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Rokku_Rorru

Rokku_Rorru

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  • @runningguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4053364#Comment_4053364

    based on the amount of people the dodge lobbys, go next, DC, generally annoy other players by simply doing challenges instead of gens…. if people could block other players no one would get a match lol. A pretty common complaint in soloq is how awful team mates can be.

    You can be pretty damn sure if you block players for whatever reason, others will block you for their own reasons…who will you be matched with when you blocked people and the ones you have not blocked have blocked you? very limited lol

    I don't really see the issue? DBD players always argue with the worst case scenarios, you're denying genuine people the ability to block because you're saying XYZ will abuse it.

    It doesn't happen in other games, why does here have to be different?

  • @runningguy said:

    i see 3 issues with this:

    1. would no longer be able to see if there is a known cheater in the survivor lobby (currently both killer and survivors can dodge them at the moment).
    2. Would no longer be able to see the well known griefers by name or profile. (there are a lot of them out there)
    3. as much as i disagree with the whole lobby dodging…..if players couldnt dodge the lobby they would just go next in game instead. Personally i rather they dodge before the match starts not during.

    if they fixed the cheating issue and increased go next penalty then sure…. but until then, removing lobby would do more harm than good.

    The answer to this would be to have a functioning blocklist, instead of the garbage we have in game

  • We still lack a Werewolf archetype tbh

  • I'm wondering if it's the spawn changes with have contributed to it? Since we spawn much further from survivors now, but they spawn together

  • That's a good idea, I love that

  • I just don't get why they release perks that are clearly undertuned then literally do not care about fixing them.

  • At this point just keep the first attempt at a rework, it looks better lol

  • @Emidemongmr said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051992#Comment_4051992

    Excuse me, but where did you hear that they would do what I suggested?

    It's on an old thread on these forums somehwere, from an AMA

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052477#Comment_4052477

    Yeah, you are right. Rulebreaker has definitely been around many threads, especially back when we discussed MMR.

    I should also probably mention @Rokku_Rorru
    They have been around for a while

    That's sweet of you, thank you.

    I agree with all of the list, it's why I contributed names thinking outside of the box lol <3

  • I love Bubba, Chucky, Myers, Wesker, Nemesis, Unknown, Huntress, Artist.

    The list goes on, I do enjoy a lot of the cast bar the select couple.

  • Honestly, I'm gonna say Balrog, coz despite all the grief people give them they still press on and try to engage with us.

    Same with Mandy, I'm grateful for the effort they put in.

  • @Abbzy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052052#Comment_4052052

    Tbh I play him rarely but I find way more beneficial to be patient with this killer because missing will cost you previous hit with uvx and just shooting with uvx isnt that good because it will slow you down so cant spam it like springtrap or huntress can.

    More better aproach is to shoot when your chances for hit are very high like when survvior is cornered or in narrow place where he cant doge, dont shoot for long shots its easy to doge and slows you down a lot, fake your power just briefly hold m2 and let go of it (if you dont hold it too long you wont get slowed and this can be used to make your halucination spaming take a delay so you can place them more where you want and not so randomly which is quality that makes his tp ability solid from being total dog pile of …..), faking your uvx can make survivors panic and give you opening for m1 hit and using him more as m1 is better for getting injures and way more consistent than overusing your power because if you miss you will loose with this killer.

    The game moves so fast these days there is no room for patience rn lol

  • Yeah there is so many characters I'd love, having Billy to play as a duo with Rebecca would be fun. Also Claire having a new voice would be nice, she sounds so cursed.

  • @Artimenius1307 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4052003#Comment_4052003

    True, though it's understandable, the survivor's gameplay loop is exactly the same as back in 2016, and with general design unchanged the perks will eventually become dull and empty design wise because pretty much everything is already covered by them. It's why I believe if changing the gameplay itself is too hard to do, they could introduce perks which themselves change how the game is played for survivors, it could be pretty much anything, different ways of healing, doing gens, map maneuver, interactions with killer belongings like hooks, items or addons, anything

    it's more there is no time to do any of these side objectives, with the designs of the best killers, there is no time to breathe.

  • Yeah as a fellow Unknown main, I feel using their power is really punishing to miss with, especially after the pallet update. Whilst I think its good survivors have more resources, there is now far more loops to buy time for UVX to be removed.

    they needs to be able to shoot more often and I feel baking the limited aura read on their halucinations would really help a lot too

    Also add a brown addon to help practice where the shot goes would go a long way too.

  • The recent survivor perks have all been really boring and overly undertuned and I'm really sick of it LOL

  • I'd love more zombies and also more interesting addons please.

  • Yeah I really want more outfits for Claire and Chris, I think they said it's in the works to have a legendary outfit system at some point

  • My escape rate on survivor is around 38 percent at 2.2k hours on the website (in match time), so in my case its accurate I suppose?

    image.png image.png

    My 1v4 killer stats on the other hand I don't really play 1v4 often but I'm around the kill rate expected, but admittedly I'm not very good at killer:

    image.png

    some of my killer stats are before 6.1.0 though, Legion was one of them, I stopped playing trickster after the rework, I mostly play Unknown now and Dracula.

  • I believe this happens on Playstation sometimes too

  • I'd much prefer to face Vecna, over Nurse and Blight tbh lol

  • @THE_Crazy_Hyena said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051588#Comment_4051588

    I am actually a Myers main :) - scratched mirror in fact. I did not like the dashslop change at all.
    Always liked the horror-focused killers more

    I love Myers a lot <3

  • @THE_Crazy_Hyena said:

    Wouldn't the best solution be to just remove the unhook notification sound.
    I have seen so many times that killers will actively drop chase with someone as soon as the unhook notification go off.
    As someone who plays killer without relying on tunneling people, this change won't affect me, personally.

    this was the best change they added, from the anti tunnel

    that and the bonuses like the movement speed on hook was nice until power is used/chase is started

    Also regarding all the others who are saying killer is more stressful coz you are alone: Communication can be really stressful and being mindful of those you are playing with, I talked about this on another thread but people really underestimate how hard it can be to communicate effectively.

    I'm not saying killer doesn't have it hard, anyone who is A-S tier though, that arguement is invalid IMO lol, my games on dracula are super chill even if I lose.

    I just had a nurse lose who crashed out in endgame chat coz she DCed after she lost a 3 gen, saying people were cheaters or a team, embarassing. P100, was backfilled coz the other killer left.

    IDK, as soon as you tell me you play Nurse or Blight my sympathy is gone.

  • it takes too long to use and it's useless. Its just an easter egg at this point.

  • I've been saying this also, I'd love like RE + SH characters to play their item pickup noises, or do their iconic melee animations coming out of the locker with head on for example:

    -Chris punching
    -Jill Kicking
    -Claire Punching/Kicking
    -Ada's Fan kick
    -the SH characters using their pipes
    -Lara's pickaxe

    just some fun ideas, or lara could pick up an item and it play the secret noise with the "Aha" she does from TR2

    Lots of missed oppertunnities, emotes too.

  • Honestly I wish power of two worked like when in the radius of another survivor gain 3 percent until taking damage, as opposed to find someone heal them, then hope they stay with you.

    kind of like how the new gen ones work, I really like that they just work.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051421#Comment_4051421

    The wording is similar, but our points are different. You're saying there is valid diversity; I'm saying it isn't valid because it was achieved by punishing people who used a popular perk.

    That, and you completely ignored how I commentated on syringes still-present effectiveness and Sloppy's very-much present interactivity.

    What "evidence" are you looking for? Because, you've lied about what I did/did not and presented supposedly valid evidence that's been logically disproven, only to be chronologically misinterpreted.

    Exactly, the difference is I gave you evidence that it hasn't changed the survivor/gen regression meta with it being permanent or not. It only affected people who didn't run healing perks.

    Brother, Syringes do not affect healing anymore. You're not paying attention.

    Just anything to back up any of your claims, if you want to convince me, tell me how the Sloppy affects the game?

    Coz right now let me summarise it for the people here:
    -Healing perks are not the META they will never be META, they never have been, people will bring Medkits which SUTURE BYPASSES the heal speed reduction.
    -Sloppy just discouraged usage of already under represented perks, people would favour chase.
    -Killers will always go for Gen regression, but like the healing perks, anti-heal isn't unviable outside of the select few like "No-Quarter" which could get buffed to not require a TR or whatever.

    So in short, making Sloppy Permanent, just makes the game more frustrating for one side, coz it made tunneling easier more than anything. Hit and Run playstyles are unaffected, the slow downs for m1 killers comes from the pallet update on certain maps and outdated killer design.

    I'm speaking from someone who has played this game for 10 years since launch, I play less killer than I do survivor, but I do know how things work on both sides.

    Making Sloppy permanent is not the solution.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051415#Comment_4051415

    I didn't "just" regurgitate what you said. It's okay to admit that you have weak and/or no more arguments, rather than lie about what I did/did not do.

    You did, what I said:

    "They've sinced buffed anti-heal perks over time and provided more options, IDK why you're so ignorant to the current state of the game. We've even lost syringes at this point. They are still making changes but going back to how it was is not good for anyone."

    You:

    "You're completely ignoring how they buffed said perks after Sloppy was nerfed, which, as I've explained, is a flawed approach to creating enticing diversity."

    Also check the edited post above it has recent stats the suggest no healing meta is currently common in the world, it's still mainly stay injured/chase.

    So either get some evidence, or just keep going off of vibes alone, which isn't gonna get you far.

  • See that's a more reasonable request, I just don't think the permanent is the solution here. Coz then why would you bring gift of pain over sloppy?

    As for Hoper, You just regurgitated what I told you at this point so I'm not reading or responding to that anymore, I at least showed you the extreme end when it was permanent.

    You could at least prove how there is no healing perk diversity rn if you're gonna say that.

    Edit: better yet let's look at the most recent stats https://forums.bhvr.com/dead-by-daylight/discussion/458829/new-stats-for-the-world-via-japan

    Healing perks on both sides are barely utilised for the world, favouring perks that stay injured or focus on chase. So in short, there is no healing "META" rn, people are making that up. They are just viable builds.

  • @colossusqw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051320#Comment_4051320

    Honestly if Unknown had an effect like dredge's nightfall, but survivor specific, that would be really interesting. Like if you are weakened your maximum view range gets reduced by a purple fog and you are oblivious, that would allow for a lot more "in character" stealth possibilities after you've secured your first hit.

    I'd love for anything like that. I use the oblivious aura on the hallucinations coz I really enjoy the stealth playstyle they have

    I just wish the projectile was more forgiving if even by a little

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051393#Comment_4051393

    This doesn't disprove what I said. In fact, it emphasizes how other anti-heal perks weren't made as valuable as Sloppy in their own way.

    They've sinced buffed anti-heal perks over time and provided more options, IDK why you're so ignorant to the current state of the game. We've even lost syringes at this point. They are still making changes but going back to how it was is not good for anyone.

    DBD moves faster than it used to, 90 seconds is a long time. The only way I'll ever accept perma debuffs coming back is if we get a cleanse item, to provide some kind of counterplay and play more into the survival horror resource management of the game.

    Nobody likes something that's uninteractive.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051388#Comment_4051388

    If you want diversity, then you don't force people to use other things by punishing them for using what they currently are utilizing. I mean, that's the reason that the anti-tunneling and slugging changes failed.

    I never said that they were weak because those perks got nerfed; I pity their designs more than before since perks that made them tolerable got nerfed.

    You clearly didn't read the perk usage rates back then:

    image.png

    No one used any other form of anti-heal at all, in the top 10 back when it was the way it was. I'm tired of people pretending things weren't a certain a way lmao when they were. Bare in mind this is when STBFL post 6.1.0 didn't lose stacks on M2 and was at its stronger values btw.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051378#Comment_4051378

    People still run endurance and second-chance perks frequently, so your smoking gun of a point has remained around anyway, meaning that Sloppy had no valid reason to be nerfed.

    Not worthless, but definitely weaker than it should be, especially since it's commonly used by Killers like The Ghost Face and Sadako, who are weak enough already.

    It's not a smoking gun, I'm pointing out you'll see more of them if you change back to the balancing approach, there was plenty valid reason for sloppy's change you clearly weren't reading the developer notes. They changed it because it's all people were using over other anti-heal, now I see more options used. You bring old Sloppy back, you're conditioning what we used to have in play.

    There is nothing wrong with multiple builds being viable, it's better for the games health.

    It's not weaker than it should be, it's effective, I still see people use it. GF/Sadako aren't weak because sloppy got nerfed, it's to do with their power design. They can still use Sloppy/Surge etc just fine, I personally really like Rapid/STBFL to counter the healing meta coz anyone who body blocks me feeds my stacks or gives me speed.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051370#Comment_4051370

    Sloppy should mean that Survivors have to really commit to a heal if they want one — a Killer perk should not be so weak as to eventually mean a Survivor does not have to make a difficult choice.

    No? How does waiting it out have no risk? Would you rather they just outright ignore it and run endurance/second chance perks to counter the hit and run playstyle outright because the only answer wastes so much time.

    As a survivor player, waiting out the duration does have a risk, I'm injured for the duration. Also if you want it to apply off hook just use gift of pain, it's right there?

    When I play killer i really like pairing Dying Light/Gift of pain/thana together sometimes for slowdown too, gift of pain is really effective, especially intercepting heals at hooks. Sloppy just isn't the answer to all healing pressure now.

    Hit and run wasn't effected, people just gaslit themselves that the perk is worthless when it still can be pretty darn effective, as someone who runs healer perks it still does its job.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051357#Comment_4051357

    I think that the existence of hit-and-run Killers, many of whom are weak, means that anti-healing efforts should include debuffs (until, in this case, someone's healed) and more diverse perk combos.

    I find they have felt weaker since the pallet update more than anything, not because of anti-heal. It really hurts solo Q, I used to hate playing the game when sloppy was used in nearly every match.

    It's still an effective perk it's just not king of the hill, nor should it be, I still face it, the duration it has lasts over a minute, if a survivor hasn't been chased for 90 seconds (which is like a third of a common match). That's on you.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051328#Comment_4051328

    That meta inherently has a risk associated with it, however.

    Sort of? You'll just get WGLF + made for this and dead hard etc, I much rather facing healing than full endurance shenanigans, both being viable is a good thing.

    Healing debuffs especially Gift of Pain are still really effective I find since they activate on hook, I've also been seeing a few plagues ever since the healing meta came about again and I'm happy about that.

    what would be nice is if the likes of No Quarter were buffed, so we had more options vs self healing. Leverage + Gift of Pain is really strong (I've faced it on survivor side a few times).

    Blanket debuffs are just bad design, there should always be an answer. Forcing a 30 second or whatever heal that can be lost in a second is just frustrating as an "answer", especially for people who don't want to run healing perks.

    I think we should have strong anti heal, but healing debuffs being permanent is not the way to go about it.

  • @XDgamer018 said:

    tbh mangled and hemorhage should just be "until healed"

    Then people will go back to the stay injured meta, so no thanks lol

  • I'd love more survivor variety honestly, so I'm all for this

  • Yeah Unknown could really use some love, it takes so much time to go for M2 if you make mistakes. Time to kill needs to start being measured in DBD. I'd even take being 110 for a shorter ranged attack CD.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4051014#Comment_4051014

    He's 4.4. If he misses he loses a lot of distance. Aura reading is really good on most killers to be fair especially on a map like Midwitch. The odds of you just getting that map is small as well. I have played a lot of vecna. I have gotten mostly outdoor maps. Survivors have had no issues making cuts, dodges, and using LOS breakers to get away. Which is good! Its counter play.

    The illusions can be replaced though and it still waste the survivors time to get over there to take it out. In terms of your last point PH can do the exact same thing except you are instantly injured. Horribly clunky? Not true at all. I guess if you are playing on Console sure. On pc he is rather smooth.

    I don't fully agree with you. I think your views on Vecna are honestly a bit extreme for someone who has played several hours of him and against as a survivor. Plus I played against him on PTB.

    I tried aura perks which was helpful but gen slowdown is all I can handle personally right now.

    https://us.v-cdn.net/6030815/uploads/UP4QH3EDYRES/image.png

    https://us.v-cdn.net/6030815/uploads/2M2CJCSITG14/image.png

    https://us.v-cdn.net/6030815/uploads/YI7X731NDM5V/image.png

    Extreme maybe, I'm more just upset unlicensed killers get the short end of the stick most of the time, so maybe it's emotionally charged. I do enjoy playing against him tbf, I just don't like how spammy it is while my killer literally has such a long CD and I have to charge up my shot too AND it has travel time, also it has more chance to go wrong coz it bounces.

    He just gets to point and then click, and reward until it works.

    As for P.head you barely see him for such an iconic character, even with the rework people dislike playing him? Why? Clunky lol, that's the common consensus from any SH fan I know who plays this game.

    4.4 doesn't really matter much when your radius to hurt others is a huge circle around you, plus then you have the mobility albeit a long CD, I don't use it to try and land hits, I use it to close distance/go to a new target.

    It'll get changes for sure, I don't think he'll be nerfed to uselessness, given how they've handled Kaneki, I imagine he'll probs not be able to hit as often again.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050803#Comment_4050803

    What? How do you come to that conclusion? I don't want cenobite to be the exact same as Vecna, just instead of injuring his gateway simply slows down survivors.

    because you've defended them in every thread I've seen you in, which there is nothing wrong with. Though its not hard to see where I get that idea from.

  • We also need BP events for:
    -Bardic Inspiration
    -One Two Three Four
    -Mirrored Illusion
    -Wiretap

  • I do enjoy him I just feel I'd like him more if he actually interacted with pallets and windows etc.

    it's so awkward having this flying milkman after me who just spams circles.

    Also BHVR are you just choosing floating men so you don't have to animate a walk cycle? lol I remember being so disappointed dracula just floats everywhere, I wanted him to walk in at least one of his skins.

    The floating could have been in his worldbreaker IDK why it had to be ALL THE TIME lol

  • @dbd900bach said:

    Ghostface is among some of the weakest killers in the game. All he has is an inconsistent stealth ability/mechanic, and an instadown.

    I think a teleport power on top of his own would be perfect for Ghostface. Ghostface was always meant to be a parody of slasher films in the 90s, and one of the best clichés was a killer seemingly teleporting in front of the victims despite there being no plausible way for them to be there.

    Perhaps give Ghostface the ability to set his own portals around the map so he cam freely teleport. There is a lot of ways a telepott can be interpreted, but anything would Ghotsface at this point given how weak he is.

    They could easily fix lower tier killer mobility by making a baseline warp gate for hooking a survivor to allow them to get around the map faster.

    Like entity rewarding them or whatever.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050801#Comment_4050801

    "you don't need to interact with anything and you can take health states"

    This is just false. Survivors have to dodge this power much like nurse, the only difference is nurse gets an instant hit. Vecna takes multiple vine attacks before an injury occurs.

    "As an Unknown player seeing Krasue and now Vecna, or even like you compare his power to say Nemesis or P.head, what's the excuse there?"

    I do agree Unknown needs some buffs again. However, we cannot forget Unknown can get to the other side within an instant due to his TP. Krasue and Vecna cannot. This needs to be considered. My point stands. Unknown still needs some buffs. Nemesis only needs 2 total tentacle hits for injury. He does have zombies that cause distractions and annoy survivors to give him a chance to make his way to the other side of the map. PH gets an instant injury everytime. He shouldn't have mobility.

    "So many killers are getting left to rot and they keep making new ones instead of helping the ones we love."

    I advocate for this a lot. You know this. I wouldn't argue this point. Lots of killers do need love whether buffs, QOL or bug fixes.

    Hope this clears up anything.

    It doesn't clear anything up you just prove my point more, I think all you have to do is play against him on midwhich with no aura read protection when he has an aura read build for you to actually get some context.

    It's an extreme case but it shows how badly designed they can be, this also goes for nurse actually. No its not the map, it's a perfect example of a map which should be used for testing to point out these issues early.

    Unknown also loses their apparitions at a single channel, then has to go back there and wait for it to replace, that needs to be considered, not just mister pancake who can go through breakable walls and windows at high speed. Nemesis still needs to strike twice and needs to be in range, Vecna has clocks that can be used as information tools with addons.

    P.head doesn't need mobility, he needs better control on his projectile, its horrible and clunky, and it takes time to prepare and shoot and then it takes time to come out, Vecna is a point and click adventure game that you can keep spamming while moving quickly and have full camera control.

    Also you missed the point re interaction: He doesn't use windows, he doesn't use pallets, he barely respects walls. That's not good design at all.

  • @ad19970 said:

    I feel like that would eliminate the entire unique part about his kit. Are you suggesting that if you place the gateway close enough to a survivor the chains should latch on to them automatically? Because that would just be very similar to the First now, with the potential of being completely undodgeable if the gateway spawned to quickly.

    So you want one killer to drown while the other can walk on water? I don't get your replies at all

  • @MechWarrior3 said:

    He needs to be left alone. He's one of the most balanced killers ever to come out of PTB. If we tweak or adjust him its going to just ruin the character..Do we really need another killer that just gets ruined….again?

    I'm sorry I disagree very strongly, any killer player can see their killer is being powercrept by this guy, you don't need to interact with anything and you can take health states, you have mobility and you dont even need to respect walls.

    As an Unknown player seeing Krasue and now Vecna, or even like you compare his power to say Nemesis or P.head, what's the excuse there?

    So many killers are getting left to rot and they keep making new ones instead of helping the ones we love.

    You of all people should agree with that with the state Houndmaster is in.

  • @ad19970 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4050708#Comment_4050708

    Aura reading doesn't change the fact that you can still predict the vine attack and dodge early enough though. Of course aura reading does help him quite a bit, as it eliminates his guess work on where survivors are when they break line of sight. But the vine attack is still dodgeable beyond that. If you predict the vine attack correctly, you can dodge it.

    Running unpredictably and dodging are valid counterplays against Vecna whether he has sight on you or not. It#s too early to tell if he'll need a small nerf or not, but so far he seems pretty balanced to me.

    I mean it's fine if it wasnt as frequent, but you get to attack so often making a mistake doesnt matter at all, that cannot be argued.

  • Sometimes it feels like they overtune the heck out everything to sell it.

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