Rudjohns
Rudjohns
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Haddie's backpack is awful
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@Wampirita said:
well, it's not a survivor related bug, so it's not on priority list to fix
Kindred stayed bugged for more than a month
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Basekit Unbrekable for when there are 2 survivors left in the game asap
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Its like when the killer stomps a team and when they see the endgame screen, all survivors are running low tier perks
like, are you gonna flex that?
so basically is the reverse of that
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3618424#Comment_3618424
I stopped caring about bp too much at 200 hours, you missed my many points.
Then its too bad
Like I said in my original post
"With all being said, people can still tunnel, but would be worth it?"
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No
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@Sava18 said:
How are we still bringing up bp in regards to balance? Few care that much about bp.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617865#Comment_3617865
Bro I have been at bp cap for basically a year. If I ever tunneled that wouldn't impact me. It definitely won't impact the 5k hour players who have everything but p100 on every character. I have 500 hundred+ of every blight add-on from 2 years ago and enough brown med-kits to run for forever on sheeva. The goofy prestige number means nothing to me as it only means time not skill.
There's no downside to implementing your idea but there are players like me who couldn't care less but they also hard tunnel every match.
Anyway. Basekit 5 second ds only after first hook with the caveat that UB doesn't work while this basekit feature is available. That's a good start. Hooks outside of end game could even be PH cages, that may help too.
Imo it's really weird to me how so many people hate tunneling but the majority love chase. I feel if survivors got a 3man out in exchange for dying every game they would be fine with it, I know I would. You can never remove tunneling but you can make the killer lose for it. I'll go 0 and 5 in league if it means I cause enough pressure for my team to stomp, the problem is when they don't use that pressure. That does tilt me. If I'm being tunneled for 5 min straight and there's anymore than 1 gen left I'd be tilted off that. That is a player problem though. DBD really suffers from it's player base, unfortunately.
I think a good portion of players want to not get tunneled and not do gens so they can mess around to an extent, that's all well in good but killer players don't want to feel they only win because survivors were messing around. I don't tunnel so I couldn't care less if there was a 10 second ds basekit. I just know how I thought when I was relatively new and know most killer players probably think in that same way even the thousands of hours players.
If I can help it I go don't go for people until two other people(idealy 3) have been hooked and they are fully healed (something unreasonable to ask from 98% of killer players). But sometimes a person I just hooked last will pressure a with a flashlight, not much of an option left for me after that. BUT when a survivor decides to use basekit bt against me even though I very rarely go back to hook unless I can't find people, they are getting tunneled, they just illegally used their anti-tunneling right against me and they can't expect me to be that gracious.
I think you are missing the points
5k hours players need to tunnel?
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I've said many times here
Knock Out + Sloppy Butcher and only slugging guarantees you a win 10x more than playing the game as intended
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The only way to stop tunneling is actually changing how the Bloodpoints/EXP works
Like it was suggested here, hooking the same survivor back to back should not grant extra points.
Hooking different survivors should grant more points, like having a multiplier
Without going too deep, some scenarios examples for my idea:
Scenario 1: Killer hooks survivor 1, then 1 again, then 1 again, then 2, then 2 again, then 2 again, then 3, then 4. BP at the end: 2000. Entity displeased.
Scenario 2: Killer hooks survivor 1, then 2, then 3, then 4, then 1, 2, 3, 4, 1, 2, 3, 4. BP at the end: 50000. Entity pleased
Scenario 3: Exactly same as above, but each survivor is hooked only twice and they all escape. BP at the end: 40000. Entity still pleased
A win condition for DBD should be a fun match, not just kill everybody.
And of course, for survivors is the same thing. Just staying on gens will not grant a good amount of BP.
With all being said, people can still tunnel, but would be worth it?
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DBD community is the funnest thing I've ever seen
One side is asking for self unhooks to be removed from the game
The other side wants an option to die while in the dying state
If both suggestions are in the game, people will just wait for the killer to down them to kill themselves lol
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I think survivors should die in just 1 hook, that would fix everything
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@Rickprado said:
DC penalties removed would be the ultimate fun destroyer. Any time a killer had a bad chase or a survivor got down fast, people would DC.
I wish they double down on DC penalty abd removed kobe and self hook kills. If you are not in the mood to play a match with anything DBD has to offer, don't play it.
In other games, players dcing after some wrong plays makes the game very boring, specially when queues are taking a long time to fill.
Its very interesting to see the suggestions that contradicts one another
Increasing penalty for DC and removing self hooks to avoid "fun spoiled". If those things are in the game people will just either go AFK and not even try to play it, just walking around doing nothing or just repair a generator until the killer comes and grab you. Is that fun too?
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OP is ruining everybody's life
because the DBD player's life heavily depends on the game. I feel so bad for them.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617063#Comment_3617063
This is not fair by any means.
If they gut this perk, you will only see nurse, Blight and Wesker.
The glaring issues of m1 killers will rise to the surface and we will have a serious issue in killer variety.
If that's your goal, keep it up.
Sure
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@Chilli_man2400 said:
Honestly I have a fix that can kill 2 birds with one stone. Scott Jund suggested this a long time ago actually.
They should make it so the laceration decay meter is removed and the survivor has to manually take the blades out(it can be just a simple mend action).
Example let’s say trickster throws 4 blades at a survivor and they escape, the blades won’t go away they will stay until that survivor loses a healthstate or mends the knifes out. Each blade will take 2 seconds to remove so 4 blades it takes 8 seconds to take the blades out.
This creates an interesting dynamic cause now trickster has built in slowdown cause if a survivor has let’s say 7 blades they need to sacrifice gen time so they won’t get injured by laceration. Now trickster won’t feel obligated to tunnel or chase cause he can spread his pressure with his blades cause at max laceration(7 hits) it will take 14 seconds to remove the blades.
@dance let me know what you think of this
I think the idea is cool, however only if its possible to remove the blades while running, like the Artist's birds
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@humanbeing1704 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3617066#Comment_3617066
115 huntress with an iridescent head lol
You know what?
I am 99% sure the tweak they announced for Huntress in the road map is gonna be: Soldier's Puttee basekit and maybe some other add-on as well
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In my experience
Pain + Dead happens in like 3 out of 5 games
Buckle Up + FTP happens in 0.3 out of 5 games
Yeah, I accept the offer
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@dance said:
I'll leave a question here: For you, what makes The Tricksters so miserable or unfun to play against?
Since his rework, we've been collecting feedback on how he feels, and we do want to know from both sides, Killers and Survivors. I'm happy to listen to as much constructive feedback on how you feel facing against him as you (and any Survivor player) wants to share. Are there specific parts of his rework that you dislike or are frustrating to play against? Something that you feel was overturned and worked better pre-update 7.4.0 (or the fixes since then)?
My biggest problem with him is the buff to base speed, since he is a range killer
why does he need to be fast? Whats next? More speed for Huntress and Deathslinger?
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My suggestion is the fairest as it can be
watch the devs gut the perk soon
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Lose stacks when the obsession loses a health state by any means
deactivate when the obsession is dead
done
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616843#Comment_3616843
Arinad uses STBFL and Rapid brutality on Haddonfield. He got 5 hooks, end result was 3 man escape. Sounds very overpowered.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616764#Comment_3616764
the hazy vision is unique mechanic for clown and yet it is so underwhelming in his gameplay.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616623#Comment_3616623
generally when i leave loops against clown, i use it as strategy to waste bottle ammunition. I use it to bait free reloads for hold-w purposes and go to loop for purposes of conserving pallets. I don't consider it as main strategy towards looping clown. it is just side strategy. the majority of safe pallets vs clown can be pallet-camped with well-timed slide. To me, he has already has sufficient counter-play given that Arinad is averaging 60 second-75 seconds between each hook. Adding more counter-play would only extend his time between hooks to greater value in which killer already under-performs against good teams.
skill issue
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Clown with Save the best and Rapid Brutality is one of the most OP killers in the game
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3616034#Comment_3616034
That's the risk of bringing a perk like that. Same as Calm Spirit.
I would say though that knowing the killer has no aura reading is in itself useful info to have too.
Calm Spirit still doesn't disturb crows
And thats why Distortion doesnt need a nerf, because it has that risk
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@Krazzik said:
As I've said in other threads, I do think it's needs to be a little slower to regain stacks. As it currently stands you almost never actually run out of stacks, even against a killer using multiple aura reading perks/addons.
It defeats the point in even having stacks when it's basically just a permanent buff in nearly every game.
Whats the compensation for when the killer has no aura reading powers?
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New skull merchant can still hold a 3 gen + can be strong at chases
she is worse
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615596#Comment_3615596
I like these ideas they all bring solid changes to the perks
I think dark sense could very easily be 3/4/5 second reveal when pressing the secondary action button and after the last gen is complete you gain 2 tokens and have a ~3 second reveal on gen completion
Plunderers getting the pharmacy bonus speed makes a lot of sense making it faster to use allows for getting items in a pinch a lot better rather than preemptively going around the map getting every chest
Slippery meat sounds like a fair change for both an anti hook trade perk and something to help self unhooking
The time on small game could be a little bit shorter but I like the idea of it using one kind of information to see another kind of information
This is not happening might actually be a perk people use
The only one I think could be a bit of an issue is premonition 5s or no blood / scratch marks every 35~30 seconds and even maybe being more often with a shorter cooldown could be a bit much, both for new players who will wonder why scratch marks and blood don't show up from time to time and for the perks that its just better than since its less situational to use it, dance with me, parental guidance, poised, self preservation, ect all perks that have the same effect but much higher activation conditions and cooldowns because of how strong its effect can be used and synergized with
Premonition could just not activate while in chase
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@Ronsone said:
Have you fixed it? I have this issue too from very long time ago, but I can play it too.
I had to uninstall the game
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I'm not playing against any trickster lately
for some reason my game lags and I can't hit the skillchecks on hook
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My buff ideas:
Dark Sense: token system, press the button to spend a token and activate
Plunderers: 80% faster speed
Slippery meat: 50% speed on self unhook and teammates unhooking you
Small Game: reveals the killer's aura to all survivors for 10 seconds (dull), and 20 seconds (hex)
This Is Not Happening: great skills checks heal 10% of health
Premonition: When activates, leave no scratch marks or pools of blood for 5 seconds. Decrease the cooldown a little
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Well, if a teammate is going from pallet to pallet then the chase is going for too long and thats the time to repair all the gens, right?
At least this is exactly why killer players don't like WoO
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If both parties play perfectly than everything is relied on rng
map, perks, add-ons, item, pallets spawn etc
Killers have the edge
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610632#Comment_3610632
I sniped someone as slinger at the start of the match and they gave up on hook, should remove slingers capability to snipe, I tagged someone early as singularity and down them because they dropped a pallet on me while overclocked, they gave up on hook, should remove singularitys overclock, I teleported to someone early and downed them as dredge,they gave up on hook, should limit dredges teleport across map, downed someone early as ghostface early, they gave up on hook, ghostface expose should be removed. And so on with the 34 killers until we make a better game.
aren't they doing you a favour?
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find another game
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And the game is survivor sided, right?
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Nobody is happy with anything, gee
Might as well survivors die in 1 hit
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@AbsolutGrndZer0 said:
Choy recently did a video on how the Anti-Camp Mechanic has made things WORSE not better. Give it a watch.
Seriously, if you are a survivor, watch this for how to make sure killers don't trick you and get an easy 4K.
Seriously, if you are a killer, watch this for how to trick survivors and get a easy 4K.
jesus crist
look at trapper standing like 5 feet from the hook, but the bar doesnt fill up because, well, he is on the staircase down below
WHAT A JOKE
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"we hear the community, however introducing different colours for auras will take years"
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@Alen_Starkly said:
I would love it if BHVR reverted the Adept requirements for killers - make it require double pipping again, instead of getting a 4K. And then, if there are 2 people left in the trial, and one is slugged for a minute, auto-heal that person from the dying to the injured state. (or bleed them out instantly)
I feel like in most cases, people slug for 4K only for either adept or their ego. "Having to 4k no matter what" is not a healthy mindset, imo. Your life won't crumble to pieces if you potentially get a 3K instead of a 4K.
I would also like to have survivor adepts changed too - instead of an escape, make it require a double pip. It will teach survivors to do gens, be altruistic and practise chases. Adept on survivor can lead to the survivor hiding a lot, and not contributing much to the team.
Yes, the adept needs to return to what it was, even more now that bots are introduced and people cannot deny adepts by quitting
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612172#Comment_3612172
It doesn't stop. If that Deathslinger walk to the bottom floor and stand there enough time without another survivor in range, the bar would fill up and grant a free Deliverance without reason.
It was like that in the PTB, not anymore
Verticality
When this feature was tested on the PTB, it treated both horizontal and vertical distances equally. However, this had a side effect of detecting Killers on different floors as camping even if the shortest path to the hooked Survivor was rather long. This was especially noticeable on indoor maps such as The Game.
In a later update, the meter will be weighted more heavily toward horizontal distance than vertical. This will make the meter a little more forgiving if the Killer passes by on another floor.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612118#Comment_3612118
At 16 meters of the hook, yes, inside the range.
And when the killer is on the bottom floor the timer stops
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@NomiNomad said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612136#Comment_3612136
The developers consider slugging to be a valid tactic, and this would punish the killer for doing well.
If the killer manages to kill my team, fine, whatever - I'm fine with losing. Just don't make me wait.
How is that a punishment? Nobody on gens, everybody either injured or on the hook. Killer has all the pressure.
Unless you are talking about a situation where there is only 1 gen left and its like 85% completed and the game still has 4 survivors. I mean...
Also, slugging is so valid indeed that, equipping Knock Out, Sloppy Butcher and some other perks/add-ons and never hooking survivor is easier to win than playing as "intended" lmfao
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of course, everything needs to be killer sided
why not:
-If all survivors are in the dying state or on the hook, survivors can pick themselves up
-When there are 2 survivors left in the game, they both can pick themselves up anytime
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611545#Comment_3611545
Its not visible where the meg is, when you were far away. Meg could be sitting right in front of the hook. Because bots do this stuff of unhooking at the worst possible moment
Meg was downstairs as well
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611880#Comment_3611880
And what I'm saying is that you are wrong, the bar fill up if the killer is in another floor with no other survivor in range and you can see it in the video I posted (2:15). That hasn't changed since the PTB, the change was that now downed survivors still slow down the bar and has a 7 second grace period before it start going up (so the killer can use a locker or kick a pallet / gen besides the hook before it start giving the free save).
For someone criticizing the mechanic that much, it seems that you don't know how it works that well.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611885#Comment_3611885
BTW, that video clearly show that you spent most of the time inside the range, slowing or effectively stopping the build up of the bar and / or even if it filled up maybe the hooked survivor didn't even tried to unhook herself. Like I said, next time, the moment you see the killer camping get out of there and do something useful like progressing gens if you are not going to trade, and if they didn't unhook is because they simple didn't even tried to.
most of the time inside the range = on the bottom floor
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611812#Comment_3611812
Look at the hook progression between pictures to get a decent idea of time. It looks like he MAYBE went away for like 10 seconds before returning.
there is a video
I spend at least half the time downstairs, and different floors pause the bar too, because this mechanic is amazing
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611863#Comment_3611863
Yes, it does. In fact, in the PTB having the survivor and the killer close to the hook would make the bar fill slower, but fill enough to allow survivors to basically loop the killer at the same time they get a free unhook for the other one. In fact, the moment you were down you won't count to the bar's slowdown.
https://www.youtube.com/watch?v=jDoo509XVD4&t=70s
That's why they changed it and now at certain distance the bar stop filling with another survivor close, no matter if that other survivor is downed or not (in reality, it start to slow down when another survivor is inside the range, getting slower the closer that other survivor is of the hook, and even slower if there is more than one survivor in range).
In other words, next time you see the killer camping go to do gens to the other side of the map to let the bar fill instead of being around. If they doesn't unhook themselves, then it is simply that they didn't even try to (again, you don't unhook yourself automatically the moment the bar fills up).
What I mean is that, if the killer is in a different floor, the bar doesn't fill up
but it another survivor is in a different floor and the killer is camping right next to the hook, the bar doesn't fill up too
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@BlackRabies said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611711#Comment_3611711
2nd pic doesn't show anything. Killer even still there? Where Kate and the Meg bot? camping hook waiting for the killer to just walk away?
theres a video
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611545#Comment_3611545
And then survivors would abuse it to get free saves as the bar progress when the killer is also in another floor, something they added to prevent the killer to be able to camp from the floor above (e.g. basement). If it doesn't pause when another survivor is in another floor, it should not fill either if the killer is, but then people would complain that killers just wait on top of the stairs in basement to camp.
Also, you should thank all those survivor that abused this mechanic the moment it dropped in the PTB in each and every iteration BHVR have tried to implement over the years for it to be this
fair"trash".but it doesn't?
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Finally edited the post with a video link
(I was running a meme build, yeah. Only because I mentioned on reddit how selecting No Mither should lock auto-healing perks but I got heavily downvoted. So...)
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3611790#Comment_3611790
What changed about BBQ other than the BP incentive? I'm not familiar with old BBQ.
Thats the only change, Old BBQ would give 25% more BP for every survivor hooked