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Rulebreaker

Rulebreaker

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Rulebreaker
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  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810791#Comment_3810791

    I complain they can do both now without wasting effort (many pallets on map + no counter from killer side + huge gen speed)

    First, they can't do both. One or the other yes and even then it's gonna be hard as there's 2 killers around.

    Second, Grigerbest said a good counterpoint to us for a lot of the survivor buffing. Blight and Nurse in one lobby.

    Third as far as we know, no one knows how these new "killer classes" work. So we're going to sit, wait, and see what happens.

  • ...just so you're aware you complained about survivors no doing gens while simultaneously complaining about gen rush in the same post…

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810120#Comment_3810120

    Also false. Its easier sure, but killers are perfectly able to combat survivor efficiency through sheer brutality [theres probably a better word but we like this one].

    I have had literal games as killer where i walk up to the survivor, hit them, catch-up, hit them. down every survivor in sub 45 seconds and I have still lost all 5 gens after 5-6 hooks. None of survivor are ANY good at looping and yet i am still losing as demogorgon. Some of these team have almost no gen perks either. you really don't understand how strong survivor gen efficiency really is vs killer hook efficiency. Killer have no chance against super efficient teams to hook enough times to win and this only becomes less and less likely with gen perks or items.

    They leave the sod on the hook while your harrassing another, if they're healthy they last longer, if injured trying to burn through gens they get caught quicker and now you got 2. The killer is in fact a factor on survivors as mentioned below.

    Killer can't be in two places at once. your either chasing survivor B or camping near survivor A. In both cases, you lose vs efficiency at base-kit because survivor can finish 3 gens in the time that survivor A goes to 2nd stage. After, they can bodyblock save the hook and if you tunnel, you risk decisive strike, dead hard, sprint burst+blood rush. In that time, survivor can finish last 2 gens. trading 1 survivor dead for all 5 gen completion is loss for killer if survivor plays correctly.

    in order avoid the above problem, your expected as killer to leave hooks and play aggressively to put more pressure on the board but the problem is that you hooking survivors is slower then them doing gens. as i said, math is that if you just co-op every gen for 52 seconds and killer downs every survivor in 45-60 seconds, 5 hook = 5 gens. you lose. while increase gen regression will increase killer gen pressure if they kick gens, many killer do not have time to kick gens in fast-paced games but at least it will improve killer's base-kit in terms of defending gens.

    in practice, killer will still need perks to begin regression like pain res and surge which is unlikely to be base-kit but killer buffs are baby-steps at this point.

    I have had literal games as killer...

    And we've had the opposite end where GF is getting downs and gens are not being done fast enough for them to get out. What your not getting is that there's many variable that affect survivor efficiency that the killer fights over. You keep saying that killer has no chance, yet they do. Heck if we can do it then those better than us definitely can, and we're not a particularly high bar to cross.

    Killer can't be in two places at once. your either chasing survivor B or camping near survivor A.

    You obviously haven't met Victor~

    Jokes aside, the killer (bar the above) can't be in two places, but two survivors can be in one place. There's also the option of no ones being chased and survivors healing, a survivor being chased while near the gens, you breaking things to make that next chase shorter. It's not just a and b. We're also pretty sure your not supposed to wait and expect a survivor going to second stage, your supposed to be bringing harm to the other survivors, hence pressure them so they lose efficiency.

    they can bodyblock save the hook and if you tunnel, you risk decisive strike, dead hard, sprint burst+blood rush.

    Just for clarification, are they trying to gen rush or not as with this build gen rushing (by our definition and standards) is...not really happening.

    as i said, math

    And here's where we need to stop you. Clean math and numbers does not work in this game. How many variables are in a trial by default? How much RNG is here by default? How often do those clean numbers show themselves?

    We can continue this song and dance if you want, but at this point we believe it would be pointless as neither you nor us seem like anyone will change their mind anytime soon.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3810083#Comment_3810083

    play chaos shuffle or light out, modes that killer has no perks. the game is too fast REGARDLESS if you down 1 surivivor every 60 seconds. a co-op gen only takes 52 seconds. that means that for every hook you get as killer, you lose -1 gen. 5 hooks = 5 gens done. that's loss for killer. that is not counting the time it takes for killer

    A) move away from hook

    B) find another survivor to chase

    C) hook survivor.

    All this stuff is like 30 second itself. Yes some of this accounted for in healing time for survivor but given that a lot of these modes have 4 player running med-kits, med-kit heal > faster than killer doing all these actions + strong teams OFTEN DON'T HEAL and just rush gens while injured. they leave survivors on hooks sometimes for 2 minutes and that is 2 minutes of leaving survivor on hooks is free gen-rushing. when a killer picks a surivvor up to hook them than they unhook other survivor in time your carrying the survivor to the hook. this allows survivor to maximize gen efficiency and weaponize hook stages against the killer, even when killer is applying pressure. that is how you get these extremely fast game. this is large topic in itself to talk about which can be describe by the following TL:DR.

    You say efficient survivors but was that killer efficient?

    The killer being efficient has no impact on survivor being efficient. Survivor efficiency trumps killers. Killer can only attempt combat survivor efficiency through perks but perk are perk, they're not base game. that is the problem. that is why they buff base regression which at least buff killer base-kit to defend gens. unfortunately, the problem will still persist that gen-rushing will be too effective because the killer has no time to kick gens but at least reward for kicking gens will be there even if low impact. right now, it is no impact or so little that it doesn't matter.

    play chaos shuffle or light out, modes that killer has no perks.

    Surprisingly we do well in those. And technically we want to point out two things there. One is that chaos shuffle both sides still have perks, just not chosen. Second, lights out no one has perks and both sides are at a mild disadvantage and the latest one has a big ol target that survivors kept putting on themselves so that goes down fast in the killer's favor.

    that means that for every hook you get as killer, you lose -1 gen. 5 hooks = 5 gens done. that's loss for killer. that is not counting the time it takes for killer

    A) move away from hook

    B) find another survivor to chase

    C) hook survivor.

    Strange how when we get a hook we dont immediately lose a gen. There are no clean numbers in the trials. For a simple example: you down someone at a hook and see another survivor who has a toolbox. You quickly hook the first and can almost immediately start a chase with the second one. Sure, maybe on occasion that happens but its just as likely to go the other way in the killers favor.

    4 player running med-kits, med-kit heal > faster than killer doing all these actions + strong teams OFTEN DON'T HEAL and just rush gens while injured

    We see more toolboxes with people trying to rush gens. You seem to think that survivors are always doing this or that but then don't factor in the killer. They leave the sod on the hook while your harrassing another, if they're healthy they last longer, if injured trying to burn through gens they get caught quicker and now you got 2. The killer is in fact a factor on survivors as mentioned below.

    The killer being efficient has no impact on survivor being efficient.

    Yes. Yes it absolutely does. An efficient killer will always have a majority of survivors occupied till someone is dead. This reduces the survivors efficiency as theres less on the gens. Thats just basic logic. Think of it this way, whats that guy on hook doing?

    Survivor efficiency trumps killers. … Killer can only attempt combat survivor efficiency through perks

    Also false. Its easier sure, but killers are perfectly able to combat survivor efficiency through sheer brutality [theres probably a better word but we like this one].

    that is why they buff base regression which at least buff killer base-kit to defend gens

    we're pretty sure they buffed base regression kicks due to implementing the anti-3-gen thing so it would be more fair (unless your thinking about something else that we glossed over).

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809946#Comment_3809946

    you can't kill survivors if the game is over 5-6 minutes vs efficient teams. killer need to be rewarded for kicking gens and downing survivors.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809989#Comment_3809989

    Old ruin used to be 200% regression. changing c/s back to 200% soft-revert ruin without changing anything about the perks. Jolt is 8% regression and it spends 1 regression event. it is a perk that only trigger from m1 downs therefore it helps weakest killer automatically kick gens in a certain radius. often those with lack of mobility to kick gens. It is not particular good right now because regression is laughably bad. So if it does get buffed, it is buffing m1 killer more then m2 killer which is killer that need it most.

    If the game is over in 5 minutes someone was doing something wrong. You say efficient survivors but was that killer efficient? Or just even effective? Killers currently are rewarded via those regression perks and the pressure a survivor on hook generated and the breathing room it can bring.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809910#Comment_3809910

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809953#Comment_3809953

    I would like to reiterate that I am not leaving the forums. I'm just gone from twitter, which means I won't be able to share news from there, even though it's the primary source of "minor" news such as store codes.

    The birds aren't going anywhere just yet!

    On that note; ever seen a wren chick?

    https://us.v-cdn.net/6030815/uploads/WL4X2S7DG2KN/image.png

    House Wren Chick Baby - Free photo on Pixabay

    Yes, but the postage bird is retiring, gives an excuse to post crow pics 🎶

  • Thinking you forgot about the myriad of perks that regress large chunks of progress. Besides, your focus should be killing survivors not killing gens.

  • Well, our biggest problem is other players. Tunneling comes from people, they want to tunnel for whatever reason they gonna do it. Players are also the reason for camping, BM, and overall many of the negatives in DBD for us. We ain't pretending here.

    When we see chaos shuffle on survivor, we see fun but that's us. Infact theres been less tunneling there than normal (not that it says much).

  • 17277166895224833718494046679505.jpg

    A farewell present for the post pigeon

  • Theres currently a modifier that gives random builds to everyone. We recommend enjoying it for the few days left.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808597#Comment_3808597

    old balanced landing

    Yes.

    Nerfing it specifically because of Haddonfield wasn't good, imho.

    @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808597#Comment_3808597

    would you like some of the more powerful survivor toys back?

    Old mft please

    😑😩🤯

  • @nam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3808319#Comment_3808319

    No, your are all wrong. You can't tunnel cuz babysitter, OTC and DS is too strong, you can't afford missing any M2 cuz any chase time should shorter than 1 min. BVHR never nurf surv but give them more and more OP perks.

    Not sure why we're going to bother trying to show reason {maybe outta boredom}. You say we're wrong but you have yet to either explain or prove so. And one part is an outright lie.

    None of those perks are too strong and if you are so concerned about them, then don't tunnel and said survivor has 2 dead perks {babysitter is on the rescuer so they get value from rescuing others still…bar stealth killers}. You can go harass the others for 30 seconds and by the time it's up, no more haste and very very likely that the survivor did something to turn the other 2 perks off. If your dead set on tunneling then, your free to still do so as well, it's just not going to be as easy as you probably want.

    We know blight can miss an m2 and be fine. We know frickin Billy can afford to miss at least 5. We know Artist can miss some shots and be fine and same goes for Huntress and definitely Trickster. Wesker can if he's smart about where he aims. The lawnmower can afford a time or two each chase. A personal rule of thumb for PyramidHead is two chances to hit with punishment before moving on. Pinhead Larry can afford to miss depending on the survivors and how well they deal with the box. It's shorter to list the ones who actually can't afford it, and this one isn't complete.

    If we took say 70 seconds on a chase and removed all the strong resources during that time, how do you think the next chase will go? And the one after that. And so on. Under a minute is good, but it's not going to immediately loose the game if you take longer for some as long as you got something outta it.

    Now as for the lie, would you like some of the more powerful survivor toys back? Old dead hard, old bloody object of obsession, old balanced landing. How bout old Mettle of man, maybe old Brand New parts too? Those old infinite loops where chases HAD to be dropped till the end? Notice those are gone now? That's not even touching the recent things like upcoming distortion and how very much not op the perks Laura and Belmont brought. Both ends get nerfed and buffed so enough with the "woe is my side". If you want to say we're wrong prove it instead of saying it.

  • We're mildly curious as to the point of this randomness?

    You can tunnel if you wish. You can play hit and run. You can slug. You don't have to catch the toolbox one, you can afford to miss an m2 (wouldn't miss many however), you only need to have basic care that the slug is not under a pallet or someone with a blind is nearby which takes all of a second (and thats less on gens and another victim for you), you do not need to be a computer as the survivors are human too and prone to errors, (we're assuming opponents here?) survivors do not benefit from every action, survivors can easily get themselves killed via gen rush as well (not even considering the fact that killers can potentially stop them or that killers have a mirror with multiple regression), survivors have 3 chances cause of how easily a killer can get a down, and both sides annoy everyone on these forums to get nerfs to both sides.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807659#Comment_3807659

    I've never seen a dark Lord that uses anything but wolf form. He's basically "a wolf, sometimes bats, the killer"

    We like being a murder puppy though...

  • Personally we'd say yes, but the last attempt at one of those was skull merchant so jury is out on public opinion.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807922#Comment_3807922

    I don't think this is how the design should be, to be honest. A mediocre pallet can still be used, absolutely, but when playing against killers like Dracula or Xeno there isn't much that can be done.

    The most balanced map BHVR has ever designed, in my opinion, is the original Chapel. And its resources weren't weak. The map just had the right amount and the right layout. That is good design, imo.

    But that's why you chain them together no? Like survivors themselves, you turn a bunch of mediocre things into something good.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807719#Comment_3807719

    I think current DBD has far too many maps where there is almost nothing for survivors to work with and far too many killers that completely deny those resources, which are already weak resources in the first place. Survivors aren't helpless, yes, but it is close.

    Don't think we'd go that far. While a lot killers can deny resources, most only can deny them at a single tile (bar 2 and a half instances we can think of) or under circumstances (exemplified by NerfDHalready). Many of the resources we've seen while meh at best most times are chainable into more meh tiles creating a good ground to loop. Some maps are the exception, but overall but people can last abit if they keep moving.

  • We like the game. Not necessarily the players, but the Game is fun for us as its varied enough to not be the same exact thing each time (though people have tried it is getting better on both sides however [or Rule is getting lucky]) but similar enough to know what to expect. We like the open semi random gameplay basically.

  • @Destaice said:

    Short answer: no

    Long answer;

    4 large eggs

    1 1/4 cups (106g) Dutch-process cocoa

    1 teaspoon table salt

    1 teaspoon baking powder

    1 teaspoon espresso powder, optional for enhanced flavor

    1 tablespoon King Arthur Pure Vanilla Extract

    16 tablespoons (227g) unsalted butter

    2 1/4 cups (447g) granulated sugar

    1 1/2 cups (180g) King Arthur Unbleached All-Purpose Flour

    2 cups (340g) chocolate chips

    Preheat the oven to 350°F. Lightly grease a 9" x 13" pan. If you plan to turn the whole sheet of brownies out of the pan at once, grease the pan, line it with parchment, and grease the parchment.

    Crack the 4 eggs into a bowl, and beat them at medium speed with the cocoa, salt, baking powder, espresso powder, and vanilla for about 1 minute, or until smooth. You can do this while you're melting your butter (next step).

    In a medium-sized microwave-safe bowl, or in a saucepan set over low heat, melt the butter, then add the sugar and stir to combine. Or simply combine the butter and sugar, and heat, stirring, until the butter is melted. Continue to heat (or microwave) briefly, just until the mixture is hot (about 110°F to 120°F), but not bubbling; it'll become shiny looking as you stir it. Heating the mixture to this point will dissolve more of the sugar, which will help produce a shiny top crust on your brownies.

    Add the hot butter/sugar mixture to the egg/cocoa mixture, stirring until smooth.

    Add the flour and chips, stirring until smooth. Again, adding the chips helps produce a shiny top crust.

    Spoon the batter into a lightly greased 9" x 13" pan.

    Bake the brownies for 28 to 32 minutes, until the edges feel set, and the center should look very moist, but not uncooked. When testing to see if brownies are done, take a toothpick or the tip of a sharp knife and carefully poke it into the center of the pan, digging around just enough to see the interior. You should see moist crumbs, but no uncooked batter. Yes, you'll be left with a small divot in the center of your brownies; just cut around it when you're cutting the brownies into squares.

    Remove them from the oven and cool on a rack before cutting and serving.

    Thank you for the new treat~

  • Kinda map depending, but we'd say overall bubba. If there's no window or pallet, you are dropping with lockers buying only so much time.

  • @UndeddJester said:

    Why do people keep getting mad at limited time modes that they don't even have to play? Like who is forcing you? Same as Light's Out... why do people who hate the mode play it and then complain? 😅

    I thought people loved Chaos Shuffle... it was very popular last time...

    2vs8 haters had a legit argument because that did hurt queue time for the regular game, but what's with people suddenly going in hard on fun little modes they can literally ignore for no penalty? 😅

    Beeeeecause people like whining? I hope?

  • @ChaosWam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806832#Comment_3806832

    I still wanna see these killers who are able to keep up 24/7 auras the entire match and not lose out on gens.

    Extra hard mode: Don't use Nurse or Blight in your retort.

    We hear chainsaws reving and a rabbit humming

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806885#Comment_3806885

    Both side has equal chance to win unlike chaos shuffle when for you being generated garbage perks and for your opponent full meta (work for both killer and survivor)

    Both sides still have a equal chance to win though. Firstly It's random for both sides as you said, It's just RNG as to who ends up with what. One could be 4 full meta survivors or none while the killer has perks that don't mesh well or the basic beep build. The only consistent is what power the killer has and what items survivors bring. The second is that full meta doesn't guarantee a win against skill of survivors.

  • ... we're going to regret asking but what do you mean by "equal condition"?

  • We've only had it happen once over the years as Vecna. When we asked we were told it's an extremely rare bug.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806689#Comment_3806689

    which is why a stun at the end with flashbang would be better. at same time, hindered isn't too bad vs ranged because you can line of sight the killer easier in theory.

    ...we wernt talking about flashbangs? Or what's better? We were pointing out that the perk doesn't make a pallet take longer to break and how it's different than a slow after.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3806683#Comment_3806683

    that is the same thing in a nutshell. it is not like your going to be doing anything productive as killer when your suffering -50% hindered effect. they could easily just made you get stunned like decisive strike for x seconds or even reduce pallet break speed by -50%. there is many ways implement a particular effect. they choose hindered route.

    Certain killers don't care about movement speed, your as likely to be sniped by that huntress if she's moving at x or y speed if she can see you and mobility ones would laugh at it. Meanwhile looking at the pallet longer gives a longer to break line of sight because they're looking at the pallet.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/428048/new-gameplay-feature-idea-heavy-pallets

    already exists. the heavy pallet idea is a survivor perk called chemical trap. you put a trap on the pallet and that pallet takes longer break. it doesn't stun increase stun however. they do not increase vaulting speed, that is another perk called Finesses that Lara Croft has.

    For some reason, knight's guard and vecna's add-on ignores the heavy pallet but it mostly works.

    Chemical trap doesn't make the pallet take longer to break, it slows down the killer if they break it

  • We choose option 10. As an aside the pistons are a visual cue only, the number don't affect how short or long the gen takes.

  • I mean, can we say "don't be an arse on purpose" and get the point across?

    Generally speaking we Rulebreakers are fine with just about anything as long as its interactive and haven't seen it back to back to back to you get the point. Then again, we don't main a side…

  • 17271004100766405524584792822150.jpg

    Idk how this one would be like trapper~

  • As much as we like your name, this would be a no from us. The tokens would burn out fast to those who know what to do (or do so on purpose when across the map), its still dependent on survivors (both bringing items and ya know…dropping them somewhere valuable instead of who knows where outskirts), and the oblivious isn't that great to begin with on most maps (it is a nice bonus though).

  • @jhaix said:

    Yeah, thats why i suggested to make that a player can re-join to their old Game for avoiding this issue or simply add a ranked and a casual mode and the casual Will doesnt have the penalty

    We're not sure that rejoining would work as well as you think. Imagine joining when the bot is mid chase, that's always a fun can of worms.

    Meanwhile separating the Qs this way is always a bad idea too us. Then there's the fact you are giving free reign to DC in "casual" mode means people WILL DC at the slightest inconvenience. This has been previously proven whenever the penalties are not on for whatever reason. It's not good.

  • Thing is, they can't tell if its due to Internet or to turning off the power. Both do the same thing. Besides, the first penalty is extremely lenient, if you have an hr then something is definitely wrong.

    • Not new player friendly: there's a VARIETY of killers, perks, and maps that players need to learn and the only useful way (in our opinion) is custom matches with others.
    • The grindstone: tying into the above, you need to grind a lot to get more than the "starting kit" (less you play cash for the short cut). While it's a lot less than before, it's daunting for new ones who have no idea about the game.
    • Other players: needless to say that this game doesn't have the... nicest of player base. The verbal abuse from others, the way killers can and often do from the sounds of it, play like an arse, and the like is a damper on morale.
    • Veteran burnout: long time players often burn out and stop playing for long periods (heck the 3 of us are effectively hibernating till October) leading to a lot less online for stretches at a time.
    • "The sheeple": so this one might be a bit of a conspiracy but bear with us. We're under the impression that many people watch content creators and take what they say as absolute fact. They then try to replicate what these content creators say and do and predictably fail because those sheeple are not as good as said creators or said creator was wrong/lucky/whatever you want. They then quit in frustration.
  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803942#Comment_3803942

    Okay sure.

    I dislike stealth killers and stealth as a mechanic in general, I do appreciate how they make the matches tense and require my SWF to actually have good comms, but Chucky is diff in the sense that he's tiny and to my knowledge his indicator isn't very reliable like GF cloak or Myers breathing, feel free to provide insight I am open to getting better.

    I dislike how tiny he is, feels similar to Sadako but worse as far as mind-gaming and keeping an eye on the model while looping.

    Finally, I dislike his M2, I'm okay with it going under pallets, I'm partially okay with it curving, but it's way too spammy and feels like trash if you're not at a good loop chain.

    Oh yeah and he feels like a magnet for emotional players.

    While he is tiny, you can tell when he's in stealth when there's multiple foot print tracks going around. It won't tell you he's nearby, but it says "hey be careful". Chucky himself is also very vocal (Tiffany strangely is less though) with a normal terror radius when out of stealth.

    A fun fact we've learned is that 9/10 will always try mind games, as soon as they try, book it to another tile and get a chuckle as you see them play themselves for a second. That aside, we recommend chaining tiles together for looping instead of staying at tiles as that way you don't need to keep looking at Chucky as much. Only stay at tiles where there's no big line of sight blocking if possible, otherwise you have to look for the footprints and stain.

    We don't got much to say on the m2 spammyness except that if he misses it's decently punishing for him. Dodge, pray, vault, lockers, throw yourself in odd spots like your dodging nurse, try anything to get them to miss. Least unlike Billy it's not a instant down.

    That last bit is more of an opinion....but yea we kinda agree on that one

  • Can you atleast explain why you think Chucky needs hit or is it really because you just don't like him?

  • @RakimSockem said:

    Anyone who has been here knows that the community has complained about a LOT of perks. I even saw someone complain about my 2 favorites (Any Means Necessary and Saboteur)

    I'm curious to know which ones people hated the most though. For me the choice is easy:

    Killer: Eruption by far. Killers broke chase every 5 seconds to kick gens and then when you got hit by it, you just had to go make a sandwich for the next 30 seconds because there was literally nothing you could do.

    Survivor: Probably Dead Hard, but not for the same reason most people would say. I hated it because it was a B tier perk posing as S tier and it was never all that great EXCEPT when you used it to maybe get to a pallet against an M1 Killer. I mained Huntress and Doc anyway so that didn't bother me and in the open, you just bait it out 🤷🏾‍♂️ never understood why it was so overhyped but that's just me

    Umm late question, are you asking about personal hated or in general hated on both sides?

  • For killer we'd say it's between eruption or noed. Noed has been hated by most since we've started, even if people are less vocal about it currently, while eruption gained infamy during the gen kick era. Honorable mentions to old ultimate weapon and weave of attunement.

    Survivors we'd call old DH and possibly Old Mettle of man or object (this last one maybe biased though). Old DH was undisputably complained about the most, old Mettle was literally a free health state over 90% of the time, and old Object was free wall hacks and even could semi work against stealth (it would still light up when you looked in the killers direction, even if you couldn't see their aura).

  • @MilkVevo said:

    With the amount of aura perks in the game and perks that the other side has literally no way of knowing of until the result screen, Should you be able to see certain perks at the bottom right of your screen? Like how weave attunement is currently shown? If Quick Gambit's PTB version makes it to live, i think the killer should get the icon.

    OR

    Maybe survivors should get the Revealed Status effect applied to them like in 2v8 when their aura is shown. I do think there needs to be some sort of system. You shouldn't have to have every perk memorized in order to guess a killer maybe has I'm all ears.

    While we don't think these are necessary, if we had to pick one we'd pick the second. Make it a general reveal, ex: Weave would show up as revealed instead of weave specifically.

  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799900#Comment_3799900

    I can tell you exactly why people don't believe in "Killer is fine and strong enough if you have fun" anymore.

    It's because of tierlists. It's deadass beause of the stupid friggin' comp tierlists that come from fighting games - something DBD decidedly IS NOT - that people INSIST mean anything because the big names made them popular.

    Tierlisting Killers has always been a scourge on the game's community, because it falsely implies some Killers can never be good while others can never be bad. The truth is, everyone has different potential on different Killers. And that's OK. It really comes down to how well you can use that kit. I have seen comp Nurses smoked by groups like Team Eternal, and comp Ghostfaces destroy groups like Team Eternal. And Comp DBD is dead anyway so who really cares? Play who makes you happy and you do well with. Skill is the factor, RNG and perks are the factor. Strength of Killer power functionally means NOTHING for the vast majority of people who all play pubs.

    Honestly i'd blame that more on sheeple mentality than the fact that people make tier lists. People who don't think for themselves and must believe what [insert big name] said are…something…but can't exactly blame that load of problems on tier lists existing. They're literally other peoples thoughts right? Its people thats the problem since its them that take it to seriously.

  • Honestly sounds like a good idea to us. Keep it the way it currently is but make it a hex. Lines up with slinger adept to due to hex: retribution.

  • @LordGlint said:

    @Rulebreaker

    He's mad his anti-swf rant post didn't get as much support as he was hoping for. He went on a tangent about how horrible DBD is.

    ….That would explain abit

  • @ShadyC said:

    Well you come in here and downplay an idea that is literally only a good thing via more information being given to the player, just because you don't see a use for it. Imagine if the developers only added things based on your own vision of what's useful and what isn't.

    I didn't say that the Trapper player would wait 25 minutes just to see what happens. What a fallacious argument.

    If you're passing by, and you're about 3 seconds away from an important trap, but your addon is up in 3 seconds…

    If you KNOW this information, you can just keep skating on by.

    If you DON'T know this information, you might make your way over to the trap, and it resets in front of you. It might even reset ON you, and trap your ankles. Or you might get to it in time to reset it, but you didn't NEED to, and you wasted your time without even knowing.

    Maybe you're at a loop, and someone is running around the unset trap because it's safe for them. But little do they know, it's gonna reset in 5 seconds! YOU can play around this, with a timer on it. But without a timer, you could be waiting 30 seconds for all you know. This is very impactful of a difference.

    There are just a ton of situations where this would be useful. If you don't get it, then that's fine. But don't come in here and downplay it just because it's over your head.

    This is why I got hostile. Because you could very well be the reason something good doesn't get added to the game. Imagine the devs come into a thread, "Oh, nice, good idea, maybe we'll do that!" And then the VERY first post, with a bunch of Upvotes, says, "Nahhhh, no reason, don't waste your time, BHVR!" And that dev goes… "Oh. Okay. I guess I shouldn't, then."

    And if you think that's a ridiculous thought, then you are quite naive. Our words and votes and impressions have an impact on all things. So, yeah, I get really annoyed when ignorant comments gain traction and effectively shut down potential net positives. It's been a pet peeve of mine for decades.

    We came in here asking a question because it seems redundant or pointless to have. You were free to explain your reasons WITHOUT criticizing us for asking a question yet here we are.

     Imagine if the developers only added things based on your own vision of what's useful and what isn't.

    You mean like what your trying to do now? Hmm well we would expect criticism since everyones got a different opinion followed by explaining why we want these changes then see what more criticism happen. But thats us~

    I didn't say that the Trapper player would wait 25 minutes just to see what happens.

    Nor did we say you said that. Read again.

    If you're passing by, and you're about 3 seconds away from an important trap, but your addon is up in 3 seconds…

    If you KNOW this information, you can just keep skating on by.

    And if you dont know you take a second to rearm it since your passing by.

    Maybe you're at a loop, and someone is running around the unset trap because it's safe for them. But little do they know, it's gonna reset in 5 seconds! YOU can play around this, with a timer on it. But without a timer, you could be waiting 30 seconds for all you know. This is very impactful of a difference.

    And this all depends on if that 1 singular trap is unarmed (technically the above too but you did specify 1 trap for that one). If survivors are disarming your effectively playing a guessing game, timer or no. The likely hood of survivors not disarming is very low normally and when people notice that this iri is in play we've noticed people will ignore disarming all the traps unless forced because they know it will re-arm itself.

    There are just a ton of situations where this would be useful. If you don't get it, then that's fine. But don't come in here and downplay it just because it's over your head.

    Hmmm perhaps you should explain your reasons so everyone is clear instead of expecting everyone to follow your mindset.

    This is why I got hostile. Because you could very well be the reason something good doesn't get added to the game. Imagine the devs come into a thread, "Oh, nice, good idea, maybe we'll do that!" And then the VERY first post, with a bunch of Upvotes, says, "Nahhhh, no reason, don't waste your time, BHVR!" And that dev goes… "Oh. Okay. I guess I shouldn't, then."

    And if you think that's a ridiculous thought, then you are quite naive. Our words and votes and impressions have an impact on all things. So, yeah, I get really annoyed when ignorant comments gain traction and effectively shut down potential net positives. It's been a pet peeve of mine for decades.

    Hmm so the public forum where people discuss things…should't have a discussion about why it should be in? Instead of listing the positives, we got "Pretty self-explanatory.". When we said we think it wouldn't matter we got this. So the devs wouldn't look at the pros and cons of this idea? Maybe cause they aint listed and think its redundant or its "over their head" like us. Maybe the first thing they see is hostility and decide its not worth it?

  • @ShadyC said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800913#Comment_3800913

    (sigh)

    Yes. It would matter.

    When the cooldown is approaching, you could wait to see which one it resets, and manually reset the other.

    Or, if you only have 1 trap to reset, you wouldn't bother doing it manually if the cooldown is about to hit.

    Or, if you're about to walk over an unset trap and the cooldown is about to hit, you can avoid getting trapped by your own addon.

    Etc etc… Etc etc… There are a lot of reasons to want this…

    Do you even play Trapper? Or did you just wanna come in here and downplay it anyway?

    My your a hostile one aint cha

    You wait, survivors get work done, and any time saved would effectively be nulled. Especially since its a random trap. Why waste time?

    If you have one trap to reset why would you bother doing it manually in the first place?

    If your getting trapped by your own add on like that then thats defiantly on you since you should avoid walking over your traps with that add on period.

    Yes we do and we can honestly say that a visual cd would have zero impact for us. We would not care one way or another if its added or not. Now, going to play nice or resume to be needlessly hostile?

  • I mean…would it matter since its a random trap that auto opens?

  • Both "rulebooks" are effectively the same of "play how I want you to play". The killer feels "gen rushed" bad survivors. The killer sees a key, they must be tunneled or else (least we saw some logic in this one). Survivor crouching at a pallet, they must be t-bagging me and need to be tunneled and camped. They have a name you don't like, gonna get camped.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3799900#Comment_3799900

    It leaves me with Freddy, who is weak and hasn't been enjoyable to play since July of 2019.

    Well…gotta admit you got us in a box here X)

  • @Exar said:

    You shouldnt be focused whether the killer is strong or not, but more if you enjoy playing them.

    See thats the truth of it, yet people still don't like that. Where does it leave us?

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3798943#Comment_3798943

    Completely disagree. Huntress is easy to pick up and use efficiently. She’s newb friendly to anyone who has ever played a shooting game.

    But if people give up, doesn't that inflate the kill rate? Same as nice killers letting survivors out the door deflate kill rates?

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