Rudjohns
Rudjohns
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Comments
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844972#Comment_3844972
I'm okay with 10 minute DC penalty for the first DC of the day, then 1 hour and increase with each DC. Which works if we make some additional changes tho:
- when survivor gives up on hook, it gets replaced by a bot.
- when a survivor DC, everyone else can DC for free and keep their current BP
- create give up system, so you can basically DC for free in specific situation (very long game, lot of slugging, survivors not doing gens etc)
Letting players to DC more is definetly not fix for anything. People DC just for getting outplayed, it's highly pathetic and shouldn't be encouraged.
10 minutes? How to kill a game step 1
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@WW1PilotAce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844361#Comment_3844361
Why botter with the dc penalty? its so simple IT MAKES THE GAME BETTER
I'm okay with no DC penalty for the first DC of the day. Then it should increase to 1 minute for the next 2 DCs
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@Ryuhi said:
Nerf the main building, buff the rest of the map
It suffers from the same issue as the saloon, main building is busted while the rest of the map sucks. Always leads to the most predictable outcome based on the location of the chase.
Main building is super weak, what exactly is the nerf that you are asking for?
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Honestly, I'm also okay with the luck mechanic to benefit killers as well. Any luck offering and Up The Ante should increase the chances for the killer to gain something, like faster bloodlust in 1 chase, faster break action or anything else that is not that game breaking.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844360#Comment_3844360
you:
"removal of 4% is massive buff for killers"
also you:
"4% unhook for free is completely fine change"
lolYes
And also me:
"Just don't change anything and leave it as it is", it's also fine
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Or, how about, leave everything like it is right now? Don't even change anything, keep the "suicides". People who don't want to play the game will find other means to throw the match in the first place, so why bother?
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844255#Comment_3844255
It's not really 4%, is it?
it's 16 attempts for free, every game…
I was never good at probability, but that should be 51,3% chance to happen at least once. Any math genius here to validate this?Thats a MAAAAAAAAAAAAAAAAAASSIVE buff to killers
but massive buff to survivors is fine. Funny…
If they do just go back to the hook, nothing is preventing tunneling anyway
And not everything needs to be killer sided in this game
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843020#Comment_3843020
So basically set it so EVERY survivor will try to unhook themselves since they might get lucky and there's no downside?
Yes
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@TheWheelOfCheese said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844255#Comment_3844255
Basekit rate would be ~11.5%, which would increase to ~39.4% with Slippery Meat (assuming no changes to that perk). Giving these odds without the downside of going second stage would be incredibly busted.
Slippery Meat needs to me meta for this to actually be true. One less spot for any exhaustion perk, Unbreakable, Adrenaline, Made for This, WoO, Resilience etc
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@SidneysBane1996 said:
Easy fix: you shouldn't be able to self-unhook unless you're running perks like Deli, Up the Ante, or Slippery Meat. Just make that fix, and now the issue solves itself.
Thats a MAAAAAAAAAAAAAAAAAASSIVE buff to killers
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843020#Comment_3843020
So every survivor can try to self unhook for no cost? Hell no…
Scared of 4%?
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843813#Comment_3843813
Then the fix isn't making Main stronger, the fix is adding a few weaker fillers and making the map a little bigger. If the issue is that the map is a big deadzone, concentrating more and stronger pallets in the main doesn't solve the issue - it just makes an overly frustrating and stronger Main while the rest of the map is STILL a deadzone.
I've also lowkey NEVER seen anyone here or elsewhere ask for further Survivor nerfs to Haddonfield. The general consensus is it's a Killer-sided map for the most part now.
I did a little search for 2 minutes and I found 2 comments of people mentioning Haddonfield as balanced or "not killer sided" from just a few months ago
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And thats why eventually nobody is doing the last gen. I've seen that scenario multiple times
Only medics should be focusing on saving and healing, but no, people want to do everything lol -
Since when Nicolas Cage can summon an item in his hand just by sprinting for a little bit?
It's a game, it's not that deep
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843043#Comment_3843043
The solution here is to make sure RNG can't screw over survivors so much anymore by increasing the minimum amount of pallets that can spawn on a map. Something quite a few maps in the game need desperately. Adding one god pallet in Thompson House won't do the trick.
RNG might be good for the game in a whole but it shouldn't affect the amount of pallets that can spawn so much.
I fail to see how Thompson House is more killer sided than Haddonfield though.
Haddonfield? The map that some people here are still asking for a survivor nerf?
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843658#Comment_3843658
But Shack DOES count and IS a God Pallet. Saying "But that doesn't count because not all maps have a shack" is like saying "Well the easy 3Gen on the I-shaped maps should not count because not all maps have an easy 3gen." And besides, most maps have God or Strong pallets regardless of there being a shack or not; the point is moot because every map does in fact have at least one God Pallet, several strong pallets, a shack, or a pretty strong Main that creates a safe zone.
Besides that, what is even wrong with a map not having any God pallets? Do you really need a God Pallet, or can we make do with some strong Pallets and strong tiles instead? I really don't think every map even needs a God pallet, God window, or super strong Main, let alone ALL those in combination. BHVR has been trying to move away from that sort of design for good reason - because it's obscenely frustrating on Killer Side, especially for those who play M1s, to know there's some areas you just can't chase in because they are too safe for Survivor.
I'm not saying the map needs a god pallet, I'm saying the maps needs more pallets. The main building is the weakest of all the maps, plus the rest of the map is a complete deadzone
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@turksmall236 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843134#Comment_3843134
We need more better looking cosmetics for the POC survivors
The community says otherwise
Sable won over Gabriel in the cosmetic vote
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@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843248#Comment_3843248
We don't need extra God Pallets in the game, period. One or two per map is more than enough. And Thompson House has a Shack, that IS a God Pallet.
They have to consider the other half of the roster for which yes, a tile like that would be a massive issue. You cannot just design the tiles like every Killer is Nemesis, Xenomorph, Wesker, Legion, or Blight. You have to consider Killers that must play around tiles, too - EVERYONE has to play on these maps.
The Cowshed Maps are a bit too Killer-sided, I agree. Mostly, Thompson due to size and Rotten Fields due to complete absence of anything useful there. I think they can fix it by adding a COUPLE more filler, junk, or line of sight breaker tiles. No more strong vaults or pallets however; we had too many last time and it made the maps pretty abysmally Survivor-Sided. Really, I do think Rotten Fields could be retired, it won't ever be good, and I think we could make Thompson House a LITTLE larger. I also think maybe we do not need both Abattoir and Cowshed, they're both basically the same map anyway. Lose one or the other?
Shack should not count since almost all maps have one, and the maps that don't have a killer shack definitely have several other god pallets, so at the end of the day Thompson House is probably the only map with 0 god pallets
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843467#Comment_3843467
You're doing it again... There's more to 2v8 that's different than JUST having a killer teammate. Playing Trapper in 2v8 is not the same as playing Trapper in 1v4. Weirdly enough, he changes allow him to be played much more aggressively. i also don't think it's unreasonable to expect the other person who queued up to at least move. I don't expect every random teammate to be equally skilled, but they SHOULD at least be present.
No, you should never expect anything from a solo queue teammate. I'm pretty sure you don't play survivor now.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843397#Comment_3843397
That's like saying "if your playing alone, why play soloq survivor". The gameplay in 2v8 is different and the killer experience in 2v8 feels different than in 1v4, even if your not talking.
Sure, but why expect anything from a solo queue teammate? If you really don't wanna rely on a partner just play solo. I'm pretty sure you would not need to open the thread if you were playing 1v4.
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If you are playing alone, why play the 2v8 mode? Why not the 1v4?
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Maybe the queues are not that bad at the moment
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@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843162#Comment_3843162
You could swap out Killer/Survivor to the opposite role and still say the same thing.
I've noticed that in my Thompson House thread
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Slugging is more efficient than hooking, people are just slowing realizing that
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@SidneysBane1996 said:
We don't need more God Pallets in 1v4, some of the maps have enough of those already. We could arguably need more weak pallets to help chain loops, but we do not need more God or Strong pallets. Or god/strong windows for that matter.
We dont need more god pallets…literally in a map with 0 god pallets
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843020#Comment_3843020
I agree that self unhook attempts should stay, as it feeds into the theme of trying one.last desperate attempt to escape....
However we can't do that I'm afraid, cause then there is no reason not to attempt to unhook yourself. Attempts to unhook must carry some sort of penalty.
My suggestion is to have stage 2 to always take 70s to reach, but have it where every unhook attempt costs you 33.3% of your stage 2 struggling phase.
If you make 3 attempts to escape in stage 1, then the Entity is summoned and pins the survivors sides to stop them wiggling and wont allow any more attempts for the full 70s... then when you reach stage 2, you basically get instant sacrificed.
This still.makes self unhook attempts a sizable trade off, but allows a last ditch attempt, without allowing a player to rapidly throw themselves out of the game…
And this way theres a decent chance they get a killer (and survivor team) who punishes them for trying to SoH.
So people are still gonna be able to hook suicide easily
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Another ridiculous rng
Bottom of the map has 3 gens, only 2 vaults (cow tree and shack)Watch "dead zone" on Streamable.https://streamable.com/m09nr2
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8 pallets and 2 vaults (plus shack vault and main building vaults)
Watch "8 pallets" on Streamable.You can't be serious if you think this is balanced
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@danielmaster87 said:
Absolutely not. Those are god pallets, which are bad design because the killer can't do anything once they're dropped. They could have the fastest speed combo in the game (via PWYF, Machine Learning, etc) plus Coup De Grace and Bloodlust 3, and still not get the survivor. So killers have to break them, and then the survivor just gets to the next loop, basically starting the chase over. I don't know how you can call any map in the game "killer-sided" because all of them have at least 1 pallet like this, and many pallets that aren't as strong but can easily waste 30-45 seconds of the killer's time until a right read happens, or they break the pallet. These maps are, by design, made to waste the killer's time.
Oh yeah because the map by default only has 1 god pallet (shack)
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Suicide on hook can go
But self unhook attempts need to stay
I would say keep the 3 free attempts to self unhook but they don't do anything to the hook timer -
Says who? The Wraith that uncloaks in 1 second?
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But I thought the event was survivor sided?
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So if there is an Exponential boon on the other side of the map and the survivor is crawling to there they are instead punished?
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@danielmaster87 said:
No team is good enough or coordinated to pull off what you're suggesting.
Play with other 7 people
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3841553#Comment_3841553
This. I'm just going to finish my gen and go find something else to do instead of hang out around a 99% gen. I also feel like doing this is just going to encourage killers to play more sweaty/rougher and I'd like to keep 2v8 relaxed and casual.
Killers don't need excuses to play sweaty
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Wraith is a newbie stomper. I used to hate him when I first started playing this game, but not anymore. I think he is a fun killer to verse. It used to be funnier with the flashlight burn.
Mindgames against Wraith are fun. Sometimes they have Bamboozle and you just hold W
Pallet standoffs against Wraith are fun
Spam vault to block their vault/break prompt is also fun -
Yes
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@LordGlint said:
So instead of working on another gen, they should wait around a 99% gen and do nothing until a killer comes? Sounds like eating the 5% would be more effective.
Yeah but if the gen is not finished then the killer will come to check on it, and they will waste the time that they could have been using patrolling other gens with survivors on it
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It doesnt need to be "survivor sided", it just needs to be fun for survivors
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839460#Comment_3839460
because a survivor could be going for a last second save with the killer closing in and the cage goes to the other side of the map killing the survivor.
Would have been better to stop the cage timing for like 15 seconds after the teleport
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Yeah, slugging is getting bad, and its just day 1
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Then they go afk or just die as fast as possible
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839418#Comment_3839418
They changed it. The cage won't move if a survivor is near the cage.
Thats some really bs, why would they change it?
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@DarKStaR350z said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3839177#Comment_3839177
Surely increasing the hit box of the killers m2 attack vertically slightly would be the obvious solution. It would not affect gameplay in any other way as long as they don’t do anything crazy.
Or maybe it's best not to mess with anything that isn't broken at the moment. Crouch tech requires skill and probably only happens 1 or 2% of the time. Besides, any killer player could do the same if they played as a survivor
Also, increasing hitboxes for m2 attacks is a massive buff to range killers -
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838875#Comment_3838875
Killers who realize what these Survivors are doing after they get off the hook:
So anyway, I slugged them until they bled out…Yes keeping slugging, until the devs do something about it
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So how do you fix it? By increasing survivor's hitboxes and make it even easier for any other form of attack?
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A scourge hook should become a normal hook after a survivor dies on it
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@danielmaster87 said:
The event was not killer sided at all. Survivors' smoke bombs were way more effective than the killers' haunts. I got lost just about every time survivors used one, because it's so blinding and it sticks with you even out of the cloud for a few seconds. Whereas the haunts... let's just dive into their used. The ones who needed them the most were M1 killers, who probably performed just as bad once they had the haunts, because they're still M1 killers. The others, like Huntress, Doctor, Demogorgon, Deathslinger, Blight, they could get the power, but 9/10 times it would be just as effective if not worse than their killer power. So basically nothing, is what killers got, in the grand scheme of things. Sure, survivors had to waste time going into the void to get their smoke bombs, but they were a free chase escape, most uses. The only thing I didn't like is that killers could touch the middle thing in the portal world, and get their power, whereas survivors had to transfer power and grab the smoke bombs as 2 separate actions, meaning many times you'd just forget to get, especially if you played both roles because that discrepancy was confusing. And going into the world itself was nothing to complain about on the survivors' end. There were loads of very safe pallets and windows, it's actually ludicrous, so the only issue you'd have is getting through portals slower than the killer. The people complaining about that though, just need to get good. It was not only an extra way for you to get away from the killer, which they just take for granted since they're complaining, but it also required game knowledge of the killer's position and speed relative to your own. If you don't have enough time to enter the void before getting hit, then just don't take it.
So there you go. Nothing about the event was killer sided. If anything, it was survivor sided because the killers waste more collective time going into the portal world than the survivors, a net gain for the survivors. The problem with the event was that there was no MMR, so you'd get put with complete morons as survivor who didn't know what they were doing, and didn't take advantage of any event twists, or didn't use them effectively.
Wrong, it was killer sided, people were just bad at killer
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3 seconds is too much, Pharmacy is gonna get nerfed to 20%
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It's too old when we die