RpTheHotrod
RpTheHotrod
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915950#Comment_3915950
Bugs, more bugs, the fact they were initially helpless against lockers because Victor couldn't do anything, and even now you do occasionally get the bizarreness that is "someone took my power hostage for a while".
That's what I heard - it was mostly bug related, but I've never played them, and I have hardly ever seen them.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915939#Comment_3915939
Strange.
If a Survivor escapes through the Hatch, they did not win.
If two Survivors escape, it is a tie via MMR. They win, but the Killers win a similar amount.
If three or four escape, by any metric, that is a win.
All I know for sure is that the game sucks right now. Nobody is happy. Killers seem miserable despite having the game be sided towards them, Survivors seem miserable.
It cannot stay the same.
You're making a common mistake that MMR is equal to win rate. MMRs job isn't related to wins or losses, MMRs job is to try to balance future matches. Thats why in many games that use MMR, sometimes even winning is neutral or losing is neutral. For example, in chess, a grandmaster winning vs a newbie wouldn't drop the newbies rating or increase the grandmaster rating despite there being a clear winner and loser. DBD has a far simpler MMR system, however. If a survivor escapes by any means, they won their match (even shows in the post lobby that you survived). However, for purposes of trying to balance future matches, the MMR system will treat a hatch as MMR neutral. So to clarify, escaping via a hatch is absolutely a win for the survivor, but MMR doesn't change. This has been clarified before.
Also what has been clarified before, survivors are not truly a team. They do not win or lose together. Each survivor had their own win condition - escape or die. It never says survivors win or survivors lose at the end, it just states if you personally survivored or not despite the results of the other survivors. Again, BHVR has clarified this before.
Its essentially 4 1 v 1 situations happening simultaneously. Since it's an asymetric game, the win conditions are different for each side. For survivors, you escape, you win. BHVR will refuse to ever define a killer win, but the majority of the community accepts that a 3k+ is a killer win. Way back when, one BHVR representative said that the killer getting a single kill counts as a win for them which means a killer can win up for 4 times a match which is just bizarre to think about. The survivor "side" can win up to 4 times a match, and the killer side can win up to 4 times a match. I have a feeling he may had just mispoken since it's such an odd way to view the game, but if that's how they see it internally, that's probably why they don't clearly show killer wins in stats and just leave it to kills - it's just easier to wrap your head around it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915940#Comment_3915940
Not that I condone making balance changes purely based on stats, but to be fair, the Twins have always been very strong. Their problem has always been that they barely function- when they do function and when you put the time in, they're nasty as hell.
I've always felt they were strong. I never really understood the weak argument for them.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915933#Comment_3915933
I edited it two hours ago, yes. Over an hour before your comment.
And once again, are you willing to tell Survivors to accept losing more than half their matches? Hatch should not be counted in Escape Rates if it isn't counted as a win.
Still showd as 50% to me, so I commented.
Survivors don't win or lose together. They have an individual win condition. If 1 survivor escaped, they won. If 2 escaped, 2 won. If 3 escaped, survivors had 3 winners. If all 4 escaped, then the survivors side had 4 winners.
If every single survivor had a 50% chance to escape, then on average the killer would win (3k+) 32.25% of the time. I don't think you understanding what you're asking for survivors to have a 50% win rate (ie escape rate).
For a killer to have a 50% win rate, each survivor would roughly have a 38.5% escape rate. According to BHVRs stats, all numbers for survivors whether solo, duo, trio, or full squads are well above that.
Edit - bring on the downvotes. This is the flat out math with hard numbers. This isn't opinion - it's the cold hard truth of it.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915883#Comment_3915883
Which is why I said 55%. Slightly over two Kills per match on average.
I believe this gives Survivors more wiggle room.
I do think it's funny how you are concerned that Killers would never "win" with a 50% KR, but not how Survivors never win when they get less than two people out per match.
You edited that from 50%. Regardless, 55% is still rather low. A 60% kill rate means getting slightly less than winning half of their matches, but that slight is so small, let's just say it's half their matches. At 55%, that means still that on average you're wanting killers to win under half of their matches.
Also I don't think you realize how survivor wins work. Survivors have an individual win condition. If survivors got less than 2 Survivors that escaped, that means they either had 0 or 1 winners on their side. Survivors don't win or lose together.
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I'd rather see the kill rate for all killers. Lets see which killers are really performing at suboptimal levels. I know some were nearing the 40's percent-wise. As for blight and nurse, I still want to see them getting some nerfs.
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@Pulsar said:
Any chance we can see some Stats with DC's included and/or some Stats without Hatch Escapes?
Probably not, but it has a HUGE impact on average matches and could certainly help explain why the average match feels so poor.
Hatch Escapes do not count towards MMR and are treated as a tie. It feels like a loss to the Killer but does not feel like a win as a Survivor. It is my opinion that if MMR does not view Hatch as a win, then it should not be automatically reflected as an Escape in these stats.
Likewise, DCs are still present in-game. I would like to see how they influence the Escape Rate, and I believe this is important information that could serve to elucidate issues that would otherwise fly under the community's radar.
I still think the 60% KR is a mistake and we should aim for 55%.
Then on average you're wanting killers to never win? A 50% kill rate is only a 2K.
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They want to focus the game more on chases then people just hiding all the time and not doing objectives.
That being said, I still use distortion - it's incredibly useful for information, as you'll be able to figure out what aura reading perks the killer is using pretty fast and then can adjust your strategy accordingly. For example, if you're near a gen, they kick, and you lose a token,you know to not hide near gens when the killer comes a knockin'. You can easily get the tokens back to if you're doing your job as survivor by taking chases to buy your teammates time to focus on gens.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3888137#Comment_3888137
which is why I said we'd make adjustments as necessary, if it does impact kill rates etc negatively
I certainly can appreciate the sentiment and thought. I feel a lot of it is just that a lot of balance changes over the past couple of years has just really, really made the weaker m1 killers with no map traversal just feel absolutely awful to play. It just feels a lot of balance changes (whether killer nerfs or survivor buffs) is due to deal with some balance issues with specific killers (which frankly do exist), but ends up just making the weaker killers more unbearable to play. The end result is more people are discouraged from playing the weaker killers and are encouraged to play the stronger ones (ie blight). It just feels like the weaker m1 killers get caught in the crossfire.
For an older example, the weaker m1 killers with no chase potential suffered for months while MFT reigned supreme. The most recent chapter announcement once again will have survivors who can just flee at crazy speeds against killers who are struggling to even get downs in a straight up chase with loops - with a bodyblocker, it's even more difficult, and now with +25% runspeed to all nearby survivors, why even bother chasing anyone, at all? That's enough space made to make it to the complete opposite ends of some maps. M1 killers won't stand a chance. If feels like it's all in the name of survivors having more survivability against the stronger killers with dashes, but the fact is - a LOT of killers don't have these movement abilities. Every time balance changes comes out, it somehow always makes M1 killers without mobility even worse than they already are.
Heck, even the 8 regression limit hit them - especially ones who don't 3 gen camp. How? No mobility killers can't afford to go on a road trip to patrol the gens on the outer edges of the map. That's too much time with no pressure. Survivors also know this, so the optimal strategy is simply don't work on the outer gens - save them for last. Instead, focus on knocking out the center gens. What's that mean? The outer gens can't be patrolled due to no mobility, and even if they could, survivors aren't touching them, anyway. The survivors all stay in the center focusing on slamming out those central gens. That means the killer literally has nowhere to be on the map BUT the middle since that's where the survivors are and that's the only gens they can afford to travel to. That means those gens will absolutely get wrecked on the 8 regression limit very fast - especially if the killer dares to bring surge, or even worst, eruption which only allows for 4 regression hits. What killers don't have to worry about this, at ALL? That's right, the mobility killers - because they CAN get to the outer gens quickly, so they don't risk losing much pressure. Since they can travel so fast to center gens, survivors naturally gravitate to any gen they can do - even outer ones. Once again, another balance change that absolutely makes m1 killers even worst all in the name of dealing with problematic killers who could 3 gen camp very efficiently.
So while I understand the whole, "Let's give it a go and see what happens!", almost every time, it's the m1 killers with no mobility who suffers.
I'm not saying give ALL killers mobility - frankly, I'd prefer the opposite and start having more killers like trapper\ghostie\myers and such but bringing them up in potential…just something other than constant dash-related killers. If we keep getting more and more dash killers, then the majority of the balance will be trying to keep dash killers in line by blanket nerfs across killers which…once again…will negatively affect the m1 killers with no mobility. If that's too much to ask for, then how about giving those older m1 killers some way to traverse better so they aren't stuck in the center of the map? How about giving ghostie an innate movement speed buff when he's stealthed and not in line of sight of any survivors (so it's ONLY useable when not in chase and when not being watched). It's not a dash, but it'd at least let him get around the map more without being chained to the center.
Thank you for coming to my Ded Talk.
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The bodyblocker also gets a speed boost from being hit, and the bodyblocker going out of their way to bodyblock likely means they arent at risk of elimination, so it's just a win win for the survivors.
I do agree that BHVR needs to break the habit of introducing perks that keep making the weakest killers even weaker. It's doing nothing but discouraging killer variety and heavily encouraging that everyone just play blight/nurse.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915221#Comment_3915221
All these killer can instadown, meaning that even if survivors use Duty of Care, they will die for it.
No even mentioning Tombstone Myers (which I will run more after Orela goes to live) and maybe Iri Flesh Bubba, although I'm not certain about how effective it will be.
Not necessarily. For myers. He has to be in his power to instant down. In between power, body blocking is still effective (though risky since you won't know if myers 99'd you). Same with ghostie - here has to have people exposed to instant down, so if he's chasing someone down, someone else can run in to bodyblock and thees nothing ghostie can do. However, it's still risky, as the bodyblocker doesn't know if they are 99'd.
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Good news, as others have pointed out, lockers already hide survivor auras, so you're halfway there already! As for killer instinct, the very few triggers that cause killer instinct is specifically designed to always give that survivors position away - it's classified as killer instinct to prevent being able to block it. You're out of luck, there.
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It means to be confounded or perplexed.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914724#Comment_3914724
wanna hear something absolutely wild? Every time I play with someone that’s a killer main they’re a better survivor than all the survivor mains I know, and “bully” killers harder than the survivor mains I know do. No joke the best survivors I’ve ever played with are killer mains.
That's typically true in my experience. The player has made the effort to play both sides and knows how to counter the other side. As someone who plays a lot of killer, they know the weaknesses and pitfalls of killers, so they can effectively utilize that knowledge as a survivor when they play against a killer. They realize how much control survivors actually have over a match and play with that in mind. Conversely, someone who plays mostly survivor who plays a killer generally know how survivors tend to loop, so that play can be a bit stronger knowing "mindgames" and try to counter them. Long story short, the best way to be an effective player is to play DBD as a whole - not just killer and not just survivor. Knowing how the other side works is pretty important. That's one of the issues here is a lot of people just play survivor so just assume the entire game is killer sided, but if they made the effort to get out of "newbie MMR" on killer side where survivors start actually putting up a fight and get into the real game, they'd realize a lot of what they feel is "impossible" is very manageable - you just won't get that knowledge on how to manage it quickly just playing one side.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914703#Comment_3914703
I really don't understand this argument. If SWF is so strong then why do SWFs in the top 5% of MMR only escape half the time? Like i'd get what you're saying if they had some sort of absurd escape rate like 75%. Where are all of these unstoppable SWFs that constantly win at?
That's actually a very fair question. SWFs on average are just buddies hanging out and "usually" are fairly casual - they aren't really the ones people are talking about. When people "complain" or talk about how "strong" SWFs are, they are talking about SWFs that specifically work together and coordinate together and make an actual effort to win (as opposed to friends who are silly and just sandbag each other for the lulz and such). So when people say "SWFs", they don't really mean the casual SWFs. They are talking about the SWFs who put some effort into communication and coordination. For the majority of the killers, SWFs can just stomp them, though nurse\blight are broken enough to give even the more coordinated a run for their money.
There's crazy potential with organized SWFs. Some have gotten hundreds of wins in streaks, though some blight\nurse streaks are even more impressive (one person had a 1,947 win streak with is just silly). I really do feel nurse\blight needs to be adjusted.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914637#Comment_3914637
If you don't think the HUD update was huge for solo queue then you don't understand how to process that information. Its been an absolute godsend for filling in missing information that you would otherwise have with comms, all it takes is a smidge of deductive reasoning to fill in the blanks. It was an extremely helpful change for solo queue especially.
All I really do as survivor IS solo queue. With SWF, you have a blatant and obvious advantage, as solo-queue I feel it's more fun as you have to work together with strangers to try to outwit the killer. SWFs it's just more of a given where you only lose if you make mistakes. I feel the whole solo-queue "it's impossible!" is just overblown. Is it more challenging? Sure, but I feel that was the intent - overcoming the odds. SWF just feels too "safe".
Here's one of my favorite solo-queue saves just as an example:
With experience, solo-queue can be a lot of fun. It can be a mixed bag on the quality of your survivor teammates, but that's just a part of the game.
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Yeah I know - he's a prime example of what we are talking about. Didn't even bother to watch the video and immediately accusing of toxicity when zero of it was going on in the match. If killers exist, they'll immediately accuse them of being toxic.
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@cesspoolechochamber said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914615#Comment_3914615
I didn't even click on your video and really don't need to. The fact the still frame shows 1 gen down and you slugging is the problem
Perhaps you should bother looking before speaking about it. I slugged him because he JUST got on unhooked and immediately ran to a locker right in front of me. I grabbed him, then dropped him so someone will heal him and get him back into the action because I hate double hooking people and tunneling in general. No survivors came to pick him up, so I literally grabbed him and dropped until he wiggled out. So how about not being presumptive and accusing me of being toxic and actually bother looking at the context. I refrain from tunneling, I refrain from double hooking, I refrain from just camping hooks, I don't multi stack gen slowdown, and you STILL stomp your feet screaming that I'm playing toxic.
This is why people are stopping to take survivors who complain about toxicity seriously when a lot of time in context there wasn't any toxicity at all. People are just complaining for the sake of complaining, and people just give up instantly for the sake of giving up because making any actual effort is unbearable to them.
That's the biggest problem - same issue you have. A lot of survivors just immediately jump to conclusions and immediately toss their hands up and scream "toxic killer!" at the top of their lungs. You already had immediately jumped to the conclusion that I was toxic simply because of an icon on the screen without even actually looking. Even with the evidence to the contrary that I was in fact trying to be fair and help them get back in the match to the point where I LITERALLY took my time to pick them up over and over so they can wiggle out since their team refused to heal them, your hands goes over your eyes and ears, and accusations of toxicity start rolling out.
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Most of them just don't want to make any effort. I've had games where I've hooked someone and completely left the entire area and no one even bothered to even unhook them. Then I'd go over to a gen and the person would just keep working on it and not even attempt at evading. Ocne hooked, they'd just give up on hook.
They essentially just want the game to be played with zero resistance, and the moment they feel any, they throw up their arms in the air.
Here's an example. It's only about 5 minutes long. I pretty much just halted the match after how much 2 of the survivors weren't even remotely making effort.
To put in to perspective, I have over 2000 hours, get a lot of stacked p100 squads, a p100 ghostie. Regardless of this, I'll still randomly get matches like this occasionally. These are the kinds of survivors who come to the forums and demand killer nerfs because it's "too hard" that they can't just hold m1 on a gen without resistance.
https://youtu.be/ufMkOQDSX9k?si=Kf3j80rLGSXNzJmu&t=32sEdit - a couple are crying toxicity from the thumbnail because someone has a slug icon. Why don't yall bother looking at the context before spewing out insults and accusations. It'll save you some embarrassment.
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How as a solo queue I'd almost always see 7 survivors escaping during the 2v8 event was because all I did the whole match was run aound and rebuilding pallets - especially focusing on killer shack. Pretty much gave everyone guaranteed safety. As they'd loop and break, I'd just follow behind and rebuild, so they literally could just run from pallet to pallet endlessly, ha.
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I feel their regional assignment logic is busted. As a central U.S. player, I sometimes get matched up with people from the U.K. I dont think it's a vpn issue, especially considering vpn lag is bad on a lot of killers...especially if their powers are associated with server side checks like ghostie stealth.
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@AmpersandUnderscore said:
It's probably a harder hit to killers, yeah. Though I have basically zero sympathy for that impact.
A huge reason the devs even started looking at this was the outcry and daily complaining about how 3% haste "completely broke the game".
The devs listened to that "feedback" and are now finally fixing "broken haste" across the board. Those people made their bed, now sleep in it.
They also only upgraded two killer perks to slightly higher haste in compensation…and one of those literally just makes killers run away from hooks faster which survivors want anyway. Survivors got a load of haste buffs on existing perks.
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That would effectively make you absolutely uncatchable if ever on a surface above the ground with a dropdown. The killer dares chase you? Just run to higher ground, then keep running back to higher ground, and again. It would make any second floors safety zones. On top of that, you mentioned you want this so you can sprint burst away from a fall and then use lithe immediatly after. That's even worse. Killers would literally get no hooks on anyone running balanced landing if the map has higher elevation. Well, unless you're blight\nurse\ghoul. What you're actually asking for here is unlimited sprint bursts all match.
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The glowly effect is actually kind of useful. You can hide in them and the killer often thinks you're just a fake, ha.
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@Pulsar said:
Is this mf Arinad? Author of the billion-page Clown guide?
Also, what is your point? Not every Killer should be balanced to compete with the .01% of Survivors. Survivors have no base-kit comeback mechanics, they have base-kit protections. Call it what it is.
Some of us enjoy playing against difficult opponents and learning. Coming back better next time.
I feel it's probably that a lot of survivors just provide negative feedback about facing killers when in reality survivors have all of the tools available to them to just stomp killers and it's really about learning and getting experience on utilizing those tools effectively. Regardless, a lot of survivors just don't want to make the effort, so it's negative feedback until they get buffs and basekit upgrades so that effort isn't even needed. Take DS for example, survivors would complain that they couldn't get enough distance when running away in a straight line when you're actually supposed to be using it near a loopso once you jump off, you immediately are in another loop which can extend chases for an extended period of time. It's about using tools properly, not having the game play for you. It took me a while to realize this myself, and once I did, my survivor experience has vastly improved. Learning how to loop propelled me far further than just sitting around waiting for freebie basekit buffs from the devs.
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Taking a break from my P100 ghostie and doing unknown with
A Nurse's Calling
Human Greed
Weave Attunement
Trail of torment
and using his addons that make survivors oblivious and exhausted when near any of the clones
Essentially going all in on jumpscare attacks XD
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910591#Comment_3910591
I never claimed it was impossible. Your magic yet invisible MMR or mine is not up for debate.
A camping killer is good for a SWF yeah!
So you never get people in SoloQ that just quit on hook or DC.
You actually think the MMR system puts you with good survivors every time.
Must be legit.
I must reach god tier survivor so I never have to team with cry babies again.
Patronising much!
That's how it works. The higher mmr you get, the better chances you're going to get teamed up with more experienced teammates. Mind you, sometimes people troll and get bored, and ironically enough sometimes more experienced players lose patience with people they feel are not up to par and just skip out on the match (usually it's just p100s I see doing that). Thankfully "go next" is being addressed soon. But yeah, the higher up the pole you go, you'll start seeing better quality teammates in general. You'll still come across some bad apples, regardless.
You said it's uncounterable (ie impossible to counter). I'm just saying it's not uncounterable - just takes experience to handle a killer camping a hook. A camping killer is not "uncounterable" as you claim.
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@MaddieMage said:
I’ve tried testing this perk out for several matches and it didn’t appear to work when I take a protection hit. I’m always healthy and I take a hit right next to a teammate. Nothing happens. No haste for teammates.
Anyone else having this issue?
Are you sure those teammates are injured?
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It's one of the easiest perks to counter, and doing so completely invalidates 2 of his 4 perks for the reminder of the match. The only thing weave needed was a nerf to see the dropped items aura, and it got exactly that.
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@BasementDweller said:
I mean Duty of Care can be used to discourage tunneling, but I don't see it being very impactful outside of swf in some cases.
The killer can just:
- Ignore the survivor trying to go for the protection hit
- Play a killer that can easily catch up to the survivor that has Duty of Care haste applied to them
Im not so sure you know what bodyblocking is.
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I'd prefer no haste, slow, repair speed, or regression stacking. It'd also be a LOT easier to balance around.
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Lately, the lag has been very bad. As someone from the central U.S., sometimes I get matchmaked with people from the UK. I'm thinking their internal logic regarding what region you're assigned to is broken.
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@Blueberry said:
I was worried your buff would make them better for swf but these are actually fantastic changes. Totally agree.
My only issue is that it still takes some coordination to communicate with your swf to determine which locker you're in and at what location - even swfs can make mistakes here (wrong locker, bill!). With the aura revealing then those head on setups are just guaranteed every time.
That being said, I think the deliverance reveal is a great idea.
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Had a survivor last match have a halloween flashlight without a white ward. Wasn't sure if they had stocked up on it, but I was running an aura jumpscare Unknown build and had the perk that makes you drop depleted items. He lost track of where he had dropped it. I didn't want him to lose out on an old flashlight, so I signaled him back to where it was so he could pick it back up, then we continued with the match but I made sure he got hatch. XD
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@Blueberry said:
I know lots of the community hates slugging and I tend to get a lot of hate for it in matches. I wanted to post here and get some rational responses as to why it's toxic/bad/boring, whichever interpretation you have.
Note: I am not talking about leaving 4 people slugged to intentionally bleed them out. So assuming as soon as everyone's downed you hook them. Everything else fair game.
What's the difference between being on the ground and being on the hook? At least on the ground you can move around, set up for a pallet/flashlight save/ hide/potentially anti slug/heal perks/might not lose one of my health states. On the hook you literally cannot doing anything other than try to remove yourself from the game.
If you can't do anything on the hook I can't even see an argument for it being less boring than being slugged. The only rational reason I can see for hating slugging is that they want the ability to remove themselves from the game on the hook, that's it, and I don't think that should be encouraged.
I'm genuinely looking a good reason to support peoples dislikes or to change my mind on the topic. As a survivor I'd always rather be slugged than hooked, I can't see any reason why I wouldn't.
I feel it's usually just survivors with a flashlight all upset about slugging and then getting chased themselves when they want to just stand around and blind the killer when they pick people up. The amount of surprise Pikachu faces I've seen on streamers after watching their vod post match when I down someone else then run after them is quite humorous. They expect blinds to be handed to them and not get chased.
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@buggybug said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911200#Comment_3911200
umm the person who dc becomes a bot and the killer still gets the mori still lol.
That's not the point. They are saying it's fine to force the killer to have to stay in the game to watch survivors teabag at the exit gate. If that's the case, then the last survivor shouldn't be allowed to DC and be forced to watch the mori.
Point being, either way is dumb. If all survivors are at the exit gate, let the killer safely DC to move onto the next match just as the last survivors are allowed to DC to move onto the next match if everyone is down.
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911200#Comment_3911200
Uncomparable reaching.
How so? Both are at the very end of the match, and both are forcing the other player to stay a little longer just to "show off". Heck, survivors teabagging at the end of the match takes longer than a mori does.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911224#Comment_3911224
comp has much more restrictions compared to pubs and i think it's completely fair to implement such a thing as perk repeat prevention because stacking perks, especially those like Vigil, StB or anti-tunneling + antislug for aggressive usage is extremely unhealthy for the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911201#Comment_3911201
#1 most problematic: StB
#2 most problematic: Vigil (because it's bonus stacks)
#3 most problematic: anti-tunneling perks and their aggressive usage
#4 most problematic: anti-slug perks and forcing lose-lose situations in combination with anti-tunnel perks
I feel it's made for sense to just adjust those perks specifically than a blanket restriction across all perks. I'm all for a stb nerf, ha.
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Here's a weird thought. You know how there's a horror trope about the "final girl"? What are y'alls thoughts about the Entity embracing that - "Hey, you were the last survivor". Considering the Entity is just going to toss everyone back into the fog again after a memory wipe, why not have the match end once the 2nd to last goes down. At that moment, all players but the "final" survivor sees the killer mori the last one downed, and the "final girl" survivor gets their own "you were the sole survivor" screen.
No more slugging for the 4k, no more extended match. The killer gets their mori, the remaining survivor essentially is given an escape for being the last one standing, and we're onto the next match.
The problem I suppose is a situation of the last 2 survivors trying to sell each other out. But hey, just trying to think outside of the box.
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I feel it might end up removing more fun than it would solve any actual problems, but that's just my opinion. What kind of perks do you feel are problematic? It would be frustrating to want to run a build and never be able to because it just so happens one other survivor just happened to also pick that perk.
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@Lixadonna said:
Get some thicker skin and hit them out. Who cares if they bag.
By that logic, let's remove the ability for the last living survivor to just leave the game the moment they are downed - who cares if the killer wants to mori then and forced the survivors to watch the mori animation.
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That gives me an idea, it would be super fun if you could get a killer mask for survivors as a p100 reward on a particular killer.
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@gutsinify said:
I’m getting really tired of the ridiculous speed of the killers and the amount of mobility perks they have. You can’t even outrun more than half the killers in this game making survivors unplayable and very much killing the game.
Forgot to mention in earlier comment, but just to clear up a misconception - you're never expected to be able to outrun any killers. What you're supposed to do is buy as much time for your teammates until you're eventually caught. That being said, there are some killers that are problematic to even have a chase with such as nurse/ghoul. They need some reworks, but just clarifying that you shouldn't be able to outrun any killers in the longterm reliably - that's where mindgames come in to break off a chase.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910115#Comment_3910115
Doesn't change the fact that some people need aim assist on console and developers provide that. Whenever you like it's existence or refuse to use it is up to you. It can be your own personal preference.
I mean, people who play DBD with hearing issues need a visual indicator where major sounds come from. When survivors are running, the killer needs an arrow that points in the direction of where footsteps are. Injured survivor sounds? Arrow strsight to their location. Same with when someone works on generators - and arrow points to that gen if you could hear it being worked on. Some people are super busy and have kids pulling them away, so they need an option that pauses the game for everyone so they can deal with real life interruptions. Some people are just not great at video games, so they need an option that will just instantly finish an objective so they can be competitive, too.
Point is, all because some people "need" something doesn't mean it's good for the health of the game. There's a point where assistance can cross a line where it actively hurts the game, and giving killers easy mode autoaim so they don't even need to make any effort is definitely one of them.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910090#Comment_3910090
What's this prove! Like I've never had a soloQ pull it off. Was that my argument?
That's it's not impossible as you claim. All because you personally find it problematic doesn't mean it's an actual problem. It takes experience, but a hook camping killer is of one of the best things to happen for a survivor team - absolutely zero gen pressure - AND a free hook rescue if you have at least 2 survivors working together. Also, I almost entirely play solo queue(probably 90% of the time).
Here's another solo queue hook rescue of mine
https://www.reddit.com/r/deadbydaylight/s/iCU3gDMjsp
If you're solo queue experience is awful, you need to climb in MMR to start playing with other experiences survivors. Lower tier solo queue is awful, but once you get higher up there, you also play with other experienced players and they tend to work together way more than lower tier survivors.
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if I recall correctly, they are given just a few seconds to know your exact location unless in a locker, then that's dropped and only the aura is revealed beyond that. That means if you're blocking your aura with an available distortion token, they'll only know your general location. Normally, I'd run one direction for a few seconds so your guaranteed location appears to have you run one way, then stop and change directions while your aura is hidden. They should run off in the wrong direction. Also, another thing is if you know they have Friends Till The End and you're getting targeted next is to put as much distance as you can. Your exposed effect doesn't last too long. Alternatively, you can just simply hop in a locker before someone gets hooked.
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@Leon_Loves_Cheryl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909980#Comment_3909980
It depends. Survivor progression perks are, on average, weaker than Killer gen regression perks. But if Killer was limited to one or two gen regression perks, each one could be buffed to be individually far more powerful. Like we can have Pop go back to 25% TOTAL regression instead of 20% current. We can have Pain Resonance back to 25% WITHOUT a 4-hook limit.
Slowdown perks are balanced around each other. So are haste perks. Solve the haste problem, see how it pans out, then approach the weakness of individual regression perks later.
This is a good direction.
I've been an advocate for years to have all regression and repair speed perks be entirely eliminated, remove kicks, and just have gens auto regress when not being actively repaired. Would make balancing far easier if all gen speeds were standardized. Toolboxes would still be allowed considering auto regress would be a thing.
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Ghoul happened. Broken killer, and people rush in to play. Survivors have a miserable experience and play less survivor.
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If it's not springtrap, it had better be ma boi Foxy.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910220#Comment_3910220
I mean, you can even make it instant ,I think
Naw, that would literally not allow manual hooking to ever happen. That also means never getting flashlight saved, or pallet saved. It would also never allow certain perks to ever work like plot twist and such.

