RpTheHotrod
RpTheHotrod
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725234#Comment_3725234
It is a trap, they aren't going to know when its better to go for a grab over a hit, it incurs the penatly more quickly, it's effective yes, but all the m1 killers complaining about the limit are using it, you even said so yourself.
It needs some changes to make it better to use.I mean yeah, it's a problem. I'd say the easiest fix is that surge have a CD period before it can "use up" another gen charge, so survivors out of position and get double-downed don't end up hurting the killer with the gen charges (a double down usually is a single hook).
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Works for me. My initial position is exposed due to the scream, but my aura isn't revealed, so the killer doesn't know which direction I'm relocating to.
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My idea from awhile back is that every 25% of a gen would require a part to be installed which would have to be found. After the part is installed, that progress is "locked in" and cannot regress under that threshhold.
For example, if you repair to 24%, then you'd need to install a part. Once done, the gen can no longer regress under 25% and repairs 26-49 can begin. Once you get to 49%, another part must be installed. Once installed, then the gen can no longer regress under 50% and repairs towards 74% can begin. Same for 75%-99%. Once you get to 99%, one final part is needed.
This acts as both a slowdown for the killer, but also protects gens from getting regress dumped for the survivors. Helps both sides.
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@Rokku_Rorru said:
I havn't had the issue with the new 3 gen, if anything the new 5 percent on baseline kicks has given me more breathing room to run chase only builds as "weaker m1 killers". The new kick was a step in the right direction, the issue is surge/jolt, it's a trap for beginners and gets gens blocked off way too quickly, same with eruption. I feel Surge needs a CD and its amount increased again (to stop same gen being blown up for a minor amount).
Surge isn't a trap for beginners. It's a staple in many m1 killer builds - even among veteran and tournament level players. M1 killers don't have the time to stop to kick gens - their chases are incredibly more important than many other killers. Surge was never problematic until the 8 gen change. Also, the devs specifically removed the CD on surge, as the no CD is supposed to punish survivors for being in a poor position. Now it's completely reversed and now punishes killers.
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@ChainsLogic said:
The Ghostface video is the average Dbd player when they 4k (op let the last survivor go, but he could have gotten the 4k if he wanted to) at 1 instead of 5 gens.
The thing is with Surge if you reached 8 regression events it means in "worst" case scenario everyone is death hook and best scenario is 2 people are dead and either 1 other survivor is death hook or 2 survivors have been hooked once. So, the current 3 gen mechanic works fine.
Now Ghostface being a C tier character should get some buffs, primarily removing his straps out of view while playing him, and making a more logical reveal mechanic that would make him harder to reveal, but would make more sense on how it works for both sides.
Downs don't necessarily mean hooks. There are a ton of ways to deny a killer a hook state when a survivor is downed or picked up.
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@Skillfulstone said:
Ok the latest announced update (with further nerfs to gen slowdown in the form of Pain Res, Pop, Grim Embrace and Deadlock all being nerfed while at the same time giving a 20% nerf to DS) is just ridiculous. Congrats to those who screamed long and loud enough: the only viable options at a higher level for weaker/M1 Killers are now even weaker.
(Also rip to Wesker, infection will barely pose any kind of threat or slowdown due to how long it takes to fill up from 0, with how many sprays there are, running out will be next to impossible since Survivors won't be pressured into curing. Guess one of the most fun yet not broken Killers needed to be toned down.)
The worst part is that it won't change the meta (except maybe lower Grim Embrace pickrate) because even with nerfs, Pop and Pain Res are STILL the best options since they use less regression events and are less likely to accidentally trigger the "Anti-3-gen" early.
With even weaker slowdown and a DS nerf, it will just make tunnelling/slugging/camping even worse than ever because how else are weaker/M1 Killers supposed to compete when climbing the ladder?
Pain Res had a maximum of 4 uses (with no guarantee to not accidentally waste a token on a gen that has barely any progress or a nearly-finished gen that gets completed anyway before you can stop it) and required fresh hooks (y'know, not tunnelling) to work.
Deadlock only ever worked on 1 gen at a time, which means that Survivors that split up (which is the better strat which is most common when climbing the MMR ladder) will be least affected by it.
Grim Embrace is getting a small nerf, but why even nerf it? It was a perk that encouraged not tunnelling and that really wasn't anything special unless brought with DMS.
I'm not sure what's the goal here, variety is just going down every updates at this point. They say that the best slowdown is a dead Survivor. Well, it's only getting more true over time.
At least remove the Anti-3-gen before there is only 1 or 2 gens left (to account for potential 4 gen setups because of bad spawns and certain Killers) because it's getting ridiculous when every ways to get more time except tunnelling someone out asap is getting nerfed/restricted, people need more viable options, not less.
I used to play daily. I'm pretty much just giving up on DBD at this point. I have not played in almost a month, and this patch is the final nail in the coffin. The game is just broken if you want to main underdogs\m1 killers. I mean, a lot of other killers at least have a LOT of various things going for them in their kit to make up for weaker and weaker perks. M1 killers, however, don't have that luxury and seriously depend on perks. They may as well just retire m1 killers at this point. It's also frustrating how any survivor nerfs come with alternative buffs as compensation to make up for it, but killers just get straight up nerfs with no compensation.
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It would be silly to give survivors a win just because they lost.
As a killer, I WOULD like an option to offer the match to end if there are 3+ gens left and 2 survivors left.(Both survivors would have to vote yes in agreement). The killer would get BP credit for kills.
"The killer has offered you mercy. Do you accept?"
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Many of us agree with this. ANY action to advance the objective or being actively used offensively against the killer should disable OTR. If you're stopping to flashlight a killer carrying someone, then clearly the killer isn't tunneling you, and the whole anti-tunnel protection is moot. It's silly someone can be right there and flashlight blind you, and as the killer, you literally can do nothing about it since that flashlighter has built-in god mode. Going on the offensive against the killer should always have a risk. Additionally, being healed should also drop OTR, as if you were fully healed, then clearly the killer isn't tunneling you.
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While I get where you're coming from, we can't expect people to not play a game like this without their friends. It's a friend-group encouraged game. IF we were to have some sort of opt out option for killers, I would instead suggest a more positive reinforcement such as a BP % incentive for VSing SWFs. Otherwise, almost every killer would simply opt out, and SWFs would have a VERY long queue time.
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@weekendguy said:
Background + flashbang doesnt work if you're not close enough before killer picks up survivor and the whole flashbang build can be countered if killer takes a look around before picking up or uses lightborne or ultimate weapon. About pallet save, let 1 perk work ok to save survivor who fell front of pallet since even saboteur not enough to save a survivor anymore.
Anyone running bgplayer is always going to be close enough. There is a reason they run it. Keep in mind it also let's the survivor literally cross half of a lot of the maps in a mere 5 seconds. It's ludicrous speed. Almost plaid.
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@Devil_hit11 said:
Ghostface does not have add-on problem. A lot of add-on are really good. exhaust is good. gen regression is good. global aura reading is good. all 3 power recovery add-on are great. Philly is good.
Ghostface issue is no chase capacity. he has no tool in his kit that increases ability to chase or confirm downs when a survivor is marked. The best he has going for him is the element of surprise. the problem is that his marking weakens his element of surprise. While I do not think that it is inherently bad for his power to have counter-play, the reward in his ability too low compare many other killer that have more complicated kits with more dimensions in their ability.
ghostface needs power when he marks someone and more information in his kit to setup marks. The two ideas that to achieve that goal are following:
The first one, when ghostface marks a survivor, Ghostface can see footsteps of the survivor across the wall. they marked in white similar to Chucky's footsteps that survivor can see. the idea is that when ghostface marks a survivor, he can track his prey more easily and attempt to outsmart his opponent at loops.
The second idea is that when ghostface is night shroud, he can hear noise elements as visual indications around him in say 24-32 meter radius. What this allows ghostface to do is hear generators from very far away and setup angles to ambush more easily. This also helps him track injured survivors around him. He would get build-in Nurse Calling+Stridor making it very dangerous to be injured against him.
He is fun killer to play but he needs more complexity. more tools for the player to acquire more skill expression. the current kit is too simple. there is not enough complexity showcase depth mastery of his kit.
His chase power is definitely a problem. He essentially relies on catching people off guard, but the higher the MMR, the more of a problem catching anyone off guard is. One thing that sucks is when GF spends the extra time to try to sneak up to an area only to peak around a corner and find out the survivor working on the gen was on the OTHER side of the gen - no stalking is gained, and the survivor gets an easy head start. One thing I suggested was that while crouching, GF can see any survivors within 20 meters that are interacting with something. This would allow GF to better set up an ambush without having to reveal his position first. Do note, while 20 meters is a pretty good distance, those survivors MUST be interacting with something for it to work, so he can't use it to hunt down survivors who are hiding.
This would at least allow his extra time that it takes up to set up an ambush to stop getting trashed with no payoff just because of RNG of which side of a gen a survivor happens to be on.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697366#Comment_3697366
That makes no sense because you cannot hit a downed survivor...
He's talking about when they get healed and stand up.
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You underestimate the power of Sam Lake, though. He would have been an absolute cash cow of a skin to buy.
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@Panabas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697284#Comment_3697284
Probably not, I think Alan Wake 2 - despite being absolutely brilliant - sold very, very few copies… I mean, it's a such niche David Lynch horror.
You're going to be selling very few copies going epic exclusive for pc. I'd LOVE to play alan wake 2, but no way am I installing the epic launcher on my pc
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3697160#Comment_3697160
They most often do... In my nearly 3k hours they backflipped in like 90% of cases..
So you agree, they dint always backflip.
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Every patch, they keep kicking weaker m1 killers in the gut which just pushes more and more people to just go nurse\blight\spirit. It's beyond frustrating. Why are they so obsessed with making weak m1 killers unviable? Less and less options for them which just HEAVILY encourages a tunneling playstyle.
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@MagicDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3693955#Comment_3693955
i don't think it works like that
first of all, any time a killer completely fails to inturrupt a BNP gen there's more value there, like i said before.
second of all, if the survivor got chased off with old BNP and made it back to the gen while it's still above 10%, that gives more value than the new BNP
third of all, those 10 seconds saved only count if the survivor manages to complete the gen. put it another way, every time the killer chases the survivor off the bnp gen that adds 10 seconds to the gen time
Maybe you just misunderstood. For example, on the BNP before the buff, it merely gave free progress. However, if the survivor is chased off and it regresses to zero, then the BNP gives absolutely no value. Once a survivor hops back on the gen, they start from 0%. The killer could entirely counter the entire effect of the BNP. However, that's not possible with the new BNP. If the survivor is chased off and it regresses to 0, the moment another survivor hops on the gen, they effectively get +10 seconds instantly. No matter what, survivors get a 10 second benefit with the new BNP. Pre-buff, killers could entirely erase all of the BNP's effect.
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@MagicDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691959#Comment_3691959
i disagree (mostly)
yes, in some situations the irreversible 10 seconds of progress is better
but, old BNP on the best possible toolbox reduced gen time to 55 seconds solo. new BNP reduces (increases?) that to 65 seconds solo when used with the best possible toolbox. i think it's more frequent the 55 second gen gets completed before the killer can damage it, so the old BNP would be better in most scenarios
You have to keep in mind, EVERY time they touch that gen, that's a 10 second head start. Killer chases them away? Next time they hop in the gen, that's another 10 seconds shaved off. In theory, a single BNP shaves off an infinite amount of gen repair time if a survivor would be continuously chased off from a gen and the gen regressed to zero. That's pretty darn strong. It's completely 10 seconds of unrecoverable regression every time a survivor touches the gen. Now, in reality, a gen isn't going to be able to be pressured that way indefinitely, but the point is, 10 seconds off isn't a one time benefit. Any time it regressed to zero, the next time a survivor touches it, it's another +10 seconds saved. That really can add up.
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Any techs that the devs deem unintentional that give an advantage should either be approved as a feature or fixed as a bug.
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The biggest hurdle BHVR is that the game is very weak against cheaters to the point where cheaters can literally force cheats on other survivors. I had a match a few weeks ago where the dwight was forcing all other survivors to instantly wiggle off. He was bragging about it in chat and said it was his 20th account so far. It would be incredibly easy for a killer to see a survivor wiggling off instantly and report them with footage for cheating when the survivor was a victim, themselves.
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I meant the one before the newwe change where it just added free fast progress. I didn't mean the original original version. My bad.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691959#Comment_3691959
it’s definitely not. The original BNP instantly completed a generator. Shaving 10% off a gen isn’t even close to equivalent.
Sorry, I meant the BNP before the more recent change. Not the original original version.
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@pseudechis said:
"Gen rush" hasn't really been a thing since they changed BNP.
No such thing as "kill rush" just killers who play well enough and survivors who screw up enough to allow quick kills.
BNP is stronger than before, though. It's an unrecoverable amount of progress against the killer. That's 40 seconds survivors can instantly complete on a gen that can never be regressed. That's far more powerful than old bnp.
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Well done. I was happy hitting the underdog ghostie p100, but someone p100ing Freddy, well, that just takes the cake. I tip my hat to you, killah.
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@Darkest_Night said:
Lightborn. Works on Flashbang, Blast Mine, and Flashlights. You can fake being blinded at pallets to get the drop on people
You can't fake being blinded. It literally notifies the survivors if a blind works.
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@MrDardon said:
For some reaosn, any events will cause the Bloodweb to bug out and not spawn 2 Ultra Rares on Lvl 50 Bloodwebs, even if there is no event Item.
Ending an event spawns 2 Iri's per Lvl 50 Bloodweb.
Interesting! They should really fix that if it's been a known issue every event. Thanks for the heads up.
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There's literally zero counter play unless you bring what's been accepted as a bad\crutch perk (lightborn). With flashbang, it's a guaranteed save. With a flashlight, it's a guaranteed save unless the survivor who went down didn't bother to avoid walls. With pallets, it's a guaranteed save. I'm not quite sure how this even got passed the brainstorming sessions at the dev table.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3691300#Comment_3691300
DS doesn’t actually function well as an anti-tunnel. Unless a very large percentage of the players are using DS, then mathematically, the killer is better off immediately picking up survivors, and risking the DS.
This is true because if a killer hesitates to pick up a survivor because they might have DS, but it turns out that survivor didn’t have DS, then the killer has just wasted time.
Therefore, killers should look at “should I immediately pick up a survivor” as a probability over a large number of games. And if the majority of the pickups don’t result in a DS, then the killer is better off just picking survivors up whenever they want.
The only way DS could actually function as anti-tunnel, is if the killer knew when a survivor had an active DS. This would signal to the killer there is a 100% chance they could eat a DS, and therefore should hesitate to pick up that survivor.
If anything, DS just encourages slugging playstyles.
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@GeneralSkien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687494#Comment_3687494
You can absolutely EASILY exploit this as a killer, if you simply hit the unhooking survivor, and then hit the hooked survivor, bam, that counts as a protection hit and you lose DS and also OtR. Good idea, however that change can easily be used for tunneling
then make all unhooked survivors lose player collision for 10 seconds during their basekit BT>
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688880#Comment_3688880
So it can't be that bad then. So why do you complain?
And hug-tech on Blight has existed since his release btw. That was 3.5 years ago. I don't play Blight, but I am very capable of seeing the greater picture here, which you can't.
They remove Hug-tech, a lot of players will be pissed (similar to when Billy got Overheat) resulting in frustration and a lower number of total players. The removed Sky Billy (which would also be an exploit according to your argumentation) and other fun stuff, which made the game bland for many people (I guess some of them are the cheaters of today, as they want to have fun again).
In addition it is dangerous for the same reasons because other characters who use certain advanced techniques (like Oni, Wesker, Huntress) could get targeted as well in the future. I would not want that at all.
Removing depth to a character is unwise as this depth is what people like.
If you cannot see that at all, then I will not take the discussion further with you, because you are not worth my time then.
I never said it was super bad. I said it was a bug being exploited to gain an advantage, one that the devs stated quite clearly it was not intended and will be fixed. They fixed it. Good on them.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688522#Comment_3688522
So did you report every Blight who did a Hug-tech?
Why didn't Blight get killswitched ever if it is such a problem?
Devs only killswitch for game breaking issues. They don't killswitch over non game breaking bugs.
Do I report them? No. The devs already said while it's an exploit, they aren't punishing people for abusing it and will eventually fix it. No point in reporting in that case.
Remember when survivors could exploit by bugging themselves into lockers making them completely immune to damage and being grabbed? Obviously cheating, and very game breaking. Even then, BHVR didn't do bans but instead killswitched the perks allowing the cheat. Generally, BHVR just has a habit of not punishing cheating unless it's tied to actual hacks. Some dev studios do it that way, while other studios ban even if it's cheating via bug exploits.
All because BVHR doesn't ban exploiters doesn't suddenly mean the bug being exploited should be considered fair play and left in. As a rule of thumb, they try to not killswitch unless absolutely necessary. An exploit not being killswitched doesnt mean it is acceptable, it just means it wasnt gamebreaking enough to warrant a killswitch. Their philosophy is to ban hack cheaters and allow exploiters to continue playing with the intent on eventually fixing the exploit. If the exploitbis bad enough, they step in with a killswitch.
So yeah, people have been exploiting that hug tech for a while, and BHVR has finally gotten around to fixing the exploit. Took a while, but they finally did it. What you have is a bunch of people abusing the exploit for so long that they have become dependant on it. Now that the exploit has been fixed, they are upset for having to play fairly.
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@Skillfulstone said:
Welp, another update in which weaker/M1 Killers get no help and the "Anti-3-gen" is still untouched despite entire videos and threads dedicated to it. At that point I'd just take a statement from the devs that the current iteration of the system will never be changed or if it's still under observation and an adjustment in the future is possible.
(Side-note: rip Adrenaline since it's merely SB with a heal that doesn't work if hooked, not worth the hassle of playing with 3 perks especially in this understandable tunnelling rise, I guess the Wake up effect being gone is nice). At least de-pip is gone, it might increase people "going next" on first hook a bit but it'll stabilize.
At least DS might kinda-sorta help against tunnelling, even though it will (yet again, just like the "Anti-3-gen" system and the Mangle/Sloppy nerf) only hurt weaker/M1 Killers while making little to no difference to the powerhouses which will be able to tunnel almost like before. DS should deactivate a Killer's power for a few seconds so it's useful against all Killers.
Here's to keeping hope those threads are being seen!
I'm thinking BHVR is just abandoning the weaker killers entirely and are going to just start focusing gameplay balance around the higher tier killers. Too many of their recent changes have severely hurt weak killers, and more changes keep coming to make them even worst. At least the twins are getting some love, I suppose.
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@fulltonon said:
Like, literally absolutely invincible, until killer hooks others or survivor touches gen, no hitbox.
This is not a trolling and I'm 100% sure this will fix tunneling.
No need for BT DS blah blah blah blah fixes, just one dumb invincible mode will do.
While I get where you're coming from, survivors would weaponize it by just following the killer and reporting to their swf where the killer is at any given moment. It would entirely destroy stealth killers, as well. Imagine being ghost face and being completely unable to do anything about a survivor just following you everywhere while being invincible. All other survivors would be able to hide or run away away the moment the killer would head in their direction.
I still stand by my idea that after getting unhooked if there are still gens to complete, the survivor gets enveloped in a burn away or smoke effect and becomes invisible without any visual or audio clues and loses all collision with all players for 10 seconds. They also wouldn't be able to interact with anything during this time. This gives them ample time to get away and reset.
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@xltechno said:
To be honest, bots are often much more useful than DC people. If you leave them alone, they will complete their gen before you know it. They can see and avoid thrown objects with eagle eyes.
And click flash light at high speed and bagging at the time. It is fully upward compatible with DC Player, including this aspect.
I've seen a LOAD of bots outperform their player counterpart that DCed. Indeed. My only issue with them was how they had built in wall hacks to know where the killer was…made mindgaming impossible.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687803#Comment_3687803
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687833#Comment_3687833
An exploit is something that is bannable. They have never stated that abusing hug-tech is bannable, so it's no exploit. I know the devs say it's a bug, but let's just wait for the PTB what happens to blight.
I just hope that not more techs will be fixed, because they add to the depth of the gameplay. A lot of characters would be very clunky if you'd remove all the techs and survivor would just be bland.
An exploit is an exploit. It does not require a bannable offense to be in there. In no way is bans remotely tied to the definition of an exploit. You can make up your own definition all you want, but it doesn't change the fact that an exploit is abusing a bug for an advantage. A lot of exploits BHVR steps in and killswitches so players stop cheating with it, for example.
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@accessoire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687833#Comment_3687833
Read my comment on why it is not a problem that it was a bug. The game has so many bugs that the community marked as techs. and this is not a problem but on the opposite a good thing that should be encouraged when it is not rly broken.
And no Blights Hug Tech is not broken or to strong you just have to learn how it works on both sides and get good with it.
The devs disagree. I totally get where you're coming from, but when the devs specifically say that it isn't cool, it's a problem, and that it will be fixed, then it needs to be fixed - and definitely not encouraged to be exploited against other players.
There are things that I don't agree with that BHVR claims. For example, I'm not a fan of the game being a 1 vs many individuals as opposed to a team vs team, but it is what it is, and we need to balance around their intention.
Also bear in mind, I'm a killer main. Despite the "hug tech" helping the side I main, I still find that exploits need to be fixed regardless of who can use them.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687497#Comment_3687497
The Devs never stated that doing hug-tech is an exploit. So stop saying that they are.
Or are you also saying CJ-tech/Window-Tech is an exploit?
They literally said it was. I know people hate facts, but come on, if the devs literally say it's a bug that is NOT intentional - enough to be warranted as needing a fix…then you can't argue that they never said that. If you need a definition, In video games, an exploit is the use of a bug or glitch, or use elements of a game system in a manner not intended by the game's designers, in a way that gives an advantage to players using it.
If the devs say it is, and you say NUH UH, I don't know what to tell you.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687523#Comment_3687523
Survivor should lose collision when they get out of a hook in my opinion
100% agree with this. They should take that time to evade the killer, not get in the killer's face.
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687534#Comment_3687534
Since they are a bug, all the arguments in my original post are irrelevant? Try to avoid seeing it black and white and read what arguments I gave.
If something is a bug, then the devs either need to embrace it or fix it. It's quite black and white. People will absolutely exploit bugs to gain advantages, so the devs need to either accept them into gameplay or fix them if they are not considered acceptable gameplay.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687523#Comment_3687523
How does DS know you are intentionally blocking vs the killer deliberately chasing you, or like faking/mindgaming at a loop or something?
Good question. The game engine has the ability to detect if you're doing a protection hit. There's also a score event for it.
I'd say have ds only activate after 2 seconds of getting unhooked so you don't unintentionally get sla protection hit and losing DS while the other survivor is still next to you immediately after getting unhooked.
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687509#Comment_3687509
You are an obedient and conformist person then. So you don't see filters or cross hairs as "cheating/give an unfair advantage"?
I find filters cheating, as it bypasses intended gameplay choices of dark areas and such. The problem is, devs have no way to do anything about it since it's built into legitimate hardware. They don't have a choice but to okay it since there no way to actually detect or stop it. You're welcome to visit my YouTube channel. You'll notice I never run filters. It's lame and unfair against my opponents.
Not sure where crosshair concerns come in. It's not a shooter. Same boat, though. Back in the day, people would put a dot on their physical screen. One of those things that can't be enforced.
Bugs in the game code/engine itself though is very kuch detectable/fixable/enforceable.
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I play solo queue mostly since I don't have a group to play with. Has never been easier than before to win a survivor. If I'm eliminated, it's either due to hard tunneling or due to being altruistic to try to save someone where I could otherwise escape. In my matches, it's usually at least 3 people out. Granted, I use distortion, so that excessively increases my survivability.
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IT should deactivate if you bodyblock (because you aren't being tunneled there, you are intentionally putting yourself in the killer's path), and it should deactivate if fully healed since you're obviously not getting tunneled at that point.
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Gen slowdown perks are mandatory for a lot of the killer roster, and that sucks.
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Maybe ask BHVR to stop nerfing all the other perks into the ground so killers, especially weaker m1 killers, have more options other than those 2. Everyone stomps their feet demanding killers get nerfed into submission. All that does is push them into only playing the s tier killers and perks because any other choices don't cut it any more.
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@SilverCrane4643 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687497#Comment_3687497
That goes to all techs in the game then
Agreed as long as they have been declared a bug by the devs.
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Less cheating the better, I say. Hard pill to swallow, but exploiting a bug for a game advantage is always lame. Fix those bugs.
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@BlueMoonBRUHMOMENT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3687421#Comment_3687421
"so we're even now" is such a bad way of looking at the game.
People used a defensive perk offensively, it was nerfed for a good reason.
They just need to make DS deactive if taking a protection hit. I'm all for anti tunneling, but only in ways that are literally anti tunneling and not in ways to weaponize it against the killer.
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3 second DS was already strong. The problem was people misunderstood its purpose and wouldn't strategize with it. You're supposed to go down near a window or pallet. That way once you escape their grasp, you just waltz over to the window or pallet and bam, you just reset the chase.
The biggest problem that BHVR has is that all these anti tunneling tools, they keep forgetting to prevent it from being weaponized against the killer. All people do is run OTR and DS with bodyblocking to FORCE the killer to attack them, and then the killer is punished for tunneling. DS should deactivate if taking a protection hit. It's one of the easiest things they can do, and they completely missed it.
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@menacing_goose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686648#Comment_3686648
I’m not saying weak killers should be ignore but it’s just how it is people would rather a strong killer over a weak one so you get a bunch of blights nurse this and that running meta, tunneling doing whatever and sooner or later something will have to change because of that. If they were to leave the game as it is when it’s in a bad state since it would be manageable when against a weak killer the game would die off since there are more people playing the strong ones over the weak ones
I mean, that's what I'm saying. Everyone just wants to play blight and nurse because they are incredibly effective. They don't want to play the weaker ones because they are ineffective and require regression perks (which keep getting nerfed). If they buffed up the weaker killers, then we'd have a lot more variety of killers we'd be playing against.