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Rogue11

Rogue11

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Rogue11
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  • Was hoping for a perk that gives you a chance to randomly fall down during chases. 😏

    Maybe in exchange for a vault speed increase or haste effect.

  • She's still crap

  • I ask myself similar questions when I hear chucky saying all the things that end game chat censors 🙃

  • @ZamasuManzon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719420#Comment_3719420

    Makes sense.
    Good. We both agree the way they want to do this is terrible.

    Agreed! I also don't want the current red and green offerings ruined. It makes no sense and will just make matches even more bland.

  • @ZamasuManzon said:

    Another thing nobody asked for.
    Please devs, we don't want this. :(
    If I want a BP offering I would use one of the 3422 7th anniversary cake I have in my Wesker's inventory.

    Will post the same solution I've posted in other threads here. It's basically Cypress Mori with a little tweak.

    IF two survs are already dead, the third is in the floor or hooked and you down the 4th THEN you get a prompt to use it on the last surv. You and he/she are teleported to an area with no visual blocking, mori happens and then both survs die and the match ends.

    I'm not in favor of anything that makes slugging for the 4k even easier. Especially when it bypasses game elements forcing sacrifices of 2 survivors. At the very least the slugged survivor should have the chance to crawl out a gate/hatch or use one of multiple recover perks. Basekit current yellow mori would be fine, but no "fast forward" ends to the match.

  • Somewhat related question, all my options to reply to posts are in french and idk how to fix it…

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719298#Comment_3719298

    What 'rest of changes'?

    I don't see anything to suggest it's going to be automatic like the original finisher mori.

    https://us.v-cdn.net/6030815/uploads/4PME6AZEI58D/image.png

    You 'use it' on the last survivor. It is just Cypress Mori.

    Then why are you fixating on the yellow mori being basekit? No one is arguing against that. We just want the rest of the mori offerings, perks that allow moris, and gameplay elements unchanged. And I brought up the automated mori because that's how it was last time they tested it. They should be more specific on how the new system will work. In the meantime, given the lack of details provided, it's entirely reasonable to assume it will work the way it was tested before until told/shown otherwise.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3719289#Comment_3719289

    Making Cypress Mori basekit was actually one of the most requested methods of reworking the mori system after the failed mori finisher trial.

    This is a case of BHVR listening to feedback.

    How does making yellow mori basekit equate to deleting all the other mori offerings, possibly removing them from some of the most fun perks in the game (Devour/Rancor), and auto-ending matches where a crawling survivor could escape or be given hatch? I don't see anyone saying yellow mori basekit is a problem. The rest of the changes are.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718891#Comment_3718891

    Stop complaining plz, they are doing this so they can eventually sell unique moris that aren't tied to skins and I desperately want that in the game. The scenarios in which the killer downs you and you crawl into the hatch/ gates are less than 1% of 1% They still give you hatch or escape at gates if you go down while going through the exit animation.

    Why does selling unique moris require eliminating rare exciting escape possibilities for survivors, and also removing offerings and perks that would actually make unique moris more likely to be seen and sold…? None of what I asked for is mutually exclusive with selling new moris. Hence why people are upset by the needless changes.

  • @Jim_Tonic said:

    I think its just yellow mori basekit, so the last survivor alive is just mori'able as if you had the yellow in current live version. No cutscene no mechanic. At least thats an increase but i have no idea why they want to change the other offerings.

    If so, that's good. But I still want the red and green offerings to stay. And I also hope they didn't touch Devour or Rancor like they tried last time.

  • Did they also make it auto trigger with a cutscene again like last time? I strongly disliked that as it ruined all kinds of late game escape plays and also killers giving hatch.

    The other mori offerings should also stay as they are. No reason to change them.

  • No reason to bring this back again 2 years after the playerbase largely rejected it during testing. No reason to remove the other existing mori offerings either.

  • Are they making it auto trigger like before, so it ruins all sorts of late game sabo/wiggle/crawl for hatch or gate plays? If so, why? Lots of people hated it. And why ruin the existing offerings. This didn't need to come back in the first place. I can't believe they spent another year+ working on this.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717024#Comment_3717024

    Sure, those things should be bannable then.

    If they can do it in CS, or LoL, or DotA, ban you for afking, or for "feeding" (throwing) then we can do it in DBD. You can fix the walking around nothing, by giving you crows (aka, afk) status, if you don't do something productive after a minute or 2.

    Do we also get a functioning matchmaking system since you want to treat DBD like a serious comp game? Or do killers still get their 1500 win streaks while survivors continue to get thrown into matches that are lost in the first 30 seconds?

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3717452#Comment_3717452

    My situational awareness has nothing to do with my teammates removing pallets from the map.

    I would like to have that information

    It's not that hard to tell the general area where chases are taking place. Having permanent perfect information on map resources is not balanced and I'm tired of pretending it is.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716939#Comment_3716939

    Defending the generators is one of the tactics a killer might use in order to achieve their goal, that doesn't make it part of that goal.

    Moonwalking at a tile is something you might do to increase your chances of winning, it doesn't mean it's your objective to do it.

    Some of my teammates' primary objective appears to be moonwalking at tiles.

  • @Azulra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716845#Comment_3716845

    That nerf was necessary to keep the promise that BHVR made awhile ago and most of the community already agreed on DS being 4 seconds is what it should've been and not 5 seconds.

    Also I don't see how this comment makes sense with the thread.

    I responded to someone saying killers will just tunnel and camp more now (even though this is a rather empty threat considering they've already been doing so for 8 years with no sign of slowing down).

    DS going to 4 seconds just means tunneling becomes easier for about the 50th time. Every killer getting several add ons made basekit buffs tunneling. Every map rework creating massive deadzones between useful loops buffs tunneling. Every round of nerfing any useful survivor chase perks buffs tunneling.

    Some day I'd like to see the game in a state where 99% of matches weren't killer stands 16.1 meters away from the hook with a hatchet/gun/throwing knife/blink/phase/chainsaw/teleport/rush attack ready to zoom back and ruin someone's play session asap

  • @Rivyn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716793#Comment_3716793

    Both of which are going to increase now that popular gen defense perks are getting nerfed and saboing becomes easier.

    Why is it when survivors get a buff that incentivizes doing something other than splitting on gens, something that also requires interaction with the killer, your response is "i'm going to camp and tunnel now"? Same for not being able to entirely delete a gen after every hook. This is why nerfing DS again so soon is a mistake.

  • @adam1233467 said:

    0 good windows

    All pallets are bad

    The map is toooooo small (to easy to get tri gens)

    Deadzone city

    There is nothing good on this map, this is probably the wort rework they've ever done

    Yep. They were told how bad it was on the PTB and ignored the feedback.

  • Map is way too small and full of deadzones. Barely worth trying.

  • Wish it would so the Google Maps survivors mindlessly dropping every pallet on the map would actually have to apply some skill.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3714389#Comment_3714389

    Thats factually wrong, the difference from before to now is very small.

    Currently we have 0.8 sec base shock delay, then we add the minus 20 % reduction from the purple addon, down to 0.64 seconds and now another 15% from the green addon and we end up on 0.544 seconds of shock delay.

    Before the changes the values were 30% and 20% and the basekit was 1 second, so take away 30% makes 0.7 seconds and now the 20% and we end up on 0.56 seconds.

    So you are telling me that the difference of 0.016 seconds is that much to go from fine to non existant?

    If you're right, you're right. And if BHVR's code is actually functioning so be it. When I went against a doctor running that build it felt entirely instantaneous.

  • The add ons that reduce detonation delay should be reworked since they already got included in his basekit. Running both of them now makes the delay nonexistent. Otherwise no complaints

  • There's little chance they can upgrade graphics further and still support 11 year old hardware.

  • @adam1233467 said:

    the problem is the 1 second buff to curve, nobody asked for this

    Yep. Completely ruined the fun of playing against him as most loops that were 50/50 against him became "camp the pallet or die, and also die anyway if he has Thompson Mix/LoPro"

  • They didn't kill switch Merciless Storm when it was abused for weeks either.

  • Map reworks have taken out any chance of escaping a tunneling killer. You can maybe get to one strong loop but once the pallet is gone it's a mile to anything that isn't an easy hit for every killer. It's removed any skill expression from the survivor side and feels like you have no agency in your chance to escape after being hooked early.

    As killers continue to get their way with the devs turning every map into a small parking lot and every loop into "killer walks around the short side once and gets a free hit", expect survivors to give up more.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3711483#Comment_3711483

    I'd say that's different from dc'ing. It makes the time between games last longer, and throws out proper matchmaking, but it's not dropping the game mid-match.

    Is it an issue? To an extent, sure, but nowhere near as problematic as actual dc'ing.

    Nice Us vs Them, tho.

    So let me see what killer and add ons I'm facing so I can choose to just opt out when I see P100 Skull Merchant.

  • I've been killed by the same bot hacking as Billy on Midwich at least 10 times in the last few weeks. Sometimes multiple times per day, always a midwich offering, instantly teleports, downs, and hooks everyone. Pretty good job!

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709822#Comment_3709822

    "Just throwing out numbers, I would say 30% recovery speed would be
    balanced. That takes a normal survivor from 32 to 45 seconds to fully
    recover iirc. "

    It would actually take it to 41.6 seconds. So that's 9.6 more seconds to recover. So you think the time Knockout added per survivor pick up was only nearly 10 seconds? Honestly now. Knockout in its current form even against swf where it's significantly less effective was adding way more than 10 seconds, and that's its worst case scenario nearly. I would say a 20 second increase, at bare minimum, would come close to what we're getting currently, and that's being generous, probably more.

    "Healing debuff is tricky to balance because of the potential for
    multiple effects to stack. I don't remember exactly how the healing
    speed formula works when combining multiple buffs and debuffs so I would
    need some help to see what the upper and lower possibilities would be
    when considering healing builds vs anti healing builds. "

    Well my point here is that it wouldn't even need to be factored that much because the person on the ground is doing most the "healing" with recovery, not the survivor picking them up. The person recovering would get to 95% and just get tapped up. So all those anti healing perks are only affecting the slug, regardless of what changes we make here, for the final 5%. Basically insignificant. So other anti healing perks don't really matter for this topic on Knockout is my point essentially.

    "I would still include blindness and slower crawl speed for the downed
    survivor as it fits the perk thematically and would help counter some
    builds like power struggle. "

    My issue here is adding this to the perk is gonna reduce how much recovery/heal slow down we get on the perk since these are extra features. The recovery/heal slow down matters a lot, while the Blindness just for that person and the crawl speed is nearly irrelevant. I don't want irrelevant features added that reduce the numbers on the actual relevant feature. If the killer is running this to slug he doesn't care about power struggle. Also if we're just talking thematics here, the word "Knockout" sounds extremely thematic with solely just recovering and being healed on the ground slowly because you've been hit so hard.

    Prove was nerfed when it saved less than 10 seconds. Medkits were nerfed when they saved less than 10 seconds. 40+ second recovery is a significant benefit to killer.

    You think slugging is fun and map reworks favor survivors despite every one of them making maps smaller, with weaker loops and fewer pallets. And not a single map in the game has a higher than 50% survival rate. We're not going to agree any further here.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709807#Comment_3709807

    What would be your proposal then? If you go significantly lower then it's trash compared to the current version. We're trying not to nerf it, just make it equal against solo and swf.

    Also they can recover most of their bar without being affected by either of those, so those two other perks would be doing basically nothing unless they did zero recovering and you were trying to pick them up from zero and the killer was on top of you..which if he is the other survivors should be on gens..so he's losing the game. So you're describing a scenario that makes the killer throw the game to achieve.

    It would require testing either way. Just throwing out numbers, I would say 30% recovery speed would be balanced. That takes a normal survivor from 32 to 45 seconds to fully recover iirc.

    Healing debuff is tricky to balance because of the potential for multiple effects to stack. I don't remember exactly how the healing speed formula works when combining multiple buffs and debuffs so I would need some help to see what the upper and lower possibilities would be when considering healing builds vs anti healing builds.

    I would still include blindness and slower crawl speed for the downed survivor as it fits the perk thematically and would help counter some builds like power struggle.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709776#Comment_3709776

    Well what you're describing isn't what's shown in the picture.

    Also, why are you or your teammates going down in a corner in the first place? If my teammate goes down in a corner, while annoying, that's my bad teammates fault, why would I be blaming the killer or the play style for that? I wouldn't be upset at the killer.

    While of course I'd rather the perk be changed to effect both equally as I mentioned in my other post, the game is balanced around solo queue, not swf. "Toxic" isn't the right word here. "Strong" would be. Toxic implies intent behind the actions to ruin someones fun, not just choosing to play a strong build or play style they may find more enjoyable. They aren't doing it for the sole purpose of trying to bother people. I would also always rather be slugged. It's more advantageous to me, has more counter play, and I can quite literally do more on the ground than I can on the hook. The only reason to prefer being hooked over slugged is because the person wants to remove themselves from the game and that shouldn't be encouraged anyway. I don't count "slugging to let everyone bleed out on the ground" as a reason to hate slugging because that is realistically very, very, very rare. I play way more than the average person and I don't think I've seen that once in the last 200 games.

    So on top of reworked maps being 60% dead zones, now I'm supposed to preemptively expect a perk that is only insanely strong vs solo queue, and thereby eliminate half the remaining loops from consideration during a chase. I don't find that to be a realistic expectation or a feasible strategy. "Sorry guys, I could only loop these 3 center tiles in case of Knock Out."

    And no, being on the floor for 4 minutes because you can't see your team and they can't see you is not more interesting than being hooked. At least on hook your team has actionable information, and potential for perks to trigger. Choosing which grass texture to stare at doesn't make up for this.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709781#Comment_3709781

    Well the issue with Blindness on just the guy on the ground is that again is easier for swf but not solos since they can call it out. Slower crawl speed is nice I guess but honestly doesn't feel like it would be much. I'd rather just have slower pick up from the ground.

    Maybe a simpler change would just be like, slows recovery and pick up speed by 70%. Works on basic and special attacks. I'd rather keep it's aspect of what it's intended to do (getting picked up) rather than limiting what the survivor can do (which is less fun), IE slower crawl or preventing recovery entirely. I'll alter my previous post. This makes it effect swf and solos equally.

    70% would be insane when you consider stacking that with sloppy and caulrophobia. It would take longer than a gen to pick someone up.

  • @Blueberry said:

    No longer causes their auras to be hidden.

    Now it prevents recovery and being picked up for 30 seconds. Also slows recovery and pickup after those 30 seconds by 30%.

    This makes it effect solo queue and swf equally, but keeps its intended purpose with slow down on slugs. This just moves the time waste away from finding your teammates and into being picked up instead.

    I think this is on the right track. Some of the numbers might need tweaking, and I would throw in the slower crawling speed debuff as well. Maybe keep the blindness part only the survivor that gets downed but not the other teammates.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3709618#Comment_3709618

    How is that toxic if we can see in your screen shot that he's picking someone up to hook them? He's not bleeding y'all out. How's that toxic?

    Surely you can see the problem with being stuck bleeding out in a corner as your solo queue teammates wander around Marco Polo style. As opposed to, vs swf, "yea im to the left of the water tower. Yep there you go."

    And yes I do view killer players using a build that might as well be perkless vs swf but very specifically devastating to solo players as toxic.

  • Quarterly reminder that this perk is extremely unhealthy for the game in it's current state and is 99% of the time only used to be toxic to solo queue teams.

    image.png
  • So this bug has made a comeback...

    Both of Kate's beanie hairstyle colors changed. They are supposed to be a light blonde as shown in the thumbnails, but currently are her default ginger color.

    Why does this keep happening..?

    image.png image.png image.png image.png
  • How 'bout noo

  • @Shaddoll_Serpent said:

    You succeeded in making the map less frustrating and annoying for killer, great job, but this new version suffers from the OG Borgo rework in the sense that it's just way too dead, and I'm sorry, but those edge pallets are absolutely terrible. Please not only up the pallet count on this map, but rework some of the tiles to be playable for both sides, and not just either absolutely terrible, or too strong. The car loops on Badham for example that are around the preschool, or those vans in the middle of the street I think are perfect tiles that are reasonable strength.

    Borgo and reworked Haddonfield are both way too small. You shouldn't be able to wave to the killer from opposite sides of the map.

  • Lol they listened to feedback on everything from the PTB except the worst map rework of all time. Dead zones everywhere, useless house windows, pallets that are free hits for the killer, and I can reach out and touch the opposite walls.

    What. A. Joke.



    Me when I see a Midwich offering after Haddonfield rework release:

    image.png
  • Stupid change to unhooking making camping even easier for killers is staying.

    Turning Haddonfield into another small square of garbage reworked map is staying.

    Overall another net downgrade. I'll continue playing Dragon's Dogma 2 for the time being.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/410931/some-needed-hooked-scream-changes-in-my-opinion

    You can make them as long as you please, as long as I get an option to disable them all together I don't see a reason to get my eardrums blasted by some annoyingly loud screams...

    Have you tried not having your headphone/speaker volume maxed out while playing DBD?

  • I agree and some of the extra long ones were hilarious

  • Alternate/prestige outfits for Claire

  • @Aven_Fallen said:

    The only things that are annoying on Wesker are his lose definition of a Hitbox and his tunneling potential. At the very least the tunneling potential can be worked on and it should be worked on.

    Tunneling isn't a problem exclusive to Wesker. I'd rather they punish tunneling globally and see if there is still an issue. I don't think he's anywhere close to pyramid head in terms of tunneling...

  • I'm tired of people claiming we should nerf maps instead of this perk. The solution to constant 100% knowledge of all available resources is to make that knowledge not available as readily. The solution I've seen proposed is to just remove the map resources, which results in the garbage reworks we've been getting where you have to run a marathon to reach any decent tiles.

  • @sizzlingmario4 said:

    They run concurrently. If you use Reassurance during Camaraderie, you’re losing part of the duration since they overlap.

    That seems like a rather poor design and very unintuitive. But thanks, good to know that's how it works.

  • Any round where I see a teammate afk in the basement for 2 mins attempting to activate the worst perk in the game

  • I play Demo and perform well consistently with him. Didn't know this even existed until a friend showed me in a custom game. The cases where it's actually useful are few and far between, and I can't recall it ever being used against me in a real match. Demo's shred hitbox is already extremely forgiving so I'm fine with a rare miss if the survivor can pull it off.

    Chances are if they changed this ranged killers would get away with even more ridiculous hits over tiles than they already do.

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