Rulebreaker
Rulebreaker
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@Lavoonus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109300#Comment_4109300
Shoulder is still very effective against non tunneling killers, arguably more effective than its primary use.
Let's say a tunneling and non tunneling killer each get 4 hooks against survivors A, B, C, and D. The tunneling killer hooks survivor A back to back, with survivor D using Shoulder to take their second hook state. Since this killer is trying to tunnel they're proxying the hook, so once that happens they can chase A or D, down them in one basic attack, and have a survivor on death hook. From there they can tunnel whoever they chose to hook, and if they're Jason or brought a Mori offering they don't even need to worry about survivor D having DS. In this case the tunnel out was delayed, but by 4 hooks 1 survivor is dead and another one is a hook state down.
For the non tunneling killer, let's say their first three hooks are on A, B, and C. Afterwards, they run into A again. This would put them on death hook, which means that even while going out of their way to not tunnel they would still force survivor A to play very safe afterwards to avoid getting sacrificed. However instead, survivor D recognizes this and uses Shoulder to take their second hook state. Since the killer isn't planning to tunnel they were most likely not proxying the hook, so they end up with 4 survivors with one hook state. None of them are close to being sacrificed yet so there's no need for any of them to play safe either, they are free to focus on pressuring gens. Shoulder being used once completely eliminated the pressure of the survivor getting found again, with no extra danger from the exposed due to the killer not wanting to proxy their hooks.
Would it not be fair to say the tunneling killer is more likely to win their match from here than the non tunneling killer?
One more example: A killer's first hook is on Survivor A, who has Deliverance. They seemingly lost their chance to activate the perk, however survivor D uses Shoulder to take their hook state. Now the killer has a choice, they can either tunnel and still prevent the perk from being used or they can ignore it and leave the opportunity to be punished later when they hook survivor A again. Is this not a situation where the killer is given incentive to tunnel?Again, not really.
For this scenario as the tunneling killer is focusing on A the rest have the time to focus on gens realitively unimpeaded and without fear. A tunneling killer would NOT switch to D (as per a high amount of basic definitions of tunneling) so the part of D having to worry is redundant. The only time wasted is getting the correct survivor to get the unhook as once the unhook happens the tunneler will almost usually stop whatever they were doing and rush back to the hook. This time would depend on positions but if this is a organized swf like the OP mentions, then it will be negligible as they can…well organize themselves to be where they need when.
For this scenario the survivors did not have all that time completely free and assuming that "playing safe" means being near useless. I've both been and seen people on death hook "play aggressive" so its not like it actually forces anything. This scenario the killer is basically spreading their attention around anyway so things would be pressured even if no one is on death hook and theres probably more time used healing or now theres multiple easier downs instead of them glued to the gens as the killer did pressure the others in that scenario. This is also assuming that the killer wouldn't proxy hooks, people freely do that without tunneling such as waiting for the unhooker and going after them, chasing survivors around said hook or nearby, etc.
Both these are also not even looking at the long terms after those hooks. How many gens would get done during each scenario? My money is on the first scenario would have more gens done while the second would have some with progress but fewer actually done.
The tunneling killer would be more likely to win regardless as thats kinda a big reason why people tunnel. Its easier to win doing it. In these scenarios however the answer is no due to the above mentioned long term.
A very specific scenario that the killer would have no way of knowing regardless? Thats a pretty poor example. And no, the killer isn't given an incentive to tunnel from THAT because they have no way of knowing if deliverance is in play or not.
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@Mysore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109287#Comment_4109287
Of course it makes a difference—I'd take two decisive strikes, not to mention the other shoulder hits.
…Read this again:
IT DOESN'T DO MUCH IF YOU DON'T FOCUS ON ONE SURVIVORIts the one survivor part you seem to miss.
Let me ask this: Are you tunneling?
If yes, shoulder is working as intended and making it very difficult to tunnel a single survivor out in that manner. If no, then shoulder is not really doing anything that would affect you.
Also if you'd please explain this:
I'd take two decisive strikes, not to mention the other shoulder hits.
I don't exactly know what you mean so before i make an ******* of myself could you please clarify?
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@Mysore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4109253#Comment_4109253
Over time, more people realized just how broken this perk is. In SA, because streamers were racking up win streaks with 3–4 shoulder pads and 4 toolboxes containing new parts, this became an epidemic—almost every match now has SWFs with 3–4 shoulder pads and a toolbox to speed up generator repair. In other words, SWFs have toolboxes to speed up the generators and, on top of that, a perk on 4 survivors that delays the killer from eliminating someone from the match—do you understand how serious this problem is?
See though, it really ain't. Reminder to the people that it TRANSFERS hook states. It doesn't delete them, it makes it so the unhooker has the hookstate.
Now assuming you didn't tunnel... what happens? Not much, a surprise living or death hook at best. What happens when you do tunnel? You end up hooking that single survivor alot more times.
Now for clarity I'm going to repeat this again: IT DOESN'T DO MUCH IF YOU DON'T FOCUS ON ONE SURVIVOR. "Delays the killer from eliminating someone from the match", so does SB, so does DS, so does DH, so does Overcome, A LOT of perks do this. This ain't special.
Like really people…your problem above is with the toolboxes and a unhealthy desire to tunnel, not shoulder.
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@Mysore said:
“Shoulder the Burden” at high MMR is becoming a serious problem. This perk is making organized SWFs practically invincible. Killer players are being punished for playing well, since this perk nullifies all of the killer’s good plays and all of the survivors’ mistakes. Did I play well and take down the survivor quickly? Shoulder. Did the survivor play poorly and die quickly? Shoulder. The only way to TRY to prevent getting Shoulder is by pressuring the hook up close, but anti-camping doesn’t allow it. Behavior has no way to win a match at high MMR without taking out a player quickly, and this perk in the hands of good SWFs—with 3–4 Shoulders—completely nullifies the killer’s chance of winning the match. Quite simply, the game is relying on SWFs winning matches not through skill, but through the repetition of Shoulder, DS, and DH. Either remove anti-camping so we can deal with Shoulder up close, or change this perk, or just allow it to be used only once on the same player—because it’s not fair to be matched against a killer knowing I’m going to lose to a team repeatedly using Shoulder The Burden.
...ya know I still don't really GET why shoulder has suddenly become a problem now. It's been what? A year or 2? And it still does the same thing, still only really affects tunneling... like what really changed?...did tunneling somehow become MORE popular than it was already?...
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Victory wise, winning is defined by the player as seen above.
Lore wise both sides are to feed the entity with emotions and are rewarded accordingly. Killing the survivors in a boring but practical manner doesn't generate as strong emotions as sparks of hope getting snuffed out in a brutal manner.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107854#Comment_4107854
I feel like if they DID wanna introduce a separate game mode that is just for separating competative players from casual... you're right in that there would need to be some kind of prize limited to the competitive queue as well as more strict matchmaking. Im not sure if overwatch is still doing it, but I remember earning a special currency that was used to get weapon skins. Higher competitive rank= more special currency at the end of the season. This gave a prize for competitive people to push for on the ranked queue, which kinda left the the unranked mode for people who didnt wanna lock in so to speak.
The only issue I see for DBD is its asym nature brings a unique problem. For overwatch, both sides had a mixed bag of player ranks so even if you were high rank, you'd have low rank teammates to even things out. For DBD... you cant really do that when you have a "team" of 1.
To be fair, mmr would, in theory, allow things to relatively even out as is supposed to find relatively fair matches, yet we all know how it actually works.~
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107408#Comment_4107408
You still have BP gains, changes in your killer or survivor rank and the Iri shards you get from leveling up. I guess you could include an item from a chest too, lol.
The prize for Congo mode is mostly the cheap giggle if the ghostface couches down to be on the end. You go in fully expecting to not get nearly as much as if you were playing seriously.
Yet you gain BP in both scenarios and the ranks are simply for more BP which aren't used for much except offerings (90% of the time for more BP) or items you could get from a box. Now this is subjective but to me this lowers the "quality" of the "prizes". If these prizes are worth it then it's the same to me as if the above overwatch match has the prize of "honor of making a comeback" or something similar.
I could be wrong but as far as I noticed (aka not at all) performance in a trial doesn't effect the increase you get player levels. Regardless of that, you still do get increases in player levels win or lose (this I DID notice) which renders it the same as the above BP.
And due to the above getting things regardless win or lose, there's a decidedly lack of stakes.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107383#Comment_4107383
The lack of a prize of any kind as well as no stakes makes it casual. The only thing the object being present really did was prevent you from staying on 1 map. "Winning" or "losing" changed nothing.
But there's a lack of prize and no stakes in normal DbD...which leaves me wondering why dbd que is "competitive mode".
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107368#Comment_4107368
Competitive=people are competing
If you want a casual chill mode, take out the competing. Theres no "winning" there's no prize. You can have that right now in DBD. Queue up with a group of 3 of your friends and say "Let's see if the killer will join our congo line". Then load in, fast vault afew times and start crouch walking behind each other.
So I take it the above overwatch game would fall under "competitive mode" even if you joined last minute? Cause it seems like theres only one thing that makes it "competitive mode" which would then make everything that has/can have competition be that regardless.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107319#Comment_4107319
Who are you really winning against when the players are changing the entire time? Sure, theres nothing really stopping people from pushing the objective, but it gives the same energy as a 1v1 custom match in DBD and instead of doing the chase…just jumping in the hatch. You get nothing from it except an eyeroll as I queue up the match again.
A casual mode in DBD to me at least would just be a mode where downs and generators dont actually mean anything. You can hop on a gen to see how fast you can finish it with hyperfocus or something, but thats not progressing anything. On the other end, Hooks and downs dont mean anything and pallets respawn after awhile too. The game only "ends" when you pause the game and hit the leave game button.
You get nothing from it except an eyeroll as I queue up the match again.
Kinda sums up everything I think about the hyper competitive lunatics here in dbd
Regardless of that fun thought, it doesn't matter who your winning against as you've put simply that both sides were trying to win. If they're still trying to win, is it competitive despite having changing members? If not then it becomes subjective correct?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107315#Comment_4107315
People trying to win. When Im dumped into the last minute of an overwatch match, I really couldn't care less about the results of a match I wasn't apart of for the majority of it. My goal is to use the time to practice on a different character, not to progress the objective. As long as the win-con objective is still a major part of your match, its going to be competitive.
Yet people are still trying to win in that match, even if not you specifically, does that then make the match competitive or is competitive going to be subjective to the whims of the beholder?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107294#Comment_4107294
I haven't played aton of different games with a separate competitive vs casual mode, but I know in Overwatch when you select their unranked mode its mostly just treated as a chill shooting gallery that people hop in and out of. You COULD hop in a match and it be almost over because the teams have changed several times already. Instead of stressing out on if I can win a match that'll be over in 1 minute anyway, I might try out a character I dont normally play as.
Yes, which brings me back to what was asked: what makes the normal selection "competitive mode" instead of something like that?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107004#Comment_4107004
That both sides are trying to win. A "non-competative" mode would essentially just be a sandbox mode where there's no gens or hookstates and such. Hop in, screw around and dip when you get bored.
So when we mention "competitive mode" we're thinking along the lines of what League has. Normal, Ranked, misc like ARAM. If all it takes is pvp, or more extreme anything where something is trying to win, then everything is basically competitive mode.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106995#Comment_4106995
Its still in the game. Everytime your playing against a Jason, thats the hitbox your dealing with, lol.
Someone else can do the kylo TRAITOR gif, I'm to lazy
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@Mr_K said:
Normal mode is competitive. What players have asked for is non-competitive which is a pipe dream at best.
What actually makes it competitive mode though?
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@GentlemanFridge said:
I see your proposal and raise a skin that changes Judgment's staff into Jim the iron beam.
I miss that hunk of metal....
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@Oputeev_Stas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106532#Comment_4106532
Max 10 killers are kinda fun, others no, plus camping and tunneling plus slugging exists so survivors have some valid reasons to leave…
Fun is subjective. Camping and tunneling does NOT give the excuse of rage quitting. The only valid reason would be a real life situation, a game breaking bug, or a literal cheater. The rest is excuses.
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@esarraf said:
It'd be good if they just got rid of killers whose abilities totally negates the whole point of the mode.
This. As much as I want everyone in, certain killers NEED to not be able to cheep it before they join.
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...is it sad I'm imagining the power puff girls alien broccoli? Just a walking talking stalk with a peashooter?... I kinda think it's sad I'm thinking that
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105787#Comment_4105787
What about survivor bully squads? Where is THEIR empathy? It has nothing to do with empathy. It has to do with this is a game with clear goals. Survivors repair generators to open the exit gates, killers try to stop them by putting them on hooks. Beyond that, as long as you aren't cheating or exploiting bugs, how either side chooses to achieve their goals is up to each player, including the worst survivor bully squads.
You really don't see people complaining about bully squads? Regardless of that it does regard some empathy. If everyone goes full optimizing cut throat what happens? A large amount of players leave the unfun cesspool it becomes. If the lacking a certain level of empathy causes people to leave then there's no game. Yes this applies to swf bully squads and they need to do it too.
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105034#Comment_4105034
Never said both sides didn't have rulebooks. That's my entire point. The Survivor Rulebook has no meaning, the Killer Rulebook has no meaning. Play how you want. You can't tell me not to tunnel just as I can't tell you not to gen rush. It's all absurd.
Is it really that absurd to want a basic level of empathy?
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@Tangential said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105672#Comment_4105672
They're engaging in deleterious behavior when there is "something to go on" too. They have no idea how long chasing that other survivor is going to take, or if they're going to be able to remember where they left the slugged survivor minutes later after having been run halfway across the map. A healthy survivor revealed by Infectious or even seen in the distance could still absolutely take most, if not all of the bleedout timer to down when they have no regard for conserving resources. It's still wasting the slugged survivor's time. Maybe not AS much when they already have an idea where the fourth survivor is, but the problematic situation is just as bad whether they have any idea where the last survivor is or not.
It is a terrible rationale and doesn't excuse doing it because the killer thinks that the harm might be less egregious compared to the alternative.
This may be a personal thing but if there is something to go on that wasn't specifically triggered by the killer (ex: 3rd down and THEN goes hunting with "Phantom Fear" or old "Ultimate Weapon") I do not count that against the killer whos slugging for that 4k. The survivor who just ran by as the chase finished, a gen popped as the 3rd went down, that stupid survivor that thinks theyre hiding behind that rock in view. The killer has a lead, they can go at minimum check it as long as they don't take forever as searching. I do not expect either side to play "stupid" as long as "smart" isn't actively harming or stalling for "stupid" reasons.
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Depends how its used.
Is tunneling and camping one survivor at 5 gens effective? No. Is it likely gonna be considered toxic because your effectively denying one person from playing the game? Yes.
Is slugging when theres flashlights around the smart play? Yes. Is it gonna be called toxic? Not by anyone reasonable because that would be explicitly stupid to pick up someone in that situation.
Is slugging everyone to bleed out effective? Can be depending. Is it gonna be called out as toxic? Ohh absolutely.
Is doing gens with a gen build effective? Probably. Is it going to be called toxic? Depends on the person.
Is doing gens with a gen build and the killer trying to tunnel a person and failing effective? Defiantly. Is it toxic? Not by anyone reasonable.
These are tools. You can easily build a house with a hammer just as easily as you can break someones head and depending on which you do with these tools, yea it can be toxic.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105625#Comment_4105625
"See...that sounds exactly like double standards if I ever heard it…
It's not ego to want the 4k...but it's ego to want the 4e...like most at least try to hide the double standards they have mate…"
i was asking if slugging for the 4k is ego then wanting the 4out should be the same. it was asking if one is ego is the other.
"Ignoring the fact of you lumping all survivors together: If they were going to be toxic about getting the hatch, they were going to be toxic
regardless. I've had surviors boast random things, infact durring the banquet event one of those groups were harping about how bad i was…despite the fact i got enough downs to kill them all twice over. Slugging for the 4k is not going to fix it, it instead brings a different ego AND makes innocents miserable."if it stops some survivors from being toxic in end game chat i will slug for the 4k i already get enough death treats from survivors when i play both sides so anything that reduces toxicity ill do.
i was asking if slugging for the 4k is ego then wanting the 4out should be the same. it was asking if one is ego is the other.
I would recommend choosing your words more carefully then as that is not how it reads. If you want my answer to your question above, they are actually not quite the same. Different roles remember.
As survivor you are trying to help another person escape and "win" as it were. You "win" when you get out regardless of everyone else yet are going the altruistic route in trying helping someone else. It may have some ego depending on person but its also being put to a cause for others AND doesn't stop the game in its tracks since this creates a risk of more death and losses.
As killer you "win" at a 3k and are trying to get a tiny bit more for you alone. The killer is actively "hurting" others when slugging for the 4k with nothing to go on (I specify "nothing to go on" as something like seeing the last person as you down the 3rd or similar would mean your not explicitly wasting time looking/waiting for the 4th) and practically stops the game for however long is left on the slug's bleed out timer. You have the grand total risk of one survivor getting lucky while you as killer win with most the reward if you'd simply kill off that 3rd survivor. There are a few cases where this isn't pure ego (mainly adepts) but the majority are pretty much so, at minimum for me and my friends (and a whole discord server), as seeing things like pain res on a Nemi, a blight with quad aura, or something of the sort whos then goes slugging for that 4k kinda shows they aint doing it for the adept.
if it stops some survivors from being toxic in end game chat i will slug for the 4k i already get enough death treats from survivors when i play both sides so anything that reduces toxicity ill do.
…and when i explicitly pointed out it wont reduce any toxic behavior or when others point out it may increase toxicity it flies right over your head…
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105331#Comment_4105331
Its not ego they just want the kill its that simple is it ego that survivors want to 4 out. Also survivors get a big ego about getting hatch so slugging for the 4k stops that toxicity.
Its not ego they just want the kill its that simple is it ego that survivors want to 4 out.
See...that sounds exactly like double standards if I ever heard it…
It's not ego to want the 4k...but it's ego to want the 4e...like most at least try to hide the double standards they have mate…
Also survivors get a big ego about getting hatch so slugging for the 4k stops that toxicity.
Ignoring the fact of you lumping all survivors together: If they were going to be toxic about getting the hatch, they were going to be toxic regardless. I've had surviors boast random things, infact durring the banquet event one of those groups were harping about how bad i was…despite the fact i got enough downs to kill them all twice over. Slugging for the 4k is not going to fix it, it instead brings a different ego AND makes innocents miserable.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/470687/why-do-killers-slug-for-the-4k-so-much
because alot of survivors get an ego about hatch so if I slug for the 4k is see less ego survivors. Also its the same as 3 survivor going for the rescue after gates open they just want to get everyone out like killer wants to kill everyone.
@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104766#Comment_4104766
Ya survivors are toxic when it comes to hatch they act like they bested the killer super toxic.
@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104811#Comment_4104811
your right survivors get a huge ego about getting hatch even when i spawns right under them.
@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105016#Comment_4105016
Survivors complain about tunneling and slugging when it objectively doesnt happen so sorry I dont take think its as rampant as people say.
@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105009#Comment_4105009
Why do survivor have such an ego why shoudl they be able to hold the killer hostage for 2 minutes. Whats wrong can survivors not handle being on the ground just tab out or go to the bathroom its what killers are told to do. Survivors get a massive ego about getting the hatch and alot of killers just dont want to deal with that as well alot of killer challenges need killers to kill so getting 4 killer vs 3 can be the difference between finishing the challenge and starting another or having to play another match before getting to do a different challenge. Survivors are such victims complaining about litteraly everything killers do and they still gi e up under hook repeatedly.
Sooooo the gist of what I'm seeing here is because one group of survivors were egomaniactics means that as killer you must now be egomaniactic as well to every other group of survivors even if they had nothing to do with it...did I sum this up correct cause I really only read the first two
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Generally speaking yes i have fun. Occasionally a horrible match here or there (and i don't mean horrible as in losing…) but throwing those out my head makes everything fine.
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@Brimp said:
Because Third Seal is a hex meaning can be taken out the match unlike old knock out. And even then, it requires an M1 to blind one survivor at a time. Its honestly fine even if a bit underpowered.
You can use m2 after they buffed it to work with those
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@Lethal_premium said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4103527#Comment_4103527
Tunneling just bring DS, works great even if they're not tunneling. Plus tunneling is a strategy not a perk, and is countered by perks.
Also, unhooking is required to not let your team die? So a perk tied to it gives you bonuses for doing a thing you are meant to do.
And cross was a problem if you want; I can link video compilations of me escaping chases with it.
Also look at Jason; his add-ons got gutted for no reason besides crying from survivors. I play 50/50 and can tell you he was easy to counter, take chase and avoid projectile and zoning every killer can do that but Jason can't?
Tunneling just bring DS, works great even if they're not tunneling. Plus tunneling is a strategy not a perk, and is countered by perks.
So the survivor needs to bring a perk to slow something base kit. Keep in mind that if survivors run something enmass people complain (DS has already been complained about many times and look at SB now) and how this doesn't stop tunneling, only delaying it by who knows how much. It doesn't counter it, especially on its own and, this is where i have a major problem with your comment:
works great even if they're not tunneling.
it does not work well if the killer does not tunnel.
Also, unhooking is required to not let your team die? So a perk tied to it gives you bonuses for doing a thing you are meant to do.
So do you know what the Deli problem (or part of it anyway) is? If you run deliverance you must get a safe unhook before you get hooked. This means that particular survivor needs to do their absolute damnest to not get found and hooked before someone else (lethal pursuer + luck = SoL…and thats one version), you need to get to that unhook without being seen/caught first which is the important bit as your likely going to have to race to that unhook to make sure no one else gets it before you do, otherwise you have to wait till someones hooked again to even try to activate it, all the while hoping your not next on the chopping block.
Fast track now has that similar problem if less extreme. If your chased and caught before you can unhook, no value till the next persons hooked. If someone else rescues before you do, no value till the next one. Your very likely to fight your team as a solo survivor over this.
And cross was a problem if you want; I can link video compilations of me escaping chases with it.
If i recorded i could show how it didn't save survivors despite using it. Just cause you or I get different results doesn't mean it needed hit immediately or not does it? Not real testing period means who knows if people would properly adapt.
Also look at Jason; his add-ons got gutted for no reason besides crying from survivors.
…Jason got a light tap all things considered. You apparently saw fog vials got actual gutted for no reason besides crying from killers. THAT would be an example of gutting.
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Ahh why not earn some ire
- Reactive healing. Its one of the very few id consider outright bad. With how common hemorrhage is and how someone needs to lose a health state nearby to work and cant heal fully anyway, would like to see either a nicer effect or a passive in addition such as "you get healed faster based on the number of injured/dying survivors" or something. Maybe those permanent health charges up to a certain point?
- Treacherous Crows. The effect isn't bad, but the effort and drawback isn't often worth it. I also personally don't like it "streamlined" with weaving, should give something like permanent oblivious or something else and remove the terror radius requirement with a longer visual and CD on procs. Make them different, make them unique.
- Hex: Two can play. Its cute but not worth it. Nearly ever in my opinion, even for a laugh which Rulebreakers highly value so that says something. Personally would remove it as a totem, make it so it works from the start with no requirement and the blind lasts as long as yours does ie: any increase of blind/stun duration increases the power of this perk. Stuns from certain things (DS) wouldn't trigger it in this ideal idea.
- Insidious. I don't like how it works by staying still as the killer (also maybe some left over grudge from camping bubbas). Id rework it to something different. Survivors suffering from a general debuff (aka not killer specific: hemorrhage, broken, mangled, deep wounds, exhausted, blindness, etc) have their action speeds reduced (mainly thinking repair speed, healing, sabos), scaling as the number of debuffs are applied. Numbers yet determinable. Heck maybe make it a hex if thrilling gets beat enough.
- Genetic Limits. This is mostly because i want it to fit the name better. Whenever you injure a survivor, certain debuffs on that survivor last an additional 5-10% longer up to a maximum of 50% longer. So the more damage you do to that survivor, the longer the mangled, exhaustion, whatever lasts bar deep wounds. No need for THAT again.
- Object of Obsession. Burn it. Erase it. Remove it.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102510#Comment_4102510
It's only hostile if you read it to be.
The post very very much reads it
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@random1543 said:
I wanted to reply again to topic now that im home
if you come of as snarky in post people will downvote, I actually commented on one of your other posts other day about Chaos shuffle ad ons and you had a snarky second paragraph towards survivors, of course that's gonna get downvotes when you add that sorta line to it, and I don't think that specific thread would of had as many downvotes if it was not included.To be fair, snarky with a valid point tends to win just as many up votes as down from the crowd. Generally people just dont be snarky and correct at the same time and just be snarky and make themselves look dumb.
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Your not going to get good info outta me, i dont complain about the roll
No general approach other than look at whats where and find survivors at the start. Theme boils down to "[playfully] attack survivors till annoyed" if im understanding right.Perks depend on the "character" and whatever theme we Rulebreakers give. Ex: Aritst must run both crow perks (obvious reasons), the jabberwocky must run dragon's grip (also obvious reasons), Trickster the popstar must run starstruck and lightborn (what attention seeker doesn't like the spotlight?), Deathslinger has dead/death perks (cause we find it funny). Personally like "denial" and undetectable perks ex: languid touch, third seal, dark devotion.
Favorite being Artist but generally play the random game bar Nurse and Twins. Dislike looking at the ground and blinks cause my brain to keep "resetting" for lack of better words. Every time I touch the twins something breaks so i kinda just…stopped.
Generally they go well despite the occasional stomp on either end. Everyone bar 2 killers (ironically not the 2 above) is sitting around 60 kill rate at least so thats something.
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Please leave bird lady alone ppl
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100933#Comment_4100933
So you are against abanfon in general even against existing ones, or you just hate it on obe side while on other you deffend it like politician caught in corruption?
Honestly for the most part yes, me and my brothers wanted exponentially quicker bleed outs. This is what we all got. We HATE quitter talk. But this has nothing to do with the points does it now?
Secondly Watson, if you're a politician everyone already knows there's corruption around you, no one bothers to properly defend themselves anymore
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100734#Comment_4100734
I find it quiet poetic when one side can skip few seconds by abandon or force abandon while other cannot and must bare it to bitter end.
I get you worries about too many give it up but isnt it same on other side as soon they dont like something they dc or force abandon by going all down and yes you can easily force killer to down you all if he hooks survivor unless he stays at place and does nothing.
One side is different than the other. One side is much more able to dictate what happens in a trial. One side can often punish the other when they anger the one another.
Those remaining that "force abandon" (odd term, isn't it more "rage quit"?) need fixed yes, preferably with penalties, but that's not a reason to give another abandon button.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100792#Comment_4100792
ow so again no respect for the killers time like usaly. why do o have ot push people out just leave its not hard stop being toxic and just walk out the gate all your doing is wasting peoples time. and the survivors can just hide making it so you cant push out survivors because they are in some random corner hiding to specificly waster the killers time.
When the time disrespected is your own fault then no your not going to get any respect. You want sympathy for something you can do about, your more likely to find it buried 6 ft under than from me. I'll refrain from reminding why people started complaining that got the abandon system in the first place...
And I've STILL yet to experience survivors hiding in some corner of the map when the doors are open. It's been near a decade.
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@Massquwatt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100734#Comment_4100734
Earning a pittance in points for power use/pallets is hardly what I call agency and neither is ushering out survivors to end the match. Giving an abandon with a replacement of an afk bot is a lot more respectful to both parties. The killer can skip the EGC and get a headstart on matchmaking while the remaining survivors can use that extra 2 minutes to complete any challenges they might need to do before leaving. A killer who thinks a game is lost is not going to engage with the match no matter how much you might disagree, the most practical solution is to just give them the bot so it doesn't abruptly end the match for survivors so their time is respected as well.
Yet the killer can choose and can do no mater how much people disagree. Could you end the match at any point by kicking them out? Yes. Could they open a door and do absolutely nothing after? Yes. Could you say "screw them" and target practice hatchets as huntress? Yes. If they dont engage thats them but nothing is stopping the killer from doing anything. Its all their freedom of choice.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100711#Comment_4100711
In moment you dont have any preasure, no perks to help you, gates are 99 or opened and no survivor is hooked, slugged or chased away from gate at that point you are just strawman who has nothing and have to push them out at best unless they are super stupid and give you free hook which in that situation is almost impossible.
Thats why abandon should be there because only the killer knwos in what situation he is at the endgame and it should be his own decision if he proceeds to call it gg and abandons or he has potencial to gain something like more hooks or kills and stays there to finish it.
Which is still alot more practical agency compared to what the survivors can do. The killer is not forced to sit that whole timer despite peoples claims to the contrary, the killer can still earn points via powers or pallets, the killer can still get lucky with an idiot survivor (and we all know theres plenty of those). The survivors meanwhile can do what when they abandon? 4slugged/on hook: Crawl and pray that someones got a perk.
You know as well as I that if you give the abandon as soon as the endgame starts that alot of people will simply abandon right then and there because they THINK they can't do anything and "lost". People don't like to be rational on dbd.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100513#Comment_4100513
Thats luxury you will get downvoted for here.
Many people deffend this because to them killer has agency but thats not always the case its just double standart that can be easily changed I believe but I dont think it will changed.
When exactly does the killer lose agency to the point they can not do anything practical?
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100430#Comment_4100430
See my thinking would be to add it as a mechanic across the several killers with no traversal power. Namely: trapper, pig, doctor, skull merchant, myers and bubba. Mayybe deathslinger, pyramid head and huntress too, but they have ranged attacks and need it less.
To each their own. Without doing an individual basis there's less chance for the devs to break something, or if they break something to quickly get their **** together due to it being a general thing and less headaches thinking about each individual. But that's our reasoning.
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Amen for the grand return of Tryks and her humourous commentary
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4100351#Comment_4100351
It is a good idea. Implementation would be interesting.
Would it only be for chosen killers who need the help or across the board as a new base mechanic? Would these portals be accessible by survivors too? How would this affect overall game balance, like other portal ish killers like demo and springtrap?
Wed say: Across the bord, survivors no, unknown effects but would definatly shake it, most portalish killers either already have/can set up near important locations (sadako, demo, xeno, unknown, freddy) and some already get bonuses when they use their teleport so these would have no sort of bonus aside from going from A -B (springtrap gets stealth, sadako spreads condemed, xeno and jason can potentially find survivors, etc)…but thats just our thoughts. Let the forum go rabid thinking.
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This is probably asking the stupid question due to it being somewhat an obvious solution but why not tweak something similar to the portals from the banquet, killer only or not? Set up obvious "doors" around the map so killers know where to go and survivors can keep an eye on. While mobility killers still get an edge by being able to "search" while moving across or cut through the middle man as choice, killers who would need to get to one end in a hurry can use them. The main negative thought of (for all of 10 seconds but still) off-hand is making Springtrap less unique. Theres been past talk of a "killer tunnel" in the basement and the like of having something to get killers from end to end. This would somewhat solve the mobility problem?
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Honestly id like to see something like this if nothing else. Personally don't really care about vigil all that much, but nothing killers have really buff status effects so it'd at least be neat to have and try.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099730#Comment_4099730
You are talking about Specialist, I'm talking about Scavenger.
Fair about specialist scavenger mix-up but the point remains similar. Time with music then burn a toolbox then hope you get those skill checks (while slightly migated by the music is still RNG) then you burn your box again at penalty or do the gen normally at penalty for 30 seconds. This is all the while hoping the killer doesn't find you, hit you with regression, blockage, etc during all that. Others are much more consistent with less risks of time sinking.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099543#Comment_4099543
I played all these perks and making 1-2-3-4 less of genrush scavenger combo and more of autodidact combo would be fairer.
You can bring comodious toolbox with charges add ons, and fully refill your toolbox before you finish gen having multiple full toolboxes per game. Something not even built to last is capable of.
Elan, Im going to do my best and be civil here so I implore you, I'm BEGGING here, please read what you've typed, both here and your original post.
For that whole scenario you need to search multiple boxes, play for 15 seconds, and hope the killer doesn't chase you or you have another survivor nearby or it's basically wasted effort. That's the generous version I have for you. These nerfs you want... they're not good mate, let alone not needed. And putting everything into the dirt doesn't help your supposed cause, especially since I've only seen the tambourine and parental guidance in kyfs (not counting myself).
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099533#Comment_4099533
Yeah well it's accurate enough to show that the kill rate isn't anywhere close to actually being 60%, even if you give it a very generous margin of error.
Before Jason dropped I was watching the stat and it was steady at 48% for a while.
Brimstoneslinger is right. Survivors got info on the HUD, higher pallet density, anti-facecamp, basekit BT buffed up to 15 seconds, longer hook states, a gen regress limit, hook grabs removed and I'm sure we're forgetting something else. Meanwhile killers got 5% kicks and … what else?
But kill rates haven't fallen in the last 3 years because NiGhTlIgHt Is iNaCcUrAte.
https://us.v-cdn.net/6030815/uploads/3WCBQTD57K0R/austin-powers-right.gif
...isn't nightlight stats supplied by the people? Meaning it's only a piece of the players? And that it's only the games that these people submit, which means it's more likely to be faulty no? Which then wouldn't paint an accurate picture correct?
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4099535#Comment_4099535
I do believe they need tweaks so more perks have room to breath. :)
How does the nerf to the tambourine perk forward that goal exactly?
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@Elan said:
cross examination - after the nerf if the perk has impact on the losing killer, the linger might be removed entirely
made for this - the self protection creates scenarios of full invincibility with no counterplay simply for healing. Should be activated after at least 50 % of heal progress is healed.
we gonna live forever - revert the activation requirement: unhooks, protection hits
champion of light - the haste should be lowered to 25 % if left at all. This allowed me to lose killers mid chase so often that I was occused of cheating
lucky break - should activate with a window not immidiately, let's say 10s. Might have 5-10s duration buff to compensate
sprint burst - Make the exhausted 60s, decrease duration to 2.5s and speed bonus to 135 %
botany knowledge - decrease value to 33 %
conviction - should activate after full heal, not just finishing heal
built to last - should be one time use
dead hard - should work when dead on hook
delieverance - causes permanent broken so the self unhook is more of last option
dramaturgy - exhastion 60s
lend a hand - decrease permanent charges gained to 0.5, 1, 2
1-2-3-4 - make it only work on healing
bardic - decrease value to 0.5, 1, 1.5 the most problematic genrush perk
plot twist - remove recovery speed
parental guidance - decrease duration from 7s to 3s
resurgence - decrease healing progress off hook to 40 %
reassurance - should only work once per game per survivor same as shoulder the burden
smash hit - exhaustion 60s
unbreakable - give it some requirement
we'll make it - decrease duration to 30s so do no harm has more window to shine
...I'm genuinely curious now, you've pretty much made one of these each month or so basically saying these perks need nerfs, do you honestly believe these or just angry at them?