Rudjohns
Rudjohns
About
- Username
- Rudjohns
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
Everything that should be removed
Fog Vials and add-ons
Keys and add-ons
Maps and add-ons
Map offerings
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979356#Comment_3979356
It has a low pickrate because you only see it in coordinated groups, typically in high mmr only. 4 man swfs making up only a small amount of survivor matches, so YOU will likely never see the perk in action. I see it almost daily if i play a few matches of killer.
No, you only see if you tunnel. People dont use shoulder at first hook, thats all
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979083#Comment_3979083
Someone hasnt hit high mmr yet
Like someone else said already, shoulder is very common in swfs. Something you'll see alot of when your KR is 75%+
No, not really
-
@HaliAndEx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978871#Comment_3978871
What does being British and Twitter have to do with anything?
twitter loves cultural appropriation
-
You are lucky. Less BP spent on useless things
-
@CompetitifDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978194#Comment_3978194
Meanwhile Shoulder The Burden
Meta? lmao
I think I have seen literally 2 or 3 people using it since the introduction of this perk
-
Since he is not british: never
Otherwise twitter will cry a lot
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978242#Comment_3978242
I disagree.
Keys are almost perfect now, with Blood Amber only requiring the charges nerf to be removed to be perfect.
Maps do need more things to track, true, and some adjustments are needed, but mechanically they are an improvement (mechanically being the key word here, not in the variety department, that one got truly nerfed)
Keys are very limited and blood amber is basically nothing
-
Now they just need to revert maps and keys back again
-
Thats the worst idea for Invocation I have ever seen lol
You will give more value to your team being injured but still having to be hooked 3 times until death. Trading that for only 2 hooks is more a killer buff than anything. Most of the time survivors staying injured and just focusing on gens is what makes the biggest difference in matches.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976759#Comment_3976759
What is the issue you have with the Key rework exactly? They maintain their identity from before.
I agree Maps were changed in a way that kind of lost their identity and they need tweaks to restore that, but Key functionality is basically the same, but better in almost every way.
You dont choose for how long you want to use the item. Old keys you would just tap for a second or two and still get the desired value, and the key would last for a long time.
Very limited uses (max of 6) unless you waste add-on slot for a pitiful 1 extra
Blood Amber was 10x better before. Now you can only use up to 5 times and you can only see the killer's aura for 2 seconds, and they see yours too, so whats the point?
You can't use Built To Last anymore (not sure about this one tbh)And indirectly, Streetwise and Franklin' Demise were change because of the new charge system. Streetwise was a good perk for a few builds, it didn't need a rework. The rework could have been a new perk. And I don't really need to explain about Franklins.
Keys should have stayed exactly the same, only a few buffs were needed:
The survivor's auras effect being added to all keys basekit, with no minimum range
The Broken Key lasting for 30 seconds instead of 10 seconds
The add-ons that would reveal survivor's auras could have been reworked to "instant open a chest" (the only actual nice addition)
The wedding ring could reveal yours and the obsession's auras to each other, like how it is nowAnd thats pretty much fine for the buffs.
I'm gonna give a wild guess BHVR doesn't want survivors to have "wall hacks" running an Iri key with blood amber, streetwise and built to last. That's why Blood Amber is gutted to the ground right now, but who knows.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976495#Comment_3976495
Only with an addon, and it required at least a rare item as well.
They're far cheaper, and better at what they do.
Sure, thats why I am advocating for the buffs, not a complete rework
Keys and maps needed a buff. What they did are completely new items that are not enticing to use anymore
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976489#Comment_3976489
They maintain all of their original functionality in terms of being able to open the hatch, and have the ability to find teammates which is incredibly helpful for gauging where a chase is taking place, or where to go to heal an injured survivor (or be healed).
The fast unlock is a little more niche, but it's good in a pinch to maybe find a medkit. Far more useful for providing items to your teammates incredibly quickly, which is useful in itself, just not directly to you. It also opens up interesting synergy with perks like Ace in the Hole, Specialist, Moment of Glory or the new Apocalyptic Ingenuity.
Hatch opening they're exactly the same essentially, which is good. Being able to keep the key after you escape is very nice as well.
They're basically the same item as they were before, but with a bunch of added functionality added on top. Getting bumped down in rarity means you can realistically run one every game now, so I'm getting way more Hatch escapes, on top of just having a useful info-giving item alongside it.
They're perfect for getting crucial info on demand, and have the hatch escape for those SHTF situations.
I'm genuinely not sure how people can think the key rework is a nerf. They made two+ addons basekit, added the chest functionality, and greatly increased the maximum duration of aura reading (Dull Key went from 5 seconds to 45 seconds, Skeleton Key went from 30 seconds to 60 seconds, Broken Key went from 10 seconds to 48 seconds).
Old keys would reveal survivors aura as well
-
@wilnunez said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976450#Comment_3976450
I think simply adding this as an add-on would further exacerbate the issue BHVR seems to be trying to avoid, which is that survivor items in DBD tend to have many useless add-ons and only one or two strong ones that define the item. This would've just been another Blood Amber add-on situation where everyone would only run Maps just to run that add-on with it.
Why do you write off the Maps as terrible? What did they do before that Maps now can't do better?
It doesnt need to be added as a new add-on, just a buff to an existing add-on
What maps did before? Consistently showing auras of gens, totems and chests. Range increase with add-ons and Open Handed, an add-on to show the aura to all survivors. The fact that you could just tap for 0.2 seconds and still see everything. The fact that the auras would stay in the map and would show to you across all map.
-
@ReverseVelocity said:
Nah, I love the key rework. They're actually useful now and I'm finding myself infinitely more likely to bring them into a trial.
Maps do need work, though, specifically on the aura reading for props with the beam. It needs to be a longer range and reveal more stuff.
How are keys useful now? Can you elaborate?
-
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976058#Comment_3976058
I think the charge change was a good move tbh. Like you said you had to hold the button for a while anyway. Imo they should have left the tracking abilities the maps had alone and added the windows effect on top.
It would be a good move, if the items had like 10 charges by default. 6 charges is way too little.
-
@wilnunez said:
I disagree with OP. Before this update, Maps and Keys were literally worthless and it was pretty much always better to bring a med-kit / flashlight / toolbox. If you brought a Broken Key without any add-ons (or found one in a Chest) it did literally nothing. Similarly, if you brought a regular Map without add-ons (or found one in a Chest) all it did was.. show you generators. Plus, having to "track" objectives on a Map was a confusing mechanic for newer players. The only reason you'd bring a Key before this update was for the Blood Amber add-on, which turned it from worthless to extremely good at the cost of a singular purple add-on. Similarly, green Maps were hardly ever worth bringing over the pink Rainbow Maps due to just how much more they tracked.
Now, Maps and Keys are excellent beginner player tools. Instead of telling every new survivor player to save up and immediately purchase Kate Denson for Windows of Opportunity, they can now just spend some bloodpoints and bring a Map instead to see the resources around them whenever they want. Instead of players having to level up Dwight immediately for Bond to see their teammates near them, they can just bring a Key and figure out where their team is on their own.
Additionally, the previous Map "Red Twine" add-on (which tracked all Killer's belongings) used to show you props such as Trapper's traps. Absolutely unnecessary nerf to an already bad killer. This rework got rid of that add-on and gave us the purple Sharpened Flint add-on instead to show only Totems.The "WoO" effect of the new map could easily be a new add-on for the old maps
They are terrible now. It didn't need a rework, just a buff.
-
Clown being too fast has nothing to do with the haste stacking. Clown was always able to stack haste, and he wasn't a problem back then.
-
@SoGo said:
Ok, I will likely be in the minority here, but I actually think that the charge changes are a significant upgrade.
Sure, feathering the Maps/Keys made it last way longer, but with Maps you had so much stuff on the screen you had to hold it down a bit to actually see where everything is.
Plus, Crystal Bead did NOT work well with feathering too. Now, you can see everything way more clearly.
Plus, you rarely need that many uses.
The only add-on for which this is detrimental is Blood Amber, as that was genuinely good when you were tapping the key instead of just holding it.
Old maps needed the hooks to be removed, thats all. They should only reveal gens, totems, chests and exit gates
-
They need to buff to 5 seconds
and remove the "inside the terror radius" stipulation
then maybe its gonna be an okay perk
-
Basically yes
-
@ThatRyanB said:
I appreciate the different perspectives in here! If you don't mind me interjecting to ask two questions (since I'd love to share this feedback with the team):
- What is one change that would increase your enjoyment of the Map item rework?
- What about for the Key item rework?
Maps: show aura of generators, chests and totems in a range.
Increase range with add-ons
add-on to show the aura to teammates. Maybe basekit to iri maps
Keys: show aura of survivors in a range when using
Show aura of the killer in a range with an add-on
Add-ons to increase range
Ah, and give them charges like medkits, toolboxes and flashlights have -
Please BHVR, revert the map and keys change
-
@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975159#Comment_3975159
Have a friend that farmed Skeleton Keys using Exultation and the add-on that let's you keep the key after dying. He got more than 600 just for them to become trash now.
OOOOOFF
-
@RizeKagune said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975159#Comment_3975159
In their defense nobody ever used them even before the changes.
Because they were weak items. They needed a buff, not a complete rework
-
Maps and keys are dead
very unfortunate
-
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975052#Comment_3975052
It’s a good perk still, but they could have kept the other effect with it.
I think this new effect should have been a new perk
-
Please BHVR, revert Streetwise rework
its trash now (not talking about the bug)
-
@UnicornMedal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973629#Comment_3973629
It's their attempt to micromanage play so that you never bypass the system to give up. Essentially they only want you to give up via DC and for that DC to be a harsh penalty. Why a game like DBD warrants such harsh, borderline invasive means to address the problem is anyone's guess. All I know is that this attitude has been prevalent since MMR and their desire to make the game more comp.
Part of the community is responsible for the devs to suck the fun out of the game
-
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3973629#Comment_3973629
Because you can intentionally try to get killed fast in other ways. What they're attempting makes sense. Unfortunately it just doesn't work and almost certainly never will.
How does the game discern whether the survivor is being tunneled or intentionally wants to go down? Well, I'm pretty sure its impossible for it to know
-
Maps are completely dead
Keys still open hatch so not 100% dead, but keys without blood amber are useless
-
If survivors can't unhook themselves anymore, whats the point of this system?
I dont get it
-
@Choaron said:
BHVR has been on a roll to remove as much skill expression and skill ceiling as possible from killers for the past 2 years.
Skull Merchant was the start of everything
-
Apparently all killers should be as strong as Nurse, Blight and Spirit
-
Less useless map and key add-ons to obtain
-
I'll pass
-
@ThatRyanB said:
Coming back to this thread to confirm that, yes, the team pushed a fix for this issue today, which lowers the required quests for these cumulative quests. As an important note, you'll likely need to play one match in order for these in-game quest values to update.
Thank you so much
-
Not every killer should be for everyone
-
It's just a badly designed killer overall
-
I had 2 killer quests to complete the entire rift quest list
I was playing right now and I got the final banner, even though I didn't complete those 2 quests
I don't get it lol
-
Honestly, thats my message to BHVR staff:
At this point just give the banner as a code for "free". Its easier, faster and cheaper instead of investigating issues and solving it one by one
-
I opened a ticket about the missing reward
-
Can you please just give the banner to every player at this point?
-
@ohheyitsbobcat said:
There is a bug report on this but for those that still don't know, sometime back they changed the "complete 3 quests this week" to no longer count progress; apparently they were never intended to count in the first place.
They also removed the progress that these quests gave but it broke the counter. So if say it said something like 43/48, after the change you were actually at something like 39/48 but the counter doesn't properly reflect this. If you do enough quests to pass your old number, it will start to update properly. So if your actual number after the change was 39 and you did 4 more quests that weren't the weekly one, it would finally update to 44 and work properly.
What this effectively means is that if you wanna get the 48/48 banner you have to do every quest since there are exactly 48 quests not including the weekly ones. Apparently they always intended for people to do every quest in order to get the reward.
Hopefully they extend the rift since I don't think many people know about this being the issue. That or just give everyone the banner.
TL;DR You have to do every quest if you want the 48/48 banner.But thats deceiving and not my fault
-
30% bigger when healthy, 50% when injured
Teammates performing an action with you also have the bigger area according to their health state
-
I already recommended for the "kobe" and hook progress bar to be separated, but people think letting survivors have 3 free attempts of 4% is too broken
Theres other way to balance it out, such as if you unhook yourself without the help of other perks you don't trigger your anti tunnel perks
Or even better, rework LUCK to affect killers as well. The bigger the luck in the trial the better the chances of less pallets spawning in the map, just an example.
-
Why we should care if someone DC? They are already getting the penalty, and bots are replacing them. Don't people say bots are better than solo queue teammates?
-
Judging by the dislikes, people LOVE to be held hostage in hopeless matches
crazy
-
Ah and when the exit gates are opened as well
-
3 main buildings is a stretch
most of the tiles are mid to weak. The 2 houses are basically "strong" tiles
If the houses are removed then they need to be replaced with other tiles such as jungle gym, TL, etc
Let's not nerf to the ground to compete with Lampkin Lane as the worst map in the game, okay?