Rokku_Rorru
Rokku_Rorru
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603295#Comment_3603295
There was never a time in DBD's history where camping was weaker than it is now thanks to the AFC. Proxy camping should stay an option for a killer. I get that it may seem pretty unfun and unhealthy but the more you make every decision for the killer, the less appeal there is to actually play that role.
I've also seen a lot of people claim, that the game would be in a much better state, if killers would just "pressure gens" and chase more. But these are the same people, that will tell a killer to just drop the chase, when the survivor reaches a set up that is too strong for them to deal with. So you basically have a weird situation where you want killers to chase but also to stop chasing. The only set ups in which this becomes successful are either holding a 3 gen (you get to the gen, start chasing, then drop the chase once that survivor is away from your 3 gen), which is getting 'fixed' early next year, or playing hit and run (also not a very appreciated play style and not very accessible for most killers).
Basically, you need to leave the killer some options on a base level. If you use perks (like Reassurance), then it is the killer's job to play around them but if you don't, then you can't expect the game to fix that for you. This is not a 1v1 game but 1v4, so there has to be some way to play the 1v4 component more than the 1v1. Otherwise, you'd need to change the entire game to a large degree.
The idea with these changes isn't to remove the option because it'd only be like 0.2s or so off unhook speed and 10 seconds onto the hook timer, just to ease the pressure to match the changes made back in 6.1.0 with the meta shake up.
Killers should have options, the idea behind this isn't to remove them, just to match the unintended pressure caused by the base chase changes.
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@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603267#Comment_3603267
I'm sorry if I came off as rude. Yes hooking and unhooking are the core mechanics that drive dbd, however increasing hook timers and speeding unhooks would not fix anything you mentioned. I guess survivors could do gens more instead of being pulled away immediately for a save but then that just lessens the reward for a skilled play.
Yes, the pressure for the gens would make patrolling seem like the more rewarding thing to do for the killer rather than playing around the hook like it used to be before gens were lengthened in time. The idea is to give more time to co-ordinate a save too, or at least allow a little more time (albeit just 10 seconds more or however more in ratio hook timers are to gens) for healing and going to save etc.
The unhook timers are just to match the m1 cd reductions so like barely a quarter of a second, which got ignored and blamed on hook grabs, whilst with latency taken into account leads to costing 2 states of health regardless of when you try to unhook, precisely what hookgrabs being removed was meant to curb.
anyways hopefully that clarifies a little
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@caligraph said:
Increasing hook times would not fix any of the things mentioned. Half of what was mentioned was also not an issue.
it's literally the objective of each opposing side, each one is a source of pressure. It's literally the fundementals of the game.
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@pigslittlepet said:
I disagree. As stated above the buffs to killer were made to assist m1 killers who were struggling. Increasing things that hurt them would be completely counterproductive. Also it would help against stronger killers but honestly? I don't care about them. I'm sick of them nerfing things because strong killers use them too well so the weaker m1s suffer for it.
No because it doesn't affect base chase, which is where they struggle, and they have recieved countless perks and buffs on an individual basis which in turn has nothing to do with the current hooks and generator balancing. what I propose doesn't affect what you are concerned about at all.
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My issue with him is they didnt not think it through all of the animations that block his head from flashlight openings. Stunned he is on his back, scurry his face is in the ground, vaulting a window he is obstructed for most of it.
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@Anti051 said:
Sounds like you want to play Fortnite.
I want to play any multiplayer game tbh, literally every game has ways to express yourself with emotes etc.
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You can break totems if you really dont like it
Edit; LOL jk I thought you meant two can play oops, I've been liking shadowstep and vigil to protect allies from it atm, I feel people just need to be more aware of what it does.
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My guess is the Sloppy changes aren't to do with mangled and rather the perk itself, like making it a duration or something (not saying thats what it is going to be but probably a rework to its function)
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@MrJack20252 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596856#Comment_3596856
We have so many cool t-shirts for Cheryl that are wasted without the jeans, it makes me a bit sad tbh. I really hope BHVR will think about unlinking those 2 sets. I would like to use the Bloody head from the prestige on those 2 sets too
Yeah back when we could break sets I used to use the long hair with the t-shirts and the skirt.
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I would love this, having more options to mix for Cheryl would be fun, or make new jeans cosmetics to go with the t-shirts, and a head with a choker!
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@Skitten56 said:
I've noticed much more balanced and fair games personally. The matches were one side gets completely destroyed has gone down a lot for me. In that sense I'm enjoying the change but thats just my personal experience with it.
I feel it depends on when you are queueing up, its generally as OP describes it when you queue for a side which has 100 percent bonus
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@brokedownpalace said:
If this is really how they intended to release the player card feature, with ZERO customization to start with, then this is an utter embarrassment of a rollout. What's the ######### point???
this honestly, my friends and I were looking for icons or like maybe some we'd unlocked of old characters, legit none but chucky lmao
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I don't really enjoy playing against him so far, especially with the likes of the plastic bag addon being just random when it gives exhaustion (I know its off the footsteps but its like random where they appear), him being too small at loops to see what way he is going, and killers using a sensitivity clutch on PC to spin around loops as him. Scurry is still too quick it feels like IMO is like a legion vault without the downside.
The ghost when picking up makes it very unclear if its chucky or him you have to blind (its chucky).
That said the sensitivity clutch thing isn't me saying his power shouldn't be controllable, I just don't understand why you've limited it only to let PC players bypass it again.
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@MadameExotine said:
A good part of player base in DbD are console players like myself. And the majority of us are on PlayStation.
PSN recently increased PS+ annual subscription (what is needed to play online games) by a substantial amount. It goes into effect as soon as a PSN player's current subscription expires. Most of us are on annual renewal subscription, meaning our subscriptions will end sometime in 2024. At which point the player will have to decide if it's still worth paying nearly $100/year for the ability to play online on PlayStation.
Most my friends and I are preparing ourselves to say goodby to PSN gaming. Some of us will move on to game on PC. Which brings me to DbD.
Since there is no cross-progression system for DbD, if I elect not to continue with PSN anymore in 2024, I'd have to also say goodbye to DbD. I have nearly EVERYTHING unlocked in this game. There'd be no reason for me to start from scratch.
I'd very much like to continue playing DbD after the PSN exodus. As I am sure other's in my position would too. But a lack of cross-progression is too major a disincentive.
👉️ Please strongly consider cross-progression, if not for anything, for the benefit of retaining your PlayStation player base after the PS+ price spike hitting us in 2024!
PS> Same goes for MyM (Meet your Maker)
Warframe is getting it in December, and I remember a community rep saying at one point that it was Sony that was holding back the deal and they mentioned Warframe had a similliar roadblock, so maybe it's a sign? Either that or Warframe payed a lot to get it...
Who knows, but if Warframe can get it surely DBD can
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I really would love more outfits for my favourite characters! I hope they listen to this
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I just want it to work while walking again tbh, it makes no sense that it doesnt LOL
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@GoofyGooberRock said:
And no I don't wanna see their name or what killer they choose I just want to see their ping because a 250 ping killer is a lot different than a 50 ping killer
This is long overdue and has needed added since Dedicated Servers were made
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That or their ping would be nice
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@DrKetchup said:
In short, the counterplay for Nurse consists of a 50/50. Double back or Hold W. There are variations of it, such as holding corner or holding W. But the counterplay idea is always the same 50/50.
As a survivor, you can outplay her first blink if you guess right or get hit if you guess wrong. But a good Nurse will always correct a lost 50/50 mindgame with the second blink, always ending with a free hit.
In my opinion, that is boring gameplay, fun killers offer counterplay, a back-and-forth between the two sides. So I propose the following change:
-Limit the number of maximum blinks to 1
-Lower her Atack miss cooldown by 50%
-Increase the fatigue cooldown when not swinging by 25%
With those changes she wont be able to just fatigue near you for guaranteed followups, she will be forced to mindgame and the mindgame will be a fair 50/50
I think her 2nd blink should not be able to go through walls, any blink from the 2nd might be a good way to deal with it
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I'd also like to see boons radius' increased now they are so highly situational atm, to the original ptb amount would be nice
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I'd love gothic males but I don't want it on dwight, his model has like the smallest legs and butt/waist looks so bad.
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I'd just like its opening chest effects to be permanent, the injured finding medkits can stay as it is
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terminus or whatever Wesker's perk is called is a counter to it, so is forced penance in some cases (albeit more niche)
there is answers to it honestly. Base perks being strong is fine, I think it's healthy honestly especially for introducing newer players to the game.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3541242#Comment_3541242
2m/s is literally half the survivor's movement and was already the highest penalty compared to other killer cooldowns. It was the bug causing the cooldown speed to not apply that was making xenomorph seem like a bigger problem than it was. There wasn't a need to nerf the cooldown speed at the same time of fixing the bug.
weren't you the one who literally said its "fact" the only optimal way to play xeno is to only use their power? and now you are complaining about the nerf being reverted to PTB tuning... just don't miss, get a better gaming chair.
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Yeah I wouldn't mind the infection being more of like a debuff on a timer, that way it rewards players for escaping chase rather than using an EMP to make Larry an m1 killer.
Feels better for both parties this way honestly, I think the current way causes one sided games for either side.
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I miss this too, it was fun to do
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Honestly the main thing I'd like is the great skill check bonus nerf to be reverted on heals, thats the part I hate
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@Sadako_Best_Girl said:
So screw M1 killers then? This combo is only good on killers who really need it anyways.
M1 killers need help in general (mobility options etc) although some recent map redos like Rancid abatoir have helped their case, it shouldn't be in the bandaid of a badly designed perk. It's like old Decisive Strike at this point in some cases, gives the killer a situation for free under the hook.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/390274/tunneling-needs-to-be-adressed
wdym only manageable in SWFs? It's an interaction between 1 survivor and the killer, just learn chases as a survivor lol.
Not always, things like the flamethrowers require all survivors to be partaking in the mechanic positioning them properly, it's not as simple these days as the 1v1, knowing when to get rid of skully's drones while someone is in chase, knowing if you need to help someone with Larry's EMP's, bringing a first aid spray to a hooked survivor.
Lots of stuff in solo Q a lot of people overlook, and its creating incredibly one sided games, pair that with perks like STBFL which require co-ordination to counter upon identifying the perk, the gap can widen more and more.
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@UnavailableName said:
Tunneling was seen once in a while some years/months ago, today, tunneling right at the start in pretty much every trial.
- it is unbearable
- the game is clearly not designed around tunneling as there is literraly no good counter to it, especially with the anti-loop killers we get now
- it entirely kills the fun for the whole survivor team
I don't know how this major flaw has never been adressed for years but it has to go now.
Tunneling is only manageable in SWFs, every other survivors setup cannot deal with it at all.
Save the best for last really enables it atm, as does killers with infection mechanics/traps that can be placed near hooks. The game is designed around tunneling atm so much that it enables it, even the xeno allows for straight back to the hook.
STBFL is where to start IMO
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531551#Comment_3531551
The fact that he can use M1 does not mean he should use it. Especially because he already moves fast while using his M2 (so it's effectively like he had a few stacks of STBFL by default on M2). All these things mean, that you get move value from other perks instead.
I haven't tried the perk on other killers - the perk could be problem on pinhead (I don't know yet). But it most definitely isn't problem for xeno as it's very much suboptimal on him.
Its not a fact, it's your opinion it's not optimal...
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@Crowman said:
Xeno really doesn't need STBFL, because Xeno would rather get hits with the tail rather than M1s.
Plus running two perks to make M1 hits stronger is hardly a big problem especially when you lose access to bloodlust which is very useful at strong connected tiles for pure M1 killers.
It can still be used with the extra movement speed which is a huge issue when paired with STBFL, the m2 can be used as an option where a pallet comes into play, m1 for when they are in open space...
STBFL is mainly used for camping in casual play, and Xeno especially can make great use out of it when it needs to, to build up stacks, it cuts a lot of time off chase.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514746#Comment_3514746
Then why does this perk have the added healing speed instead of an endurance effect or protection hit bonus if that's its intended purpose? 🤨
it's to enable altruistic gameplay/co-ordination with a bonus to healing ontop of it. Why can't it have both?
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514721#Comment_3514721
Maybe if there wasn't so many perks that add a substantially amount of time to chases with gens getting done so fast right now most killers won't need a perk that shaves a lot of time from it. Or camping / tunneling, for that matter.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514756#Comment_3514756
You mean... just like it does right now?
It's not healthy for the game, neither are the perks which increase gen speed, both points can co-exist.
When its used to shave time off chase it isn't being abused, it's the Hook camping situation that STBFL is problematic, killers defending it are just tonedeaf as per usual. It enables a lazy playstyle which is popular which is why so many people like it.
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I'd rather keep the in chase effect as it allows me to help survivors who come to me for help with blinds/head on etc. Since there is no perk which reveals what locker I am in to others it's the xlosest I have.
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@Exarion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514319#Comment_3514319
all the anti-exhaustion perks are in a poor state right now except maybe fearmonger, no wonder perk like MFT is such a pain.
I think this is a perfect time to start buffing them finally.
Blood Echo + Fearmongerer as a combo is really nice against made for this I find, they have to give up working on gens to get their exhaustion back
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I don't think it would be healthy for the game until the fix camping, stacking these perks would cause unwinnable situations as STBFL is problematic in the current state of the game as it is.
I would say just make the perk not able to be stacked or a cap, but looking at gen speed ups and slow downs and heal slow downs that just doesn't seem to be a thing they'd do.
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it's the hermorhage effect that I find annoying most:
-It should only bleed when running or doing actions that aren't healing
Sloppy should have a duration if the above change isn't implemented, honestly.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/387901/nerf-save-the-best-for-last
it's a joke? even stbfl + new alien perk allows the survivor to run to the pallet/window
and at the same time, it only works on weak m1 killers and stbfl has a counter game
In a lot of cases it doesn't, but also STBFL enables the current camping tunneling meta with the ability to farm from unhooked endurance states, it's the most rampant its ever been and easy to hit a vulnerable target who has been unhooked.
It is a huge problem perk right now, it shaves the most time off chase than any other perk.
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@THE_Crazy_Hyena said:
This is basically what the old ranking system was. The only difference being that rank reset put players at exactly halfway down the ranks from where they were at the time of the reset. (rank 1s became rank 10, rank 10's became rank 15's and so on).
In all honesty, I think the old matchmaking system was much more balanced, as it took player's ranks into account
@AtoTimber said:
this was literally how matchmaking worked pre "skillbased matchmaking MMR" and I actually prefer it a lot, because if you deranked you would get out of sweatier games, or if you didn't play as much, the games weren't so sweaty either, but if you were higher ranked you knew you would probably be gearing up to try. And in a SWF, it used to average out the ranks too which was nice. Tbh bring it back !!
This honestly, I'd do anything to go back.
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@Ariel_Starshine said:
I think a choice of items used to make the game more dynamic and fun. Now after med kits are all the same, it got rather boring. They should just remove them, along with keys and such. I think items need a huge overhaul and should be useful.
If they are messing with tool boxes or any add ons, then yes just remove items all together, I won't be using anything anymore. Sometimes I'll bring a medkit with a shot, but even then it takes so long to work the killer just finds me and tunnels me again.
I agree with this so much rn
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@Mandy said:
It's definitely not something in our immediate plans as we said, we do have our reasoning and it's not a widely requested feature right now, we do believe that other things have a much higher priority - it's why we did pepper the answer with the "never say never" just because it's not on our plans right now, that doesn't mean it will stay like that forever.
I don't think it's widely requested because people just expect this sort of customisation in live service games these days, look at how much fun people have with emotes in fortnite for example or Overwatch when it was in its prime, it's player expression.
@Anti051 said:
We don't need tools to intensify trolling.
Anything can be used maliciously, it wouldn't be intensified, just give more context as to what is trolling and what isn't, players can already point at pallets nothing would change.
Anyways people do want it, my friends want it, we just want to goof around and do silly emotes when we accidentally blow up a gen, or when the killer decides to meme and interact with them like when they nod and be friendly lmao It would make the game funner to watch also. INTERACTION IS ALWAYS A GOOD THING
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His speed out of cloak and his lack of interaction makes him really annoying to go against, ontop of that the latency of the game atm can't keep up with his speed so there is not much you can do in the ways of juking either.
Ontop of that I've even seen casual players on twitch go on 4k streaks with him, he may not be the strongest killer but at the lower end he is definately over performing I'd say.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3441537#Comment_3441537
You really think that would be fine?
Have you ever even played Nurse? She would be so useless it hurts even thinking about it.
I do play nurse, she'd not be useless, she'd be fair lmao
Like even if only the 1st teleport goes through walls it'd be a step in the right direction.
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https://cdn.discordapp.com/attachments/1080932961354010715/1113645077286375534/18874a2ff1696-master_playlist.mp4 what it's like from killer POV atm lmao
A friend sent me this one on discord
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I hope so, I'd love cross progression
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I like these ideas, I do feel killer needs a lot more accessibility options, and the FoV perks are a relic of the past honestly.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3443107#Comment_3443107
Steam and Epic also support cross progress completely
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3442636#Comment_3442636
Just because others have done it doesn’t mean Sony/Microsoft allows it for every other game unconditionally
DbD has been out for a while and is still pretty popular, the platform owners get money for every purchase on their platform (auric cell packs, DLCs) as well as people having to buy online subscriptions in order to be able to play it. Now it’s not a secret that the game is awfully optimized on consoles and many would switch to PC if available..
why exactly should Sony and Microsoft allow this?
It's not just DBD the likes of Warframe is still awaiting cross save, so hopefully devs pushing for it will make it more easier for everyone to do in the future.
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A contribution to this thread since my bug report about this was deleted with no context again.
https://youtu.be/q41IA4E4CDYLike it feels like they want to cover this up LMAO the killers red ping icon appears at the end so it didn't even warn about it.
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@omelette said:
Isn't it a splendid choice to remove Brand New Part and Anti-Haemorrhagic Syringe for good? They're unhealthy to keep them in the game and makes the game unbalanced.
So long as killers lose all their iri addons, sure