Rogue11
Rogue11
About
- Username
- Rogue11
- Joined
- Visits
- 13,709
- Last Active
Comments
-
@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449650#Comment_3449650
A balanced map is something like dead dawg or some of the autoheaven maps. Nerfing windows does nothing but keeps good players the same and casual have a worse experience. Nerfing windows doesnt do anything to stop good players from destroying killers on garden of joy. Nerf the maps like that and it will be fine.
again windows had a cool down before and it sucked as a perk. No one used it. Even when the maps were even more heavily survivor sides no one used it. Nerfing to crappy perk again does nothing positive. The perk is needed for new players and solo que. Swf already has voice chat and if they are a good swf they dont need the perk anyway
Ah yes the tiny maps that have guaranteed 3 gens and/or are frequently filled with empty junk tiles and deadzones. That's what I figured you would give as an example. GoJ can be toned down without turning it into hold W to nowhere simulator.
No one used WoO before because old DS, DH,Iron Will, etc., were better choices. WoO started creeping in when those perks were nerfed. Then they gave it a massive unnecessary buff on top.
-
@EmmaFrostyEyes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449647#Comment_3449647
No. Fix maps instead of nerfing a perk thats already fine. Windows wasnt even used when it had the cool down
"Fix maps" meaning what? What's your idea of a "balanced" map?
Windows was always strong and provided the same information it does now. You just had to at least slightly use your brain to remember the information it gave between cooldowns.
Having more resources on maps without a GPS system to optimally run them is a much better solution then "Oh my gen is next to a rock and 2 trees so guess I'll die"
-
Maps wouldn't be as bad if WoO didn't give you Google Maps to chain every remaining resource perfectly. The game isn't designed for every chase to be run optimally.
The perk needs it's cooldown back or some other limitation. I'd much prefer that to filling maps with garbage tiles and deadzones.
-
@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3449018#Comment_3449018
What's the point?
Finisher mori literally gave no advantage at all, all it did was stop wasting BOTH survivors AND killers time, yet people somehow got mad at how it "encouraged slugging" even though capability of killers were no different from live server.
They were ignorant at best and disingenuous at worst, it was ridiculous tbh.
There are many situations where it gives advantages. An example is sabotaging a hook near an open exit gate. I've made altruistic plays where I'll sabo the closest hook and take a down so a teammate can escape. Under this system, it would instead be 2 free kills as the game would instantly end when the killer drops the carried teammate.
It also prevents many clutch comeback/escape plays such as:
Unbreakable, Tenacity, Soul Guard, Flip Flop, Boil Over, Exponential, DS, Power Struggle, Adrenaline, Deliverance, Slippery Meat, exit gate heal techs, lucky hatch spawns while slugged, etc etc.
It *literally* does give advantages.
-
Nice. Scrap the finisher mori system too and call it a day.
-
Great, now scrap the rest of it 👍
-
I like them..
-
You can get the same value out of new Pain Res in 4 hooks that would take you 7 hooks with the old version. Combine it with Surge and you have up to 33% regression 4 times during the early game when you need it. All of this while being rewarded for spreading hooks and not tunneling. Spreading some damage early also tends to quickly exhaust whatever heavily nerfed medkit resources the survivor team brings. I haven't been struggling to create pressure.
-
Your English was actually very good, only a couple small errors 👍
-
@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426624#Comment_3426624
I think you're honestly the first person I've seen say this. On social media I've only ever seen people complain about how dirty and nasty the cosmetics look and how if they were cleaner they'd be so much better lol. Btw the blood and stuff is visible/noticeable in game
Would be nice if they made the outfits start out clean and become dirty/bloody as the match progresses when being injured, running, performing rushed actions, etc.
They actually tested such a system years ago and then abandoned it with no explanation..
-
@Gibberish said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426787#Comment_3426787
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3426649#Comment_3426649
Getting all 4 Survivors downed is already a win condition for the Killer even without the Finisher Mori, literally all the Finisher Mori does is stop the game from getting stalled out.
It also prevents:
Slug races
Gifting hatch
Clutch Deliverance plays
Clutch Power Struggle plays
Clutch Unbreakable plays
Clutch Soul Guard plays
Clutch Adrenaline plays
Clutch Sabo plays
Potential of crawling to hatch/exit gate
Choosing the location of a mori
Mori'ing anyone other than the last survivor
The entire purpose behind Devour and Rancor
Killer agency in deciding to mori/hook/mercy
Sorry I'd rather tab out for a couple mins once every 100 matches and not lose a ton of potential game outcomes for the sake of a canned cutscene animation that will get old after 2 days.
-
I'll take the occasional (like maybe once every few weeks) 4 min break to get a snack or watch a short vid over the dumpster fire forced cutscene finisher mori/basekit unbreakable system.
-
They updated most of them a couple years ago and many of them arguably ended up looking worse..
-
An outside map with stormy weather.
More snowy maps.
Actual fog...
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420030#Comment_3420030
If you do that on my team you are getting reported and a ticket filed for failure to participate in normal gameplay along with a recording.
do the devs need video evidence of no one wanting to play against SM?
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421088#Comment_3421088
Some people just don't want killers to have any decent perks. All the complaints about stbfl always end up being how the survivor perceives they deserve a free escape or a free unhook and the perk makes it harder, but not impossible to do so.
Some people just don't want survivors to have any decent perks. All the complaints about DS always end up being how the killer perceives they deserve a free kill and the perk makes it harder, but not impossible to do so.
-
Being able to tilt your head while crouched
-
@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421088#Comment_3421088
It makes camping and tunneling much much easier, is directly better against solos, and it becomes very impractical to take hits as the obsession if the killer has an m2
It also indirectly became much harder to "counter" (throwing yourself in front of the killer as the obsession is kind of stupid as counterplay) with the healing nerfs.
-
@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420779#Comment_3420779
It's an asym game. The killer is meant to be able to secure a kill. Killers don't need STBFL to secure their final kill so STBFL helping that in the end game doesn't really add much that isn't already possible.
Killer is "meant to secure a kill"?? That sounds a little entitled don't you think? STBFL guarantees a hook trade or a snowball unless you majorly screw up as killer.
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420753#Comment_3420753
Which makes it an opposite of the scenario in which DS deactivates...
So DS giving a free end game escape is bad but STBFL giving a free end game kill is good?
-
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420658#Comment_3420658
This, it basically already does that, it becomes finite once the obsession is dead.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420647#Comment_3420647
Why would it deactivate when the exits are powered? Because survivors have perks that do that? Do you realise that powering the exit gates is not a like-for-like scenario for survivor and killer? The killer equivalent of 'powering the exits' would be something like, 'there's only one survivor remaining', or 'the survivor you're chasing is injured and on death hook.'
It should deactivate because currently it's a very strong perk throughout the match with little ability for survivors to counter, and happens to also have the side effect of guaranteeing a pity kill during end game camping. Essentially a parallel of why DS deactivates.
-
Survivors have all the information they need to perform well with the exception of a few builds like 3rd seal/knock out. The problem with solo Q is matchmaking throwing me and 1 other reasonably intelligent teammate into a match with 2 others that can't tell a gen from their rear end and spend the match crouching around admiring the wall textures.
If I play in a full swf with no comms we will do fine because we don't have to play BHVR's teammate lottery.
-
I've had several instances where I'm in the open behind the survivor and when I hold m1 to lunge for the down, it forces me to short swing instead.
-
@H2H said:
Hopefully it’s dead and buried, never to return.
I'm afraid they're going to go full sunk cost fallacy and double down on this disaster given some responses like "we're taking feedback into consideration" and "it was just an early version".
-
@Phasmamain said:
Tunnelling is here to stay tbh. I don’t do it personally since I just don’t enjoy it. I’ve even started running Grim embrace, New Pain resonance and no way out to force me not to
But if you have more fun doing it then do it
That sounds like a fun wholesome build to try. I wish BBQ gave a small bonus for stacks, even if it was only like 25% max.
-
Some possibilities:
Killer actively stalking as Michael or Ghostface
Survivor actively using charges of a key or map as the killer vaults a window
-
Same for me on Steam. BHVR bringing back all the greatest hits with this update.
-
Similar bug happened to Kate's beanie hair colors recently. They changed from blonde to her default hair color after an update..
-
Devs really buffed nurse again lmao
-
@SnowyAlyssa said:
Kate has a lot of cosmetic bugs and visual bugs unfortunately, more and more things on her get broken as more updates come out. It's quite saddening, I really hope one of the developers see these posts and acknowledge the cosmetic bugs on her.
Yea it is weird how often they break her :/
-
@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394757#Comment_3394757
The survivor crowd wants to say : nobody cares when the killer loses a generator because it's not a person. The problem is that as a killer you had no chance to defend that objective. That really is your objective - you can never lose the game if the gates never get powered.
I don't tunnel survivors so they quit playing DBD. I do it to make the game into a 3v1 where I have a chance of winning.
The difference is "tunneling" a gen 2 mins into the match A: doesn't ruin the experience of one player and B: doesn't make the match exponential easier for one side, to the point it's almost a foregone conclusion if the 2 sides are of equal skill level.
-
@DBDVulture said:
"Actually penalize tunneling and camping"
How do you plan to prevent survivors tunneling generators?
The problem with your post is that you want to eradicate killer tunneling and have no idea that survivor tunneling exists or is even a problem.
I'll let you in on a secret. When playing Killer I tunnel because the survivors tunnel my gens.
Good thing the generator that got tunneled out of the match in 2 mins won't burn out and quit playing the game. They really are a calm and understanding bunch, those generators.
-
@Cassiopeiae said:
That, and everyone running Merciless Storm all of a sudden.
I actually faced a Spirit sometime ago with busted addons, slowdowns and the merciless storm bug in Solo Q and she still managed to not get a single kill. She was so salty after the match when I called her out on her bs and failed attempt at exploiting bugs.
Wut they still haven't fixed or kill switched that??
-
I like them...
-
When they ask who your killer main is but don't include Demo in the list of choices...
-
@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3387141#Comment_3387141
What are you talking about? They haven't even talked about the mori update since that happened to my knowledge, and the only responses I've seen like from community managers have said that was only a rough draft version and the final version would look much different.
Why would they do an early PTB to test out a change with the express statement that it wasn't going to be the final version if they weren't taking feedback into account?
It was overwhelmingly hated and they still want to implement it. They are still pouring dev resources into a feature that no one asked for and was rejected when tested. If it comes out in any form other than a simple basekit yellow mori, it will be worse for the game. Both in terms of the feature being bad, and all the wasted dev time that could have been allocated elsewhere.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3386993#Comment_3386993
Most PTBs were just publicity for what comes live in a few weeks.
The only PTB that didn't make it was the one devs said wasn't going to go live and was design to test. (The base kit Unbreakable/Mori)
Besides that one, almost all the time, changes in the PTB come to live even when there is plenty of feedback against them.
So it is hard to believe the devs can make this update enjoyable when so much has changed, a lot of it is controversial and base mechanics that have a ton of implications and interactions that are very hard to get right and test on a environment like the PTB.
So i guess it's kinda hard to be optimistic about this update in general.
They also ignored the overwhelmingly negative feedback on the mori / unbreakable feature and are still planning on bringing it back later.
I suspect it has something to do with recovery being nerfed on the PTB. They're creating an environment that will easily encourage slugging so in a few months they can try to justify adding basekit unbreakable as the solution.
-
Less and less. Especially solo queue. I might grind out the rift if it has some good outfits. Overall the game has steadily become less enjoyable over the last couple years.
-
Hey they still have the almost universally disliked basekit unbreakable and finisher mori card in their back pocket. I'm sure that will go down just as well...
-
Why not make medkits the "old toolboxes" for teammate healing? Give them a moderate heal speed increase and lots of charges but disallow or severely limit self healing. Feels really bad having every survivor item category systematically reduced to uselessness.
-
@Beatricks said:
Who's gonna get the first 100 sacrificed in a row in SoloQ achievement? Can't wait!
Maybe they can follow it up by changing the "where did they go?" achievement to wait in a killer lobby for an hour trying to get a game 😄
-
@SunsetSherbet said:
Asking for a rework is essentially the same as asking for a free chapter. "Reworking" is basically delete the character and make a new one with the same look and name. Since clearly people feel nothing but a completely change of her is gonna fix things. That's a lot of dev time for 0 return.
The "return" for fixing a bad product is restoring faith in your customers and increasing the likelihood that they will be willing to support your future products. As well as positive recommendations to friends who may be considering the same.
It could be considered particularly important if, say, you were launching a big new product soon, maybe on April 4th, hypothetically...
-
It feels more natural to let a survivor go as a nice gesture than it does to die to a killer. Letting a survivor go feels like mercy. Letting yourself be killed feels like...dying.
I get that it boils down to a few extra points for one side but if you have any level of immersion left it feels much weirder to give free kills.
I think that's fundamentally why it's more rare from the survivor side. Or maybe the reddit killer mains are right and all survivors players are bad people. 🤔
-
His reveal mechanic is more broken than ever. Literally stared at him from 12 meters away as he was crouched in the open. 7-8 seconds of staring, the reveal sound didn't even start. I get exposed. Feels good
-
They could easily repurpose Ada's scream audio for spongebob...
-
I miss the turning transition movements they added and then panick removed a week later. 360s are a gimmick that doesn't work vs decent killers. They aren't worth keeping direction changes that look like they're straight out of a ps2 era sports game.
-
@GrimReaperJr1232 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375771#Comment_3375771
.... windows of opportunity? I get your point but... windows? Really? Do people actually complain about it?
I just picked the most common "sweaty" survivor build I could think of off the cuff. And from that stats site, Windows is right up there with Dead Hard for usage. And yes I actually hate that perk as killer.
At least dead hard requires skill, planning, and timing to use vs following glowing auras from pallet to pallet ad nauseum.
-
Having tried this in a duo with comms, it was very difficult to set up and even harder to keep the buffs. Whenever a teammate got hooked, we would have to both go for the save, taking a massive efficiency penalty. And as soon as one us lost a health state, the bloodlust bonus alone was mostly countered by the complications of looping with friends.
It's a fun build and potentially has strong applications but certainly not optimal for most matches. But hey, I guess we can just nerf interesting perk combos until we're back to Windows of Opportunity, OTR, Adrenaline, Exhaustion perk...
-
I like them 😕
-
Hopefully it's buried out back next to Eruption, old Mettle of Man, and Ghostface's first chase music
