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Rokku_Rorru

Rokku_Rorru

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Rokku_Rorru
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  • @NarkoTri1er said:

    imho, worst thing about flashbangs is audio bug causing them to be completely silent most of the times you throw them

    This sometimes also happens with Nemesis' tentacle where the animation doesnt play nor does the ready noise when he comes around corners.

    I'm 100 percent confident it's to do with their awful LoD optimisation

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863254#Comment_3863254

    I'd maybe be okay with a progresslimit, you need 24 charges for the selfheal, so I'd say 8 charges you can heal without losing it and after that it's gone. That would do that if you get interrupted you can finish it, but you can't completely selfheal.

    Like it's just like half the time someone taps themselves thinking they are safe and then it turns out the tunneler was following them the whole time.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863230#Comment_3863230

    I don't like that this sounds like I'm a dog lol xD

    It's absolutely no discussion that those conditions have to exist because like I said it was just horrible like this. In endgame it has to deactivate because like I already said you can be ages away from the gate and you reach it no problem like this, it was super annoying xD

    Oh sorry I was agreeing with you regarding endgame, I thought it was so dumb it could be used to guarantee escapes.

    I am just unsure while starting a self heal or a heal triggered it, I think finishing a heal should if anything. Gens I understand too.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/435713/anti-camping

    Could it be you never saw the old version of ds? Ds in endgame as well as it staying while healing yourself or doing gens were beyond stupidity.

    As long as you were downed 60 meter close to the exitgate you were unable to die in endgame with ds against most killers. The ability to heal in front of the killer or do a gen without him being able to do anything about it was pure provocation and is increadible ridiculous to look at.

    Also the anti-facecamp-bar deactivates because the killer doesn't have anything to defend anymore except the hooked survivor. You'll most likely won't get anyone anymore in endgame so you just camp and defend the last person, otherwise you trade until one side doesn't have the ability to do something anymore.

    sometimes I feel it was a necessary evil to condition killers to go for the unhooker rather than the unhooked.

    The endgame was the only issue I had with it honestly.

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862123#Comment_3862123

    They don't. Surge and Pain Res count towards the 8 times damage limit and do not work on gens that have already reached that limit.

    They do, you down a survivor near an unkickable gen it will bypass the "limit", try it.

  • I feel like exhaustion being off CD should allow you to use Unbreakable but putting you into the exhausted state, it would go a long way for making the game more forgiving, just like 2v8.

    Self care should also be added baseline so new players can make more mistakes akin to 2v8 also.

    Killers need anti gen rush/momentum like Corrupt intervention/deadlock to give them more time to make mistakes. I'm sure people could come up with better ideas, but the base game needs help for newer players.

    I love this game and I want it to do well, but rn everyones complaining about snowballing on either side and we need to point out that this is our largest issue that needs help. Games should be back and forth, it's a casual game. good players will be good regardless of how the game is.

  • Yeah on my steam deck its so piercing

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861648#Comment_3861648

    it might buff these two killer imo because they could potentially use clown anti-heal perk +distressing. i'd say if they want reduce power-level of nurse and blight. i would decrease nurse's blink speed from 400% to 325% and increase blight rush cooldown from 10 →17.5 seconds.

    I'd just run stake out all the time because all I ever get is blight. lmao

  • Stake out is one of the better perks in the game atm, try using it with medical suture or w/e its spelt, really strong.

  • Honestly no, interaction with the killer is fine. The issue is you don't get time to breathe when you make a mistake, we need anti-momentum or ways to comeback, like deadlock and corrupt give killers time to breathe we need something like this to stop outright gens being popped just because you made a single mistake.

    DO NOT REMOVE SURVIVOR TO KILLER INTERACTIVITY. Enough of it is already gone, instead give time for killers to breathe and learn how to deal with it.

  • I just want deep rift recolours that arent just BLUE, it's so boring.

  • Do totems, they give a lot to lightbringer specifically and you'll pip a lot easier.

  • They are just desperate and need to sell her because they really thought this was a good idea releasing such a buggy mess.

  • Remove the perma broken, it doesn't need to be there a health state is enough. Like it's actually really really terrible how much of a downside this perk has, it takes essentially a generator in basement to get any value.

  • They just want the game to be an unforgiving mess balanced around tryhards. I'm so tired of the current balancing.

  • The game is really unforgiving to new players on both sides, and BHVR doesnt do enough for the casual playerbase to make the game more accessible.

    There is way too many perks and mechanics which make the game abysmal for people. If you can't even make mistakes in a match how on earth are you supposed to learn from them

  • @ezikagirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861946#Comment_3861946

    you can only kick a gen 8 times and eruption will just make it 4. if you to make it unstackable. remove the gen kick limit and now we're talking.

    Surge bypasses it as does pain res

  • I feel just giving him more interesting addons would go a long way.

  • I think just making the game more forgiving would go a long way honestly.

    BHVR's current way of balancing is very very bad for the casual playerbase.

  • It's the same as DH for distance everything killer mains cried about back pre 6.1.0 except you can use it while healthy.

    Exposed is easily avoidable if you use it until you get it to make sure you don't get it again when next in chase.

  • When they make slowdown unstackable sure, but until then no. Screw slowdown perks.

  • New player experience became more and more so worse, second chance meta the main solution to the games issues was targeted and the only thing put in its place was baseline borrowed time out of the 4 perks, gens got longer, chases got made shorter. killers kept getting buffed and buffed and buffed, Gen rushing perks got nerfed yet new problematic ones got made so the killer new player experience also got worse.

    6.1.0 is awful, the dedicated servers are awful (Looking at the Reddit AMA where the network engineer was like I DONT SEE AN ISSUE)

    Dead hard for distance is no different to dramaturgy for distance lmfao

  • @Crowman said:

    IMO, the increasing hook stages by 10 seconds granting an additional 20 seconds of hook time for each survivor was unnecessary. It outpaces the increase of 10 seconds per a gen and helped tilt the scale backs towards fast gens since hooks now provide less time pressure.

    No I think it was a necessary step to make this games new player experience where it should be, all the people on here need to stop gutting the game and making it more and more unforgiving for both sides.

    It's about time we looked at allowing mistakes, and letting new players learn and stopping all the inaccessible bullshit like Skill check doctor, Dredge nightfall, Survivor flashlights (a dark mode for killer mains), make anti-camp visible for everyone.

    What you killers need is anti-momentum, stuff to stop the game from being too one sided instead of relying on terrible unhealthy perk design that BHVR is selling us as a solution.

    I'm so over blaming accessibility for newer players, when this game could get so much more love but this developer just throws stuff out without thinking half the time, and the recent survey shows it.

    I've been playing so much less recently because this game does not respect casual play on either side anymore, while also taking away all of the interactivity for learning.

    Sort it out.

  • I'd love a radius increase to boons

  • Yeah Singularity is awful for the casual playerbase in his reworked form, yet what he is designed to play against he doesn't even do well at, it's a flop rework as huge as a flop as Legions who also is designed to counter solo Q with the self mending addons instead of multi hit.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829346#Comment_3829346

    The thing is, that everyone is basically living in their own reality of the game: you, who feels that the game is way too killer sided and getting tunneled is uncounterable is just as true, as my experience, where survivors play it all nearly perfectly and the moment I even commit a single mistake in a chase, the game is basically over and I could roll on my back and admit defeat.

    BHVR is trying to balance all experience levels and different commitment ranges with one set of rules, and this is a flawed approach, in my opinion. We have tried all kind of different balancing acts over the years, and every change in one way has caused a plethora of uproars in one part of the community or another, who felt it was a sorely unfair change.

    BHVR should make MMR transparent and visible for all and then slap different modifiers to different MMR ranges, so that everyone knows whats in them for it. This way we could maybe get all this balancing issues done without half of the community feeling it anwarrented.

    I'm not saying that side also isn't true, I think killers should have anti momentum also to make their new player/casual experience better too

  • No leave it as is, I'm so sick of the perk design recently of nothing can be done to stop this so there goes your fun.

    Interaction should be encouraged.

  • it's 5 seconds, technically 6 as you have to finish the entering animation before it starts. You might be hesitating too much, just go straight for the locker, it's only 3 second stun time also you could count to yourself to see if you have time to grab.

    We need better servers, that's whats annoying rn, this is what we deal with being hit as survivor, the same bs as pallets hitting from ages away etc.

  • This is why answering peoples core game problems with perks isn't the answer, we should be looking at ways to improve the base game and make the new player experience more friendly.

  • @jesterkind said:

    This'd be a great perk effect, but not something that should be basekit. Aura reading isn't that oppressive at the moment since perk slots are limited and all aura perks have some kind of meaningful restriction preventing them from being active too often, and there are also more perks to answer them than just Distortion - Shadow Step, Off The Record, and in a different vein Object of Obsession all exist in this space.

    That being said, I've wanted this to be what Spine Chill does for a while. If it just alerted you to the aura without doing anything about it, you'd get solid info on what the killer has and could, where appropriate, play around it, at the cost of one perk slot. Seems like a fair trade to me.

    It being on Spine Chill would also ensure everyone has it, because Spine Chill is a universal perk, and it'd be pretty thematic to the perk too. Wins all around.

    Yeah, I like that idea, you could also add the vault speed whenever aura reading procced back instead of proccing off of the killer looking at you, that way its like a small help to dealing with being caught by surprise.

  • I didn't say there was none, there is barely any, have you tried using it on there? it doesn't proc at all

    Also I love how they flopped with teamwork perks, buffed them without the downside, no one still uses them.

    The same would happen with this if broken was removed, I just have no idea why they think this is a great way to do perk design.

    You can have power but lmao suffer.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849765#Comment_3849765

    This is a strong perk already. It doesn't need a buff.

    Yep. The worst perk in the game, is strong. Are we even playing the same game?

    There is like no crows on some maps like the game, so it can be utterly useless.

  • having this in 2v8 wasn't really a big issue, it's a good way of helping new players learn what perks do etc.

  • Yeah so many survivors just self sacrificing or not playing full stop it's great… /s

  • I dont think it even changes the animations just literally a new lobby one, I'm so sick of legendaries just being reskins with no new animations.

    Same goes on survivor side, it's about time you put some actual character into them, give us at least different archetype run animations or something.

    Birkin is a reskin just has a unique lobby animation, the Eddies as some example, why isn't it just a legendary.

    Yet with hunk you changed his animations?

  • These skins have to be some of the best ones we've ever recieved honestly, I'm so glad they made them legendaries!!

  • @Anti051 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845171#Comment_3845171

    If the fact of the matter registers as nonsense to you, then I'm not sure what to tell you.

    What I am sure of is that we don't need to backtrack on progress made toward rebalancing broken perks just because a novice doesn't understand.

    I wouldn't call it backtracking, lots of people quit as it was one of their favourite perks? It's like removing nurse from the game entirely.

  • @Levitika said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846612#Comment_3846612

    -Broadly gestures to every second chance perk Survivors get while Killers get one perk-
    Killer players need to have something that doesn't make even the slightest mistake kick them in the nuts.

    Deadlock or corrupt would go a long way, not to mention some haste upon hooking a survivor to encourage leaving would be nice.

    Encourage us to leave the hook, buy us time to patrol, this paired with the borrowed time etc survivors have.

    The new player experience on both sides is awful and we need to fix that. Add anti slugging like 2v8 etc had, stuff to make the game more forgiving, then balance the core gameplay around it all.

  • @Anti051 said:

    Current DH is already a strong incentive to avoid hooking and just play murder-tag.

    But here's why you can't have the old one back:

    If a loop can be mind-gamed at all, an M1 killer must win the mind game to earn the distance necessary to attempt to hit the survivor at maximum lunge distance. Due to tile design, such a hit occurs fractions of a second before the survivor clears a vault (which has been buffed by default, not to mention finesse) or drops the pallet. Gaining back that extra distance from losing the mind game with the killer (as well as erasing your hitbox) turns DH into a literal I-Win button for looping (it still is with M1 killers since the invincibility covers you for the same distance in the loop as old DH, it's just "limited" now).

    DbD isn't supposed to be some sort of Orlando Studios amusement park ride, it's supposed to be a game that you win or lose in a fair way according to it's asymmetric layout. As far as gameplay is concerned, pressing E to win is some lame-stank-cheese and I don't think we need to have another enormous wave of discourse over it.

    You can't use Finesse with Dead Hard. also this I win button only happens coz the servers are awful, on killer side the only issue I have with dead hard is the servers like LMAO WHAT JUST HAPPENED?? (they make the death noise when going down but are still up and teleport to where they actually are).

    "DBD isn't supposed to be fun", people still lost with dead hard, it's no different than s tier killer powers and addons and chase and exhaustion perks which have endlessly piled up since dead hards change.

    Soooooo keep your nonsense, you can literally test it on a ptb without causing an issue on live, try old dead hard with the invuln, bring it back, or give it more activation conditions, anything, you have nothing to lose testing it on PTB.

  • @fussy said:

    >old DH
    >skill expression

    Is this some kind of complicated joke?

    No? Because the likes of Identity V can have this and it's community gets so hyped when the dodge is used, meanwhile in DBD people cry at the slightest inconvinience. If Survivors kept their S tier options you'd be able to get better killers? Everyone wins? Also Dramturgy is used for distance in the same way as dead hard, so Sidney's statement is also false, it would be fine as it was and I will stand by it. it was once per chase if you gave up on that chase with current map design, you'd let them get the exhaustion back + Vigil is being looked at soon too.

    @Devil_hit11 said:

    i mean dead hard is still part of the game. the perk does not over-dominate the meta. i think my two problems with it is ability to tunnel people through BT cancels the ability to use dead hard for skill expression and slugging disallows you to use dead hard.

    so i think it would be good if DH functioned like MoM where you ignore hit during BT and the perk triggered every time you are put into the dying state so slugging and not hooking does not delete exhaustion perk from ever coming into play.

    It is yes, I just liked seeing it used as a playstyle, the issue is a lot of the low tier killers suffered, but only being able to see it used twice in a game is insane to me. And yeah more activation requirements or the like to earn it possibly.

  • I feel like if the dedicated server stops responding everyone should be given a flat BP amount, coz sometimes I feel like I've been robbed yeah

  • It's incredibly awful with the stupid controller button prompt all sharing the same button

  • @UndeddJester said:

    What should we try to do with Maps?

    I believe that auras fundamentally are more helpful for new players and SoloQ. Maps are actually good, but should be made more accessible to the players who would benefit more with them!

    The fact is if you're in a SWF or are highly skilled enough, maps are not something that is ever gonna offer you a lot of value... however for a newer player, these items are actually very useful at allowing them to scout quickly...

    Why aren't they used?

    Maps have some common problems that makes them unappealing to the newer players who would actually benefit from them.

    • They are only available as green or higher items, do are hard to acquire.
    • They are inconsistent in their behaviour between rarities, so fiddly to learn to use.
    • They are add-on and perk dependent, notably Detective's Hunch which is locked behind a paywall.

    The aim of the rework is to make maps more accessible and generally more useful for newer players across the board.

    The Great Base Map Overhaul

    Tattered Map - Brown Rarity

    • Tracks 1 generator at the start of the trial
    • Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
    • Has 12 charges

    Parchment Map - Green Rarity

    • Tracks 2 generators at the start of the trial
    • Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
    • Has 16 charges

    Rainbow Map - Iri Rarity

    • Tracks 3 generators at the start of the trial
    • Tracks any of the following items when coming within 8m: Generators, Gate Switches, Dull Totems
    • Has 20 charges

    The Great Map Add-On Overhaul

    Map Addendum - Brown

    • Add 6 charges to the usage of the map (was 5 charges)

    Retardant Jelly - Brown (was Yellow)

    • Reduces depletion rate by 20% when channeling the map

    Unusual Stamp - Brown (was Yellow)

    • Increases tracking range by 8m

    Glass Bead - Yellow (Unchanged)

    • Press the Secondary Action button while using the Map to use the Glass Bead to place a Pillar of Light at your current location that can be seen by all Survivors

    Human Hair Cordage (Was Yellow Wire) - Yellow

    • Allow tracking of hex totems at 50% of tracking range (was ability to track Gate Switches)

    Red Twine - Yellow

    • Allows tracking of killer hooks (was killer belongings)

    Black Silk Cord - Green

    • Allows tracking of windows and pallets (was Hatch)

    Odd Stamp - Green (Unchanged)

    • Increases tracking range by 12m

    Glass Lens - Green (New)

    • Reduces time to start channeling Map by 25%

    Crystal Bead - Purple (Unchanged)

    • Reveals auras to all survivors while channeling the Map.

    Crystal Lens - Purple (New)

    • Reduces time to start channeling Map by 50%

    Discussion Points

    My hope is the brown map makes the map a more appealing/accessible option for new players who would benefit from auras a lot more. By standardising all maps to have basekit Generators, Gate Switches and Dull Totems, it gives players help finding thing they commonly struggle with and make totem bases perks especially more viable.

    With gate switches also basekit, I've instead changed the gate tracking add-on to allow hex totems to be tracked. Maps are the single best counter to Hex Builds though, so I've toned down their effective range to 4m at base and 10m at best with add-ons so that Hexes aren't completely nuked by maps.

    I've also removed hatch tracking from maps, since this makes more sense to exist as an ability for keys, and I feel newer map users would benefit more from an add-on for tracking Windows and Pallets instead. This gives a genuine appealing use for maps for newer players, where they can instead use maps instead of WoO, which may bring that down in meta usage, while also giving a little more skillful option to use.

    I also add add-ons to reduce the charge start up time for players who find the down time annoying.

    See Also:

    Full discussion on the issues with maps and keys here:

    https://forums.bhvr.com/dead-by-daylight/discussion/418841/survivor-items-maps-and-keys-are-actually-good-but-have-the-same-issues

    Keys sister thread:

    https://forums.bhvr.com/dead-by-daylight/discussion/433008/lets-fix-keys-finally

    I think your suggestions are great!

    Your ideas to make it a more objective focused item are wonderful <3

    Also those complaining aggressively about dull totems, bloodstained map is currently in full circulation on those who played frequently back then, they track them baseline and very easily. I always bring one if I'm doing a totem build, it's nothing new.

  • I would love Jurassic Park, running from a dinosaur is so funny

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843073#Comment_3843073

    That's you hearing what you want to hear rather than what's actually being said. In 11k hours I can count the amount of times those scenarios have happened on one hand. That's a pretty big sample size. What's more likely is that people are exaggerating the scenarios from what's actually happening in their games because excuses are easier than accountability for playing bad.

    I'm sorry but if you're mainly playing killer and you're not slugging of course you're not going to see it often? 11k hours only on survivor? No? LMAO

    I'm sorry but people are having issues with it everywhere it's all over the forums as of the mori change highlighting it even more, you literally aren't paying attention.

    The point isn't that YOU personally havn't encountered it, it's that it is so easy to do and is not healthy for the game or fun for the survivor side. You are surely not that ignorant.

  • Unlicensed feminine male survivor would be nice too, thanks

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842904#Comment_3842904

    I'm not denying it happens at all. However, if something happens .1% of the time, that is not worth the time and resources that could have been put towards things the majority of the player base actually experiences. This also isn't even getting into how almost all the ideas for "fixing slugging" have a negative consequence on normal game play..for that .1% experience.

    Catering to such a fraction of the population for limited resources and risk of negatively impacting the entire rest of the community does not make sense.

    You're giving this doesn't happen to me so it's not a problem vibes and you should listen to others more, a lot of people have a problem with this. lol

  • Killer can also feel like this sometimes when it comes to non-meta perks, snowball prevention of some kind would go a long way to making 1v4 more enjoyable.

  • I think after the bugfix Huntress and Slinger are fine

  • I'd just like lightburn to come back for killers with high mobility, Wraith players used to be able to dodge well and also he has fast enough uncloak now to make it less a problem anyways.

    Right now he can bodyblock with no counter in some cases, but I'm also bias coz I think Wraith is one of the most boring killers to play and I don't know why people like stale bread.

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