not winning that game anyway.
Slugging is a lot more significant as without it some killers quite frankly are ill-equipped to do very much to make up for the loss of pressure. It also makes getting a 4k far more difficult which if you're doing achievement hunting you will need to slug unless you get incredibly lucky and get folks down really fast.
3 gen getting removed isn't even an if scenario at this point, but a when. Now that several killers have shown how degenerate a strat it is the devs have acknowledge this wasn't intended and are taking steps to remove it. When exactly we'll see something is unknown, but without a small selection of killers will need to play more aggressively rather than being passive. For most this isn't an issue, but for Skull Merchant she's gonna need a small rework to get her properly spec'd for playing aggressively.
If you remove these things and replace them something that offers the same level of game control, but overall less tedious then we might see significant shake ups in what killers get played because the game will be in some ways fundamentally different.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507365#Comment_3507365
The game does have a casual 'do what you want' mode though.
Custom Games
It's just there's a requirement to organise your own party.
I've said before, that there should be some sort of queue filler or game listing for custom games that you can list for open play. You could choose between a closed lobby (how it is now) or an open lobby (open for random players to join).
Open custom lobbies could be searchable through a system similar to friend finder, have exclusions for blocked accounts, etc.
And while custom games shouldn't award challenges and dailies, XP, or effect MMR. I think they could award a reduced BP score. Maybe something simple like 5000 per game plus 5000 for escaping/1250 per kill.
Custom Games do not necessarily equal casual content.
This is something that a lot of genres have had to learn and re-learn over the years.
Since I'm the most familiar with fighting games I use them as an example. Fighting games for the longest time no matter how much attention they got ultimately stayed extremely niche because they were often very content light. Casual players would play for a while and do their own things, but ultimately they weren't having good experience tailored towards them and wouldn't stick around.
It was until fighting games developers started actually pushing out features that catered towards the casual audience that they experienced huge growth outside of their hardcore fanbase. Things like story modes, minigames, and even detailed training and trial modes helped greatly with growth and retention.
A variety of content is ultimately what gives a game a longer shelf life. In order for custom games to fill that void in DBD players need the actual tools to change how the game plays. A lot of that support that commonplace in FPS games started out as mods that got popular enough to adopted officially by the devs. We don't have level of creative freedom in DBD so custom games in this game aren't going to address the issue.
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@C3Tooth said:
The root is just about camping, tunneling, gen rushing. As long as those still stay in game, there will be unfun matches.
And Im sure they're just gonna soften it somehow (as they did with extra 50sec Gen, basekit BT and the future self unhook), because people create discussions and increase interaction when they have something to complain, not when satisfied.
Getting rid of those won't change the experience of not feeling like you can just play the game casually.
This game is nearly 10 years old and has been optimized greatly by players, but the game doesn't have an "off switch" where you can just kinda just play the game without caring about whether or not you're being optimal. DBD is suffering from a lack of ways to engage with the game and ways to separate the people who need that heavy competition feel from those who just want to goof around for a bit.
As long as DBD continues to have a singular catchall mode of play casual players aren't going to get as much out of it. Casual players often want a variety of things to in a game. Tomes could have been a great way to handle that if they were paired with a single player or co-op story mode component. Casual lore people could actually be getting the part of the game they care about through gameplay that engages them independent of the usual dbd experience. Right now casual lore players will kinda sorta play the game when it strikes them, but usually just watch youtube videos instead of doing tome challenges.
Casual players want and need casual spaces in games.
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@SweetTerror said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505663#Comment_3505663
I think you misinterpreted what I was saying. I was saying the reason why people want Freddy's old play style back is because of how different he was to every other killer. Never mind if it was considered strong or weak, the very fact that it was different from everyone else is what made it special.
So many killers these days feel like a copy and paste version of someone else, and if the Alien is nothing more than an m1 killer, then that is going to be a massive disappointment.
But he simply wasn't different is my main point.
Old Fredboi did nothing at all that was different from an average m1 killer template. If you outside the box power is to just be able to play the game at all, you've not created anything new or different you've created effectively nothing at all. He was the very definition of copy and paste, but with less functionality that anyone that came before or after him. I could understand if he actually did anything particularly unique or thematic, but in all my time of playing with and against him that wasn't the experience. His kit such as it was didn't bring anything new to the game nor did it use what already existed in a different way than anyone else was using it.
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@LuckyJewel said:
Title
Is it meta? Signs point to yes.
It's generally showing up in a lot of games across skill levels and even if players aren't the best it does give them a bit of an edge that wouldn't otherwise have.
Now is that a bad thing? Not necessarily, but it warrants keeping a close eye on as haste is probably the strongest thing you can give to anyone regardless of which side their on in this game. MFT being so conditions light and having strong synergy can make things tough.
While there is definitely an issue of people thinking their MMR is higher than it really is, that doesn't mean that they aren't seeing players of higher skill in their game making strong use of the perk. MMR is a largely unknown number and matchmaking being the way it is means you could easily see people playing out of they proper MMR ranges.
Is it as meta as other high usage perks? No, but the perk has been in the game for about a month and a half at most.
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@DrKetchup said:
Now if the killer has the red ping indicator, you get hit through pallets 1 second after dropping it. I remember there was a time when those hits would get invalidated by the server, there was even a whole live stream explaining validation by the Devs. What happened to it? Something clearly changed and I don't like getting hit with BS.
A system is only as good connections allow it to be. Someone with a red ping is quite literally not even playing in the same timeline as you and server can't do nothing for you as a result.
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@Ayodam said:
It’s because they fixed fast vaults which were always supposed to keep momentum/grant distance. Prior to this fast vaults worked like medium vaults. That was intended. The fix corrects it.
Calling something a fix after not dealing with it for 7 years feels a tad bit disingenuous.
Don't get wrong, I am not saying the change shouldn't have happened at all.
Just, don't call it fix when you've left something in the game that long and to a degree balanced around the outcome.
Like if you want to state that you're making change to a long standing feature just say it's change rather than saying it is a fix when it is going to be exceptionally difficult for anyone to believe that due to how long it has been in the game. Like even if internally fast vaults functioning the same as medium vaults was considered a bug, that probably should have been communicated externally because after 7 years bugs tend to just become features everyone learns to play around.
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@SweetTerror said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504290#Comment_3504290
Exactly! I think that's one of the reasons why everyone decries for old Freddy again. He played in a way unlike any other killer, but instead of adjusting what was there they made him more in line of what is to be expected from every other killer.
That wasn't why people didn't like Old Fredboi's kit.
It's a misconception that he played differently than any other killer. He did not.
His power was shoot laser at you to put you to sleep so he could play dbd as an average m1 killer with no active power. It was impossible for him to interact with the game without doing this. His power was completely passive once you were asleep so it was hard to understand and the counterplay was entirely dependent on high level team coordination.
He was incredibly weak because he literally couldn't do basic actions needed to play the game without using his power. What offset that weakness was also possessing at the time an extremely degenerate playstyle that made the game unbearable to play for those of average skill, impossible to play for new players, and useless against high level players. Old Freboi wasn't outside of the mold so much as he was just crammed into a corner of the mold for the most part with a thin layer spread every where else.
People have stop mythologizing Old Freddy like his kit was some misunderstood beauty when it was just bad for both the killer and survivor and without grossly overpowered perks and addons of the time available to him he would not have been able to do drag the game to standstill like he did.
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I have been here since 2016 and the game has definitely changed a ton over time.
Sometimes I feel that having stuck with the game for so long has done more harm than good in terms of enjoyment.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504794#Comment_3504794
Really? Don't u think she should be adjusted a bit? Maybe make her a bit stronger in chase? Somehow she doesn't feel like her 4.4 is deserved on her considering her ability is just to trap
She's not a chase oriented killer, she's a trap setting killer with reduced movement speed. Her whole deal is that she is supposed to feel somewhat omnipresent through her traps which is honestly fine. She isn't particularly strong, but not super weak and has counterplay that is consistent and accessible to everyone no matter what happens.
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@Depressedlegion said:
Are y'all forgetting dredge? The literal manifestation of dark thoughts?
Dredge is the manifestation of dark thoughts and fears.
Much like the Entity it is a natural force of malevolence that is probably beyond a comprehension of good and evil.
For something to be irredeemable you have to assume that there was state they existed in before their fall to darkness.
Dredge is only darkness so there is nothing to be redeemed.
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@Zokenay said:
No i dont mean gameplay, im talking about which ones are the most irredeemable ones (to avoid bias and the obvious "one", we arent including Licensed characters, BESIDES Ghostface due to being a special case)
In my opinion Knight, Clown and Doctor easily make it to the top 3.
Knight is essentially a psychopathic warmonger, driven by pure violence that refuses any notion of peace or laws, brutally killing anyone that stands in his way just for the sake of it, this is made even more apparent when he outright claims that if a "peaceful paradise" that Vittorio was looking for did existed that he wanted nothing to do with it.
Clown is a sadistic murderer that even had a chance to redeem himself and change his ways for a better life, which he refused cause it was "Boring", he also kills innocent people just cause they remind him of people that "wronged" him in the past.
Doctor loves to torture other humans for the sake of "knowledge", and makes no attempts to hide his sadism, so much so that prisoners begged to not be sent to him specifically, he grew increasingly worse the more he experimented, even turning on his mentor who became one of his many victims.
Interestingly enough, none of the 3 seem to have any real reason for being this way, Knight was born an unfeeling monster that didnt even seem to cared for the people in his village being massacred, Clown did had a neglectful father, but its made very apparent that he had serious problems since a being a kid (And again, he could have walked a better path that he refused out of boredom), and Doctor is always portrayed has someone that doesnt care for morals and is inherently sadistic.
So yeah, these 3 are my top pics has the most irredeemable killers in DBD lore.
Clown- He's a serial killer and probable predator. Least horrible thing about him is Maurice and even for as much as we love Maurice he's probably got a sketchy past as well.
Blight- Dude's literally okay with sacrificing others in the name of science. He doesn't even value his own life more than he does experimentation in pursuit forbidden alchemical knowledge.
Doctor- His only goal is to harm other through extreme methods of control and his murderous tendencies are more or less sanctioned meaning he's paid for his cruelty.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504019#Comment_3504019
It's April 2023, and was taken up to yesterday so the 3rd August 2023!
Thanks for the clarification!
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@JonOzzie16 said:
Lol, and every single lobby has multiple people running made for this, right? It's not even in the top ten.
Of course it wouldn't be in a top 10 in a time between April and August
End Tranmission only came out in June and stats are for across all MMR levels.
Edit: Also can we get clarification on time frame of this data set? Is it April 2023 to August 2023 or April 2022 to August 2023 because the graphic says April 27th to August 5th, but today is the 4th.
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@GannTM said:
I don’t really see many people having discussions about Carmina. I’ve loved her since she came out and she’s currently my favorite killer to play as and against, yet she is one of the more rare killers in the game.
From what I’ve seen, she’s not exactly a fan favorite in the community. There are killers that are far more hated but she’s still not universally loved.
So this leads me to the question, what does everyone think of her? Does she need buffs, nerfs, rework? Is she fine as is?
She's.....Fine, but that is all she is though. A perfectly competent and competitively functional character that just isn't very inspiring or creative in terms of what you can do as player.
There isn't anything particularly interesting about the way she handles or many ways to use her power.
You snipe, you anti-loop rinse and repeat. Sure at first it is challenging, but after you get the hang of it you're sorta out of things that keep her interesting imo.
When I think of a killer called the Artist, I don't really see Bird Girl with ink hands. I expected something more...fanciful, cruel, and colorful or joyous. To me she always came off as a killer BHVR was trying too hard with and overthought.
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@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/386279/buff-self-care
50% would be suffice. self-care hasn't even been meta since its nerf from 80% to 50%. now that medkits got nerfed, nerfing self-care was a weird thing to do as it wasn't even that powerful. or i just got the timeline between those changes wrong, most likely. but putting self care back to 50% would definitely feel better
also if someone would be kind enough to tell me, how is self-care calculated? im bad at math and i have difficulty reading things, but it says it heals at 35% of the healing speed instead of 50%, so wouldn't that be 32.4 seconds instead of 36s? it never seemed that way, and i was always curious on how it works. or if the devs just worded it badly.
Self-Care functions by reducing the default Healing speed (1 c/s) to 0.25 c/s/0.3 c/s/0.35 c/s.
In code, and important for stacking with other effects, this is achieved by reducing the default Healing speed by -0.75 c/s/-0.7 c/s/-0.65 c/s:
A normal heal with no self-care is 16 seconds
Tier one of self care makes a self heal take 64 seconds
Tier two takes 53.333 seconds
Tier three takes 45.714 seconds
That's according to dbd wiki.
Self-Care is a Unique Perk belonging to Claudette Morel .Prestige Claudette Morel to Prestige 1, 2, 3 respectively to unlock Tier I, Tier II, Tier III of Self-Care for all other Characters. Nerf: reduced the Healing speed without a Med-Kit to 30/40/50 %. Buff: removed the Skill Checks success zones de-buff. Buff: changed the Healing speed without a Med-Kit to 50 % across all Tiers. Nerf: reduced the Item Consumption Rate efficiency to 10/15/20 %. Quality of Life: Skill Check chance for use with -
@woobackernesto said:
I’ve seen all the effort the community has put into trying to get the license for ST back and was wondering if bhvr has been in contact with nerflix about bringing back the chapter?
It seems unlikely that Netflix is interested in returning to DBD.
They've been itching to start up their own gaming services built around their existing IPs. Who knows if that will materialize or not considering they have taken a strong financial hit recently, but the leadership seems to giving BHVR the cold shoulder.
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I get the feeling that bots are using recorded player behaviors at random or have some sort of "personality" pre-roll when they get spawned in. So they mimic the actions of a type of player. So you end up with a lot of bots who seem programmed to be the "troll" or the "immersed"
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@MrJack20252 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502434#Comment_3502434
i kinda have the feeling that you are being influenced too much by Marvel Superheroes movies, because Homelander can't be defined as classic "comics superhero" by any means. this guy is a psychopath without any moral and the result of a sick performance-society. being rejected by society, being seen different is the basic structure of many well written Killers in horror movies and thrillers and he fits in these categories. (people worships him as a God or try to stay as far as they can from him because of dread and fear)
and what would change between a really well done skin and a separate killer? if now Homelander was introduced as a skin for Nurse would he fit better? i think not.
it would be the same, and a separate killer would just give justice to the depth of the character and its possibilities
the only reason i see for the titans to be skins is that they couldn't be implemented otherwise, Titans height is 15m+, they wouldn't "fit" in the maps.
Except Homelander isn't rejected by society and loves the performance. He was tailor made by Vought from birth to be what humanity, specifically America's idealistic and capitalistic views on humanity, should strive for. He's a monster to be sure, but it is precisely because his outer image is that of basically Silver Age Superman that he's allowed to get away with being a monster. That's The Boys in a nutshell, a deconstruction of comicbook superheroes and the companies who make them as well as the fans that worship them.
I think he's a bad fit for DBD because he would be extremely subdued in this game in both form and function. He's a much better fit for Mortal Kombat which he's gonna be playable in along with Omni Man and Peace Maker.
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@Sowbug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502065#Comment_3502065
The impact Garten of Banban has had on the horror game genre is leagues more important than what FNAF had to offer. No jokes, gags, goofs, gaffs, or laughs here.
Edit: I think Security Breach really helps accentuate the point.
BanBan has had even less of an effect on the horror game genre than Poppy Playtime chapter 2 and Baldi's Unreal Basics.
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501581#Comment_3501581
Didn't the dispute end a little while ago? Not sure who kept jason...
The rights reverted by to Victor Miller, but only the stuff from the very first screenplay and flim. That covers the camp, pamela, kid jason, basically the elements that make up the first film. Everything else past the first film is still Cunningham's apparently, but licensing is still a murky proposition considering the Camp Crystal Lake show was free to use everything, but I guess also hit issues?
Long story short, it might not be worth the headache to figure out on top of the potential cost.
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@BugReporterOnly said:
Nurse's shouldn't be able to blink away, Blight's shouldn't be able to rush away, Billy shouldn't be able to chainsaw sprint away, Wesker shouldn't be able to bound away from a hook, and those are just a few. Not only is that an unfair advantage some killers have over other killers when using Devoured Hope, it isn't fair they can go back to the unhook and just hook swap or tunnel for more stacks. If a survivor is near by the hook I should be able to unhook without fear of gaining a stack on Devoured when they do that.
You're out of your mind.
Nurse would never be able to make use of the perk or any perk that requires making substantial distance from the hook. She literally moves slower than survivors when not using blinks.
Some killers being able to use their power to get AWAY from hooks is a good thing. Removing that is just going to make perks that incentivize not proxying around the hook less of a value proposition. Trying to couch this in the claim that they have an unfair advantage over killers who don't have mobility based M2s is dumb. Killers don't go against other killers so this makes no sense to try and balance as if they do, but even if they did there is no legitimate reason to suggest this change.
If you want to have safer unhooks you should practice a bit of patience and let killers actually go far enough away that they can make up it back in a single use of their full power. You have plenty of time on the both hook states to do that, but your best solution is to learn how to spot Devour Hope is actually in play and just go break it.
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@Meepy13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501452#Comment_3501452
Yeah and they're constantly getting sales
Something being on sale when you don't have disposable income at the time of the sale means nothing.
Something being on sale cheaply in one region doesn't mean that same sale price translates to different regions.
This game lets people get things via an in game currency so it would be good if the grind to unlocking characters on both sides doing that didn't result in nearly a 3000 hour investment where you can never spend your shards on anything other than killers and survivors.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500755#Comment_3500755
Cross play off excludes you from every other console and locks you into playing with only other people who have also selected crossplay off
I misunderstood what you meant.
Could have led with that rather jumping to the conclusion that I've got it out for console players.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500738#Comment_3500738
crossoff is giga dead
This I am aware of but @Pulsar seems to think that would change with console only queue which is just a queue with crossplay turned off.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500738#Comment_3500738
Why are you always so against decent QoL for Console players?
How am I against QoL for console players?
You asked for a Console only queue which would just be the same as turning off crossplay.
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@Pulsar said:
They need to do one of three things.
Add a Console-Only queue.
Add proper controller settings like just about every other game on the market.
Allow us to use a M&KB
Just turn off crossplay and you'll have console only queue.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3500722#Comment_3500722
I think they're joking.
Be that as it may. No BanBan even in jokes.
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@Sowbug said:
I get it, it's an enormous franchise that has defined the horror genre in the 80's, but I personally do not think a Xenomorph, nor any of the crew on the Nostromo would fit in this game. We just got a sci-fi/space chapter, so including another back-to-back isn't great.
There are plenty of contenders who stand higher up on the requested chapter roster, but none stand higher than what the current generation of mascot horror has bestowed upon us. Give us Jumbo Josh.
It's what the streets demand.
https://us.v-cdn.net/6030815/uploads/Z9NGHBXB1MNT/garten.png
You're only person asking BanBan characters.
Nobody wants this.
The Streets aren't demanding this.
It's bad in a bad way.
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@duygu said:
they shouldnt have let the losing team nullify a legitimate loss and get the point on top of that. the match was played on purpose bc they knew nic cage is no different than claudette morel in gameplay and wanted to practice and waste ppl's time knowing they're gonna get a free win anyway
Normally, in tournaments if you break the rules you're either getting DQ'd or point deductions depending on how the ruleset is put together.
This is what I would call an unforced error. The Eternal players didn't double check the rules, the TOs didn't callout the illegal pick during the lobby, nor did they call it during the in progress match. There was a complete breakdown from top to bottom and the result is that the opposing team had the ammunition necessary to take a W on a technicality.
Considering the format of the tournament a DQ and point deduction are basically same strength of punishment. So, Eternal were boned no matter what at that point. This would be true for basically every competitive setting for games as it is very rare where the bracket isn't preserved by declaring the opponent de facto winner if their opposition is DQ'd.
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@DavidHypnos said:
A LOT of pallets on The Game aren’t very safe at all.
An unsafe pallet is still pretty good when there are multiple of them in close proximity. Unsafe vs. Safe only matters if the goal is to get high value outta the loop, but if your goal is just to put something between yourself and killer it is literally all the same. Gideon's kind of a pathing nightmare on top of having a ton of pallets regardless of their strength.
They could stand to downtune the pallet budget a tiny bit.
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@LordGlint said:
I've seen this term used afew times when discussing if something should be nerfed. I feel like it's just another way of saying OP without saying OP. Am I missing something?
You can use them interchangeably to a degree since anything overpowered is by its very definition overtuned. Though generally when someone says something is overtuned they usually mean that specific feature has more strength/efficiency/functionality than it needs, but isn't necessarily extremely difficult to beat or game breaking.
Proving something is overturned is a lot more difficult and subjective than proving something is overpowered. Overpowered things tend to have very obvious outsized effects on the game that. Overtuned things are strong, but not so strong that they feel out of place in scope and affect. For exampled an overtuned perk would likely be the current version of Buckle Up while an overpowered perk would be the first version of Hex Ruin.
Hex Ruin had an extremely negative effect on the game that was hard to miss and that effect could experienced no matter who used it. The only thing that contained it in any degree was that it was a hex perk and og hex spawns were turbo dog water. The current Buckle Up could be said to be overtuned due to it's combo potential.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499243#Comment_3499243
oh wow... really? They can leave if they want?
Not calling you a liar, but anything you can refer me to about this would be awesome!
Pinhead and by extension all Cenobites come from a specific Hell Dimension and traverse through different dimensions to seek out and explore the furthest reaches of pleasure and pain. What facilitates there summoning is usually someone solving the Lament Configuration. People who solve open a gateway to the dimension they are in and cenobites comes through it. Cenobites usually will take the person who solves the configuration back to their dimension to experiment/torture them. Pinhead's lore in DBD is rather sparse, but that is how they function in their own franchise.
In Pyramid Head's case he's agreed to carry out punishment in a similar manner he had in Silent Hill. The Entity doesn't really control him and it is likely if he felt his purpose was completed he'd disappear much the same way they referenced in his lore.
When his duty was complete and his presence no longer needed, he prepared for the long rest — and yet, his skills were required elsewhere. The Fog that streamed over him was somehow different than that he was accustomed to in Silent Hill, as if each wisp contained the nerves of a creature, writhing, seeking him out.
There was an unspoken agreement in that moment. The billowing cloud was an invitation to duty and sadism, and Pyramid Head, taking a step into The Fog, accepted his obligation once more.
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498218#Comment_3498218
Thats... Hmmm .I saw your point, then didnt feel right. Nemmy is still a living creature. It seems to feel, such as punching. He uh.. really seems into his punching lol.
But for the sake of it, I agree lol
The Entity can't control or feed off of Pyramid Head and Pinhead. Both of them are in the Entity's realm more or less by choice and have the power to leave. They just so happen to do things that benefit the Entity.
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@jordanjustice said:
So, had a half-baked idea to try and solve the killer cheating/camping issues that has plagued this game for 7 years. At least until the devs actually enforce rules that disallow such.
The base idea of the game is for the killer to hook a single survivor 3 times. Some killers just camp and try to make it so they need less hooks than the established 3.
What if... the game keeps track of hooks for each survivor... and if a survivor is killed with less than 3 hooks... a Bot arrives for the remaining hooks and the killer doesn't get credit for a kill until the 3 hooks are had. Of course, there will need to be code established to note if the survivor tried to Kobe and lost a hook state due to this. If so, that hook state is not transferred to the bot. Maybe the devs can track this by time. If 1st hook state lasts 10+ seconds and they go to second... +1 hook state to bot waiting on the bench. At that point, the programming just needs to know whether the survivor gets rescued or dies. If dies, +1 hook state to boy waiting on the bench. This is because.. either the killer camped and the survivor couldn't be saved or the survivor killed themselves.
I know killers love to camp at end-game, thinking this is acceptable play... I've come to accept it, with an eye roll. So, perhaps this function gets turned off when the gates are powered, giving these killers their precious late game camp tech.
This solution also helps remaining survivors, when a disgruntled survivor kills themselves on hook. As currently, the bot will not deploy if this happens... even though, this is still basically a DC... which is the entire reason for the bots.
Follow-up question from the attentive audience: What if the survivor is playing with bad teammates and they just don't get rescued... but the killer was not camping?
- This will be the hardest part of the dev programming. They will just need to apply the killer's proximity radius (which is already a thing being used) into the calculations. i.e. The above applies only if the killer is within 15m. Maybe they can make it like a token thing. For every 3 seconds the killer is within 15m of the hook, a token is gained towards the above. If 3 or 4 tokens are gathered, then the above goes into affect for the current hook state.
#Bots4theWin
Btw.. Obviously this will not apply to Mori's... it couldn't anyways, because of the Token solution suggested above. So, you cheaty tombstone Myers mains can continue to ruin games and waste the survivors' time.
This idea isn't half baked, it is just straight up raw and spoiled.
You're wanting to fundamentally alter the game in a way that punishes a killer for having the upper hand or because survivors make a decision regardless of what the killer is doing.
If someone wants to exit game via hook, why does that have to be something a killer is punished for? Why do the survivors get a bot if they choose to just let someone who isn't part of the squad die on first or second hook? Your system also falls apart if someone proxy camps or is just actually successful at defending hooks till someone goes to second stage without camping.
Killers don't love to camp at endgame, there is nothing else to be done at endgame except secure kills. The gens are done and there is no reason not to play defensively at that point because if you don't you're likely not getting the kill. I don't understand why some survivors take it the way you do that killers love it as if there was more to be done when the gates are powered.
This is just bad idea. You don't have to shoehorn bots in this hard and you have to accept that sometimes you're just gonna be at numerical disadvantage and that you can get put out early.
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This is the stuff I live for!
Arbitrary rules and the ways they can break a system!
It's pretty dumb for Survivor models to be included in a ban rule.
It's even dumber they got past the lobby while have Nic Cage picked in the first place.
The most dumb thing is that Eternal knows the rules and one of them still tried to fly close to the sun!
At the of the day you can't even be mad at the Wraith player cause regardless of their inner intent, they upheld the integrity of the ruleset! Did they probably call them out due to taking an L? Very likely so. Did they keep the honor of Community Cup intact? Definitely by letter of the law. XDD
They really should sort out their ruleset and Judges/TOs should definitely be more observant so things don't get this far to begin.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495635#Comment_3495635
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496965#Comment_3496965
Playing Devil's Advocate as I'm on PS5, so everything is silent for me anyway... xD
However isn't kinda on the individual to decide if they want a filter on or not though? To manage what chat messages that they see?
I mean sure, I don't like people saying any of these things ofc, but shouldn't it be my decision as to whether or not I want it censored? Especially as taking offense to something is subjective to the individual. You can have the filter on by default sure, but I should be able to turn it off if I desire, surely?
For example, how can I ever assess whether I want to try and educate, challenge, or just ban/block someone if I can't even tell what they're saying?
It's especially ironic considering a number of voice lines from Nicholas Cage himself contains swear words... 😏
The swearing isn't the issue it is just something caught in the crossfire.
There is a pretty heavily documented history of people being extremely horrible and even when the filter was a bit more lenient folks wouldn't take the hint to knock off with the actual hate speech and death threats instead constantly trying to subvert the filter. As a result now we have hair trigger filter.
This game's also got a large public footprint that is probably harder to manage than it should be just by how it is designed when it comes to keeping players in check. If there were more ways to communicate directly you could weirdly enough bait the bad actors into getting themselves clapped more efficiently with an automatic system.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497743#Comment_3497743
So people miss skill checks through something that is outside of their control? Thank you for proving my point.
And this explains why bots should fail one in 5 skillchecks why exactly?
That's a stance you can take from what I said if you want to be extremely uncharitable by acting as if the list is exhaustive and can only feature external factors.
People can and do miss skillchecks just because we aren't perfect little soldiers with impeccable timing and focus. Like you're trying to paint this as if I'm saying something wacky and unreasonable. You're also trying to make seem that I'm saying bots should fail when that isn't remotely my point. My actual point is that a bot failing skillchecks is more accurate to what humans do when they play the game.
Even the best players botch skillchecks every now and then.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497669#Comment_3497669
People miss skill checks when they're looking away from the screen, or their computer freezes, or they go for a Great and whiff. That's it.
They also miss skillchecks when the server weirds out or because they play on console where hitting skillchecks isn't as clean by default. There is also times where silent skillchecks are in play or the tremendously difficult 3 o'clock skillcheck where you need to basically hit it right when it spawn. People miss skillchecks when letting go of or tapping gens or being interrupted by the killer showing up. Space bars break, a cat jumps on the desk, you need to stand up. I could go on for literal hours name everything that can and has made someone miss a skillcheck.
Sometimes this game just flatout forces you to fail a skillcheck because as we all know, she a little buggy alotta the time in annoyingly small, but non game breaking ways.
With all that and more at play, people still hit skillchecks with a huge amount of accuracy. Bots are supposed to mimic average human play not be automated toolboxes with no imperfections whatsoever
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497398#Comment_3497398
But what about coulrophobia mode for clown? I understand people are afraid of certain things but if BHVR pandered to that. Then every phobia wouldn’t even be in the game it would limit so much creativity.
There should probably be a Coulrophobia toggle that puts clown in one of his cosmetics that don't visually read as a clown.
The lack of one thing doesn't meant that the game should lack another thing. It also wouldn't limit creativity as no one is saying to take something away or not make something at all. Just to be considerate of an issue should such a thing be added to the game.
Like they have the capability of making a client side toggle feature to cover some of the most common phobias by simply switching the visuals for any player who flips the toggle. You'd never know someone was playing against a clown or spider without incurring psychic and/or physical damage. We could indeed all get what we want or need in this scenario.