Rudjohns
Rudjohns
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- Rudjohns
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Comments
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Can someone confirm if they don't merge the characters inventory? (items, add-ons and offerings)
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Are you guys really doing the cross progression right away? Are you not afraid of bugs and progress loss?
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Play survivor
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@Akumakaji said:
When I read the title, I wanted to comment on the upstair gens on Hawkins, about the park gen on Greenville and to the lesser extent the upstair gen on Dead Dogs, but you already got most of these covered.
My friend with whom I regularly play always rages hard, when this gens are done first and expresses her hatred for randos.
Greenville: the theater and the plaza gens
RPD East: The helicopter and the armory gen
RPD West: The Stars office gen
Haddonfield and Badham: the house basement gen
Grim Pantry: the dock gen
Any map with the killer shack in the corner and a gen insideEDIT: fixed the rpd gens because I made a little mistake lol
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And thats why, ladies and gentlemen, I have always said Corrupt Intervention is a survivor perk
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763577#Comment_3763577
You said the timer for the second hook would be hit instead, unless I misunderstand.
What I mean by "free" is as in "no penalty at all for trying", which would be bad.
That's why the way I've understood your solution, it felt like a good idea to be both a hindrance for leavers without being too much of a buff.
Okay, why would be bad? Isnt like how it is right now? The only difference is that survivors will not leave the match that easily anymore
Unless you are saying it would be bad for the killer? In that case, are survivors killing themselves on hook also bad for killers? -
@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763279#Comment_3763279
The why is obvious, its all over this thread. An early failed kobe totally ruins the game for all involved parties. If the first survivor chased rage quits via the kobe mechanism the game is basically finished.
We don't even have to get rid of late game kobes, that's not what people are complaining about.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763281#Comment_3763281
I already brought a solution a few posts backSomeone else is already engaged with you on this, but your solution doesn't make sense. Not saying it wouldn't work, I'm saying the way you've explained it doesn't actually explain what happens.
Its possible to keep the kobe mechanic and removing suicides as well
I thought it was pretty self explanatory. Basically make it impossible for survivors to suicide on hook, but still keep the "kobe" mechanic intact, thats all -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763113#Comment_3763113
There's a difference between "being bad" and intentionally ruining games as a pattern of behavior.
For example, the act of just killing yourself on hook. Obviously such a system could be automated so that if someone is new at the game, it doesn't punish them, because maybe they just don't know. But if someone with 3000 hours is killing themself on hook 5 games in a row, it stands to reason that that player is just ruining games.
In LoL for example, if a player is new, and dies 20 times in a game, it isn't going to punish you. But if you regularly go 0/20 in 5, 10, 15+ games, and you have thousands of hours and people are reporting you for feeding, obviously something is going on here.
I'm not talking about killing yourself on hook
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@Sunbreaker7 said:
Self-unhooking should only be permitted with specific perks that provide this ability. Otherwise, survivors must wait for their teammates to come to their rescue.
Although self-unhooking provides a rare opportunity for escape, removing this option would not significantly alter the core gameplay. However, it would greatly enhance the overall match experience by reducing early rage quits. Often, players who quit early do so out of frustration but would likely continue playing if they were quickly rescued by nearby teammates.
No, "kobe" need to stay even if the survivor is not running any perk related to it
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763120#Comment_3763120
So in essence your proposition reduces the total hook time until death for the second hook without touching the first hook timer.
(?)
If I understand correctly:
- players trying to exit will still have to wait for a while (good)
- players will not have free unhook tries (good)
It seems like an improvement.
If not done already, you should make this a proposition in a separate post.
No, players will still have the free unhook tries, and it would be actual free since it doesnt hurt the hook timer at all
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763239#Comment_3763239
It doesn't need to stay. It's healthier for the game to have these removed, to reduce the amount of ragequitting.
If it's totally ok to make killers deal with an anti-facecamp mechanic and anti 3gen mechanic, then it should be fine to nerf survivors with this anti ragequit mechanic. New mechanics don't always need to be killer nerfs or survivor buffs…. it's fine if a new mechanic involves a survivor nerf.
No, it needs to stay
I already brought a solution a few posts back
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763239#Comment_3763239
Why? Especially if we limit this to early game, why do they need to be there?
Why remove? So another nerf to survivor, no chances to come back at all
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763151#Comment_3763151
Usually when I see a 'most people' style post I expect the next claim to be pointing out something hypocritical.
Remove hook suicide, rework slippery meat, and the luck mechanic? Yeah, why not? The latter two things could use being reworked anyway.
Like I said before, the "kobe" needs to stay
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3763127#Comment_3763127
The quickest way to lower the number of ragequits is to remove unguaranteed self unhook attempts in stage 1, and don't have a timer penalty for missing a skill check in stage 2.
This would push the message that if survivors wanted to ragequit, it is much more efficient to DC, which has DC penalties to help limit it.
What people dont want is the removal of the "kobe" attempts. These need to stay
Most of people demanding suicides to be impossible in DBD are the same that also ask perks such as Slippery Meat and the luck mechanic (Up The Ante) to be reworked
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@100PercentBPMain said:
It's just a visual bug, I don't think it changes your hitbox at all
It changes your perception of the hit boxes, its not fair
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A couple of days before the patch, I had a game where the killer had to bring me to a hook that was far from them because the closest hook was broken. I managed to escape and extend the chase for longer, my teammates managed to complete the last gen. I died but they escaped
If there was a hook there, I would have died, my teammates would not have the time to finish the last gen and the killer would potentially slug them for the 4k
Thats my biggest issue with hooks respawning. It's not about ending slugging because there is not hook around. I much rather bleed out for 4 minutes than losing my little skill expression that can only save like 1 game out of 50. I'll take it.
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I have a solution for this. Pretty sure I have already talked about it here but here we go again
REMOVE HOOK SUICIDES
New mechanics:FIRST HOOK
-Survivors have 2 different timers. 1st timer is 60 seconds and its the normal hook phase timer. 2nd timer is also 60 seconds and goes down along the first
-Each survivor has 3 4% attempts of self unhook. These attempts only decrease the 2nd timer, exactly how it works at the current state, however it doesnt change the 1st timer.
-Even if all 3 self-unhooks attempts are unsuccessful, they still remain at the first hook phase until someone saves them or the 60 seconds timer pass
SECOND HOOK
-Remove skill checks
-60 seconds until death as well
SURVIVORS ON THE HOOK WILL RECEIVE A "DIE NOW" BUTTON WHEN:
-The exit gates are opened
-There are 2 survivors left in the game
By pressing the button they immediately die regardless of which phase they are onAll perks related to self unhook still apply, such as Slippery Meat, Up The Ante, etc
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762983#Comment_3762983
Why can't you just do what other games do and ban/punish players for doing that?
LoL, DotA, CS etc all ban people for "feeding". You even have an option in the report menu for "working with the enemy" already. Why can't you just enforce that?
ban and punish players for playing badly?
If "griefing" is bannable (which it already is) they could just run around the game doing nothing and not even dropping a single sweat during chases. Good luck proving they are throwing the match
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@Chocolate_Cosmos said:
I am not linking BHVR account with Steam and the cloud just to get drops, sorry.
They rly want your data hard if they cant just make it like every other game with drops just linking your platform account (steam, blizzard, epic, etc.). There was in the past some issue that players had once they linked the account with BHVR they lost all saves, not risking even 0.01% chance.
I'm sorry
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760579#Comment_3760579
I don’t think that’s really a logical conclusion…
OoO especially outside of SWF is still pretty much asking the killer to tunnel you. And if matchmaking actually works than you will not be able to loop the killer for 5 gens.
If you have a problem with Distortion because it leads to the killer tunneling/not spreading hooks on all 4 survivors, OoO would be an even bigger offender in this regard.I am running way better with Distortion. Still like the info if killer runs Lethal, Nowhere to hide, BBQ etc and as I said, I don’t excessively hide, I will help teammates. And people that play selfish can play selfish with or without Distortion.
But nobody runs OoO and complain about tunneling as far as I can tell
I'm not sure what "matchmaking" are you talking about, but if you are good at looping the killer and still think if they tunnel you is gonna hurt the match, then your teammates are bad, and by using Distortion your teammates are gonna be the ones being tunneled, no?
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Its time for survivors to bait items in lobby, by holding one and removing it with 6 seconds left in the timer
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Corrupt Intervention is a survivor perk
I love that the corner gens are blocked in the beginning
The corner gens need to be left for last
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759654#Comment_3759654
can’t agree with that.
I am often running distortion - for the info. I am not completely avoiding the killer, I will play risky to save others or try to take chase.
But yeah, there need to be survivors that actually do the objective. The worst teammates aren’t the ones running distortion but those that run behind the killer the whole match without contributing anything..
Unless you are playing with friends, theres no reason to use Distortion for the info if you are comfortable enough in looping the killer. Just use OoO
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Who uses Distortion doesn't want to be found, therefore chased as well
If they don't want to be chased then they consider themselves bad at chasing, therefore they will go down faster than the average player
Who uses Distortion just want to focus on the objectives and help teammates by doing so
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Mid 2021 was the best period
Ruin and Undying Meta, with NOED most of the time
First version of Dead Hard
Gens didn't take longer
Almost no annoying killer to verseAmong other minor things
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Visionary needs to become "Batteries Included" for survivors
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No
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I had a pretty good rework idea for her and posted here a while ago
Can't find the post anymore
If I find I will edit this comment
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Remote hook is (was?) faster than Power Struggle as well
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Thanks everybody for the encouragement words
I got a bunch of adepts of killers that I don't play almost ever
There are some killers left, including the ones I don't have
Let's see the next event
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753109#Comment_3753109
That's incorrect, and the conclusion is kinda ridiculous
I'm not sure if it's joking or not, to be honest
Do you know what I'm referring too? If so, you probably have read many of the comments about it. Make it as you will
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753109#Comment_3753109
A perkless SWF can beat me when i play Nurse with Meta perks, so Nurse must be the weakest killer, right?
My statement from my previous reply is nothing new, so im sure you can google it if you think im making things up.
No, you are just proving the point that the game is killer sided if the killer player is good
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753426#Comment_3753426
Yes, but I believe Killers should have upper hand at preparing for trial.
In Solo game you really dont need to change loadout at 6sec. The change is mainly prevent 4 players swf to change at 6sec.
The game should never be balanced around SWF
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752990#Comment_3752990
I mean killers still have 25sec to react with team's loadout. And its the most fair change for me.
Edit: locking survivor from changing anything at 30sec is what they should do.
Nah
not everything needs to be killer sided in this game
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3753025#Comment_3753025
The game is killer sided at low mmr and survivor sided at high mmr. → this is not new information.
Someone running trapper without perks can beat a full SWF team, right?
So the game is killer sided
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752985#Comment_3752985
3 secs is a long time in a chase, if the killer just stands still and wait for it they are loosing the chase, its rare that i see 3 vaults at the same window, i have lost a lot of killers by blocking the window tho.
If you are standing still you are already playing bad
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752983#Comment_3752983
im pretty sure it does, killers always loose me when i use it.
the "lethal" works for survivors too.
what if the killer runs full hex build ?
Quiet mode doesnt remove scratch marks
Like I said, the "lethal" is still stronger on the killer sided, a chase before any survivor touching a generator is way too strong. I had a game where all survivors spawn in the corner of the swap map and this effect was in play. 2 survivors got downed before a single gen was touched
If the killer runs a hex build its on them. Most of the builds I see is Ruin/Devour/Undying with Pentimento, or Plaything with Pentimento. Also, the totem effect just make greedy survivors waste more time for points going for the totems, revealing their location to the killer instead of focusing on the objectives. Sure killers can do totems as well, but they are already patrolling the area and doing their objective as they go to the totem.
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@Huge_Bush said:
Good thing it’s an optional mode and you’re not forced to play it.
People really understood my initial post as if I was complaining huh?
I blame the fact that english is not my first language
Just to be clear: It's not a complain, I'm just pointing a fact out. Besides, I just realize now that I can get my adepts in the event as well, and I will
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They can :
-switch survivors
-switch the entire build with the "123" option
Then if its supposed to lock at 30 seconds, they can do that before this 30 seconds mark
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@RhodosGuard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3752976#Comment_3752976
Killer shack is even more unbearable with Window-Blocks.
Even with the window blocked for 3 seconds, the entity will still block it after 3 vaults
Think smart
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@[Deleted User] said:
Is it?
Im getting great value from
Quiet mode (it removes scratch marks, pools of blood and sound)
Windows Blocking.
Revealed hex locations.
Revealed Chest locations.
Extra pallets (if you can hit with it)
Yeah the instant hooking and the pallet breaking is nice for the killer, but i think the above makes it up for it.I think my escape rate as survivor SoloQ is about 40-50% (and no im not just sitting in a corder or locker and hide all game).Its so easy to trick killers with quiet mode and a little moving around.
Quiet mode doesnt remove scratch marks
Window blocking is good, but it relies on an actual good vault otherwise the killer can just go around and does nothing. It's somewhat good if the killer has Bamboozle, and sometimes you can't even use it because it activates quiet mode instead.
If the killer doesnt run hexes then what?
Yeah, lets spend time opening chests instead of doing gens, very survivor sided
The party pallets are weak as hell and only bad killers will fall for them, plus killers have the "endure a stun" effect and they can activate right before the stun
You forgot to mention:
The "deja vu" icon at the beginning of the trial, basekit Lethal Pursuer and even though the survivors are also seeing the killer (if not undetectable), the value is still insane because you can engage in an early chase.
The expose/heal could be good in theory, but in practice its just too good to instant down healthy survivors, the value is too much.
30% haste makes killer even faster than survivors if you compare with basekit speed, and they have bigger lunge as well. Survivors don't even have faster vaults
Undetectable/Scratch Marks is another one that benefits killers more, if survivors don't know where or when the killer is coming, their hidden scratch marks make no difference
If a killer player thinks the event is doing them more harm than good, than I have bad news. Maybe its not the event that is causing them to lose, maybe its something else…
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@RhodosGuard said:
Killers: run meta perks
"SO unfair, this game is a boring slog because my gen takes more than 30 seconds to pop. UGH"
Killers: play adept
" WOW this is so killer-sided they think they can take us on with adept perks!"I'm getting my adepts now in the event
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@RhodosGuard said:
Survivors be setting up double back-to-back god pallets in RPD but remote breaking is somehow bad.
Theres no such a thing as god pallet if it breaks itself
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@MrMori said:
Finisher mori would work just fine, as long as it didn't apply if there were any second chance perks active. Like if a single player had either active DS, self pickup, or self unhook, finisher mori wouldn't activate, even if every survivor was downed or hooked.
They would never do that, too much work
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@MrT1412 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751405#Comment_3751405
When did they ever "gut" reassurance? It's always been great for anti-camp.
Before the live release
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@Archol123 said:
So you are telling me I could load into a game, everybody instantly dies, I get like 6-10 K BP and can go next immediately? Awesome, sign me up.
Ask BHVR
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751500#Comment_3751500
So whenever you play against SWF, you are supposed to stand AFK for the whole trial? Because you can't win against SWFs without tunneling.
The game should never be balanced around SWF
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Just don't tunnel
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@ChaosWam said:
I think the finisher mori they have planned will only work with the very last survivor alive, not if anyone else is slugged iirc.
Thats what everybody thought at that time but they implemented the anti slug together





