Rulebreaker
Rulebreaker
About
- Username
- Rulebreaker
- Joined
- Visits
- 7,579
- Last Active
Comments
-
As (insert #of killers -1) we get one maybe 1/10ish games.
As Skull merchant.... probably the reverse? (Last we tried it was 3/3)
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736100#Comment_3736100
I mean there are reasons to die on hook on purpose.
For ranked I would disable self unhook attempts too.
Basically if they adapt some rules from competitive scene, I would play it.
personally, we feel that'd water down the experience
-
@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736092#Comment_3736092
Separating modes into ranked and unranked would only (maybe as it's still not guaranteed) solve this at best: "quitters wouldn’t be playing rank or else you would lose your rank plus a heavy ban that stacks up the more you quit" but then you leave all the quitting in the casual que...guess which mode will start dying
They would have to disable completely suicides on hook.
That would actually make me play it tho...
Yes, but then what would stop them from disabling swinging in the casual mode?
-
Splitting wouldn't work as you think. People above have explained already but we'll give it a try in our words.
It won't fully separate the "competitive" ones from the casual ones. Nothing stops a competitive mindset player from "practicing" in the casual mode with their full meta load out and hyper tunneling play style. The other hand it also doesn't stop the casual player from trying to play in the "ranked" mode with their casual build where 1 casual survivor does whatever and probably [censored] off the other 3 to high hell.
Separating modes into ranked and unranked would only (maybe as it's still not guaranteed) solve this at best: "quitters wouldn’t be playing rank or else you would lose your rank plus a heavy ban that stacks up the more you quit" but then you leave all the quitting in the casual que...guess which mode will start dying.
We are also obligated to point out rank means f all currently. You can be a high rank and still suck (how many p100s does it take to work on a gen?).
-
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735895#Comment_3735895
Yes, and I disagreed with your statement instead of line item refuting everything you said.
*shrug* believe what you will
-
@Ohyakno said:
Scratch mirror Myers is a substandard terror radius killer, like I mentioned. I am not exaggerating, vs a 32m terror radius killer you will not run out of tokens. It's impossible unless you actively avoid the terror radius and even then you'll probably have a hard time running out.
...so you only read the scratch mirror Meyers part?
-
@Skillfulstone said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735448#Comment_3735448
Because since 7.5.0;
Gen slowdown/regression has been gutted. The last few good ones having been harshly nerfed this update.
Most (good) chase perks have been nerfed (STBFL, Sloppy etc.).
All sources of anti-heal were made obsolete against good Survivors (all Mangled and Hemorrhage sources on a timer, decent Survivors will slam gens until the timer runs out instead of healing quickly out of panic).
Gen kicking (and slowdown in general, including non-regression kick perks) was given a hard-limit which can be weaponized by a decent team (there's whole threads and videos about it).
Survivors are running out of things to complain about (although increased tunnelling & camping, Survivors giving up often and horrible map generation should be given more attention imo) so things that become more common are complained about. The current situation (low perk variety, increased tunnelling and camping) is a direct result of the last few month systematically weakening every other viable options without offering alternatives or incentives to not tunnel (in fact, nerfing Pain Res and Grim Embrace arguably encouraged tunnelling since less slowdown is gained) to compensate, especially for Killers on the weaker end of the spectrum.
Out of everything that's currently happening though, complaining about Lethal Pursuer and aura-reading of all things is surprising.
Gen slowdown/regression has been gutted. The last few good ones having been harshly nerfed this update.
All sources of anti-heal were made obsolete against good Survivors (all Mangled and Hemorrhage sources on a timer, decent Survivors will slam gens until the timer runs out instead of healing quickly out of panic).
This we straight up disagree with but since it doesn't answer the question, moving on.
Survivors are running out of things to complain about (although increased tunnelling & camping, Survivors giving up often and horrible map generation should be given more attention imo) so things that become more common are complained about.
This does, thank you.
-
@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735573#Comment_3735573
You literally cannot run out of distortion tokens vs a standard terror radius killer no matter what perks they run. The tokens only come into play vs lower TR or stealth killers. It's a low effort high reward perk that nullifies an entire suite of killer perks.
Also eruption is a terrible perk and only uses one distortion token. I have no clue where this myth that anything eats two tokens comes from. There's nothing in the game that uses two tokens simultaneously.
That's not completely true. A full aura build will eat through your tokens (or scratch mirror Meyers) to the point you'll run out eventually and need to refill tokens. It will make all that aura reading Abit inconsistent after, but your going to run out of they're dedicated to it.
-
@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735448#Comment_3735448
Because slowdown already nerfed over the board, chase perks are joke and very killer dependent, hexes are joke. What's left? Aura reading, even with keeping in mind that distortion was buffed from 4 to endless, it doesn't matter, because all I want is winning games with sitting on a gen without killer bothering me at all, listening some music on background and don't even remember that killer's perk exist, while stacking my 10 second chances and gen speed perks, which can be allowed only for us, survivors. Once every single thing beggin to bother me, I go on forum, add to it my favourite buzz word "unhealthy" and that's it.
Has the standard of players really dropped that low now?
-
Would someone be kind enough to tell us why info perks are being so hated lately?
-
We think people put WAY too much thought into the MMR.
-
Rest in peaces chaos...you are missed
-
@Brightened said:
I know killer players will be ENRAGED but it's a little ridiculous how frequently a killer can see us on the map.
Just now I went against a killer with Lethal, Darkness Revealed, and Barb/Chili.Now all of the killer mains will come in here and be like "Run distortion then"
Yeah I was actually. All 3 tokens got taken immediately after the first chase the killer had.
Solution: Group perk types of survivors and killers and limit the number they can bring.
For example, a survivor doesn't need to have wire tap and chemical trap. A killer doesn't need to have all aura reading perks.
The thing is that all that aura reading come at the cost of everything else. Nothing to help in chase, nothing to stall gens, nothing to get closer to survivors without them holding W at first beat. If the killer can't catch you in a timely manner and atleast half your team actually works, then all the info is pointless. Also it's true that killers don't need 4 aura perks, but we see no reason why they're not allowed to run whatever they want.
You realize you can save distortion tokens via locker right? Disregarding that, as others have said, there's 3 other survivors. The killer can only pressure 1 at a time (barring maybe 4)
We're not a fan of your solution. While we'd love to see more veriety, people should be free to run whatever without restriction. In addition, depending how you group things it could be messy. For example why are Chem trap and wire tap together? Because you get them from working on gens? Then any perk that goes like such gets restricted.
-
@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734373#Comment_3734373
I have no idea what you mean by that. So either I have to choose not to bring an item into a trial, when the game is balanced around me doing so, in fear of this combination? What kind of logic is that? The better idea would be to just nerf the combination.
It means if that combination in play, you can choose either to keep your item (when hit or it's depleted) or risk the killer killing you by giving away your aura, aka lives.
When did the trial suddenly become balanced around items? Hells when did trials become balanced period? Items are a factor, but they don't make or break a match.
That's your opinion that Nerfing is the better option. Nerfing the combination would be the worse idea, atleast by our opinion.
-
All this does is make you chose between your items or your lives.
-
@Lixadonna said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734357#Comment_3734357
Languish Touch. If you so much as scare a Crow in chase your Lithe or Dead Hard is unusable.
Doesn't that immediately proc when you scare a nearby crow have a cd?
-
... Translate please?
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734170#Comment_3734170
Perception exists for a reason. Ignoring that means you are lacking empathy for other players who are experiencing things just because you don't see them.
We do have a lack of empathy because we lack information. Or more accurately, information we can trust. People have claimed this or that is "OP" when we've seen for ourselves it's not. At best, it was "OP" for that individual, at worst just ridiculous. It's all a matter of perspective yes. Looking at our perspective, we don't think its some horrible imbalance, while looking at previous posts others would very much disagree.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734156#Comment_3734156
Again, if that is the perception, would that not indicate that there is something to that perception? Its not like it just came out of nowhere and is completely factually untrue right? Even the data shows that SWF tend to escape more than solos. So again, i ask. Wouldn't that indicate that perhaps there is a problem in regards to game balance as it relates to SWF?
Not particularly. One particularly loud complainer could have met a swf that beat them due to skill or the opposite. We don't know. Was it particularly bad killers just yelling "swf op" till everyone starts to believe or did it come from facts?
Does this data include the survivors who give up on hook for solo matches? A 4 man swf is less likely to have that happen, perhaps that's why it's "op"? Ultimately we admit we don't know, but what we do know is that many people on this game will blame everything but themselves for a loss.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733720#Comment_3733720
If knowing it is a SWF group vs not a SWF group creates a scenario where everyone starts dodging the SWF groups, that would indicate that there is a problem with SWF and the game balance would it not?
It could also indicate that people don't want to play against SWFs due to the perceived image of "OMG Swf Op squad incoming" rather than anything towards balance. People have proven to be cowards sadly.
-
We'd LOVE to see what kinda riot would start
-
@GaunterODimmDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730974#Comment_3730974
Look at Wesker. One of the most fun back and forth in the game sand safe tiles has a level of counter play to it.
Scamper isn't.
we ment from the car "chase". If you want another, holding W to commonly buy time against anyone without mobility.
-
@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730939#Comment_3730939
3 uses is very unlikely, but theoretically possible if:
Survivor 1 gets hooked and rescued by survivor 2.
Survivor 1 gets hooked again and rescued by survivor 3.
Survivors 2 and 3 get hooked and both use Deliverance.
Either survivor 2 or 3 gets hooked a second time and rescued by survivor 4.
Survivor 4 gets hooked and uses Deliverance.
(I disagree with the OP that Deliverance is too strong though, I think it’s fine.)
Ohh your right, we did forget.
-
@GaunterODimmDBD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730940#Comment_3730940
Good thing you can just tank the only car pallet in the map and there's no more safe pallets. Disagree alright.
Your gonna want to define "safe". Besides weren't you talking about back and forth? 🎶 Where's the back and forth?
-
You can say what you want, but we disagree. Considering that some "back and forth" is running around a car, that we can see over, 3 or so times and drop pallet...yes we disagree.
-
@Leonardo1ita said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730908#Comment_3730908
Deliverance is so fine that I want to stop using Devour Hope or other perks that incentivize splitting hooks, and just run Corrupt, Deadlock, Pain Res and Ruin/No Way Out, and tunnel the ######### out of the first survivor every single match.
That's so fun and fine right?
Deliverance is so fine that I want to stop using Devour Hope or other perks that incentivize splitting hooks, and just run Corrupt, Deadlock, Pain Res and Ruin/No Way Out, and tunnel the ######### out of the first survivor every single match, so it's a 3 vs 1 ASAP, I don't eat the 2/3 Deliverances that might potentially be there in a team, as well as other perks that don't take effect if you do the "NASTLY GROSS TUNNEL" strat.
That's so fun and fine right?
1 Deliverance is fine, 2/3 OF THEM ARE NOT.
There needs to be a limit to how the mechanic works, because 2 of them in a match already is something the killer hardly recovers from.
Apologies, we missed the second part (or was edited in).
How do you get 3 deliverance uses? Survivor 1 hooked and rescued by 2. 1 gets hooked again and 3 rescues. 1 gets hooked again and dies. Survivor 1 gets hooked and uses it. 2 gets hooked and uses it. 4 CAN'T use it cause no safe rescue for them… are we missing something? Wicked would theoretically do as described...if each was hooked first time in basement.
Most can actually recover from this because they're broken and had a hook state removed. They're easier prey, have to play safer, or if you think they got a bunch of anti tunnel perks are in play, go find another as if they want to keep them active that survivor has to do nothing for a minute or lose em.
-
@Leonardo1ita said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730908#Comment_3730908
Deliverance is so fine that I want to stop using Devour Hope or other perks that incentivize splitting hooks, and just run Corrupt, Deadlock, Pain Res and Ruin/No Way Out, and tunnel the ######### out of the first survivor every single match.
That's so fun and fine right?
How does devour hope incentives splitting hooks? You literally can tunnel and still get stacks so long as your far away enough in time.
Considering that we outlined how it's fine. Yes. You wanna throw a fit and do that on the off chance someone may or may not have Deliverance, you do you, but we think it's fine that Self unhooks can counter these.
-
We're going to first ask why shouldn't self unhooking counter these handful of things.
Next we're going to explain how Deliverance requires one to safely unhook a survivor and then be hooked before everyone else is gone (dead or alive) to use it. That's at minimum 2 hook states, something very valuable to survivors if they want to live, for 1 guaranteed self unhook. If the one with deliverance is caught first, it's a dead perk the whole trial, if the rescuee is caught from a unsafe hook, they have to try again, and to get any value out of it, it costs 2 hook states minimum. We feel deliverance is fine.
Third is that a myriad of things counter other things in this game. Calm Spirit counters any screaming from perks to powers and Spies from the shadows, which itself counters distortion and other anti aura perks survivors got. If self unhooking (which unless there's luck or a perk in play, is 4% chance per swing) counters a few things, we say good.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730559#Comment_3730559
Rather it activates those perks, but I don't think it is necessarily beneficial to run it just because you get an additional 14% healing and unhooking speed, especially because unhooking while injured is a bit risky. Resilience is either about the efficiency or about the vault speed, in the second case you would use it for a chase build which would be a weird choice, in the first one you might as well use a different perk for your toolbox like streetwise or the felix perk that refreshes charges, works just as well, but does not require you to be injured.
Possible, I think Marc mentioned the part about people only running it because they want to make it harder…
Ok, I guess it negates the immediate information the killer gets when the ritual finishes, I'm not too familiar with the perk, does it make some sort of sound or not? If it does I would probably prefer headon or something so you can get out of basement. But I guess if the only thing you want to do is get the ritual done without getting noticed it might be fine. You're effectively using 3 perks to make that happen and it is questionable if that is worth it. I do think thought you could still do the same with for the people instead… All you need is the broken status effect for some time so it does not become obvious.
Its fine if you don't think its worth it, we're just again saying it's not a waste as those perks work with no mither and make it not dead weight.
No clue, hence confusion.
There's a sound for survivors, unsure about killers (we've only seen it proc once between the 3 of us as killer). The build seemed to be dip in, do the ritual, quickly dip out, and push gens stealthily. It worked out pretty well for them as it was another who screwed the team over.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730421#Comment_3730421
The 99 thing was just one of the many things that lead to everything being better than running no mither... You don't even need to 99 yourself, that's just so in case you get caught you have 2 healstates instead of just 1,where as with no mither you are always 1 hit just the option to be healed already makes this the better option. And you still don't need that perk to be injured, therefore making it a waste of a perk slot. The one thing it allows is together with plottwist to just deactivate corrupt, and even then it still sucks because you have no mither and you just wasted a second perk...
Using no mither always puts you at more of a risk than not using it... If the game goes normally you will eventually get chased and then get hooked and then you can just not heal if for whatever reason you prefer to be injured, you can even take first chase... So you have the effect for longer... But unless you have a very long lasting tome quest there is really not much of a reason for it.
So first you said people only use it to make the game harder, but by creating Synergy you make it easier again... So do you want to have it harder or easier? And up until now I have to see a perk build with no mither that could not be done better without it, which makes it a complete waste of a perk slot.
And for that one thing we said that hemorrhage makes the 99 heal impractical. You may not need it to be injured but it also comes with less risk of the killer hooking and tunneling your tail out the game as you don't need to see the killer to become injured (or an injured survivor in the case of for the people). Its can also be used for other combinations other than plot twist, such as resilience, weaving spiders, and desperate measures.
So first you said people only use it to make the game harder, but by creating Synergy you make it easier again... So do you want to have it harder or easier?
So here's were we're confused. Where did we (Rulebreaker) say this? Either you or us missed something or miscommunicated here. The point we're (Rulebreaker) trying to make is its not a waste if you build around it. The point Marc_123 is making is that it has uses that make it worth running.
And up until now I have to see a perk build with no mither that could not be done better without it, which makes it a complete waste of a perk slot.
No mither, weaving spiders, distortion, resilience. It surprisingly worked till a teammate became a coward [not even the no mither one]. Killer got paranoid and stayed by basement area for a good while which is free time for the survivors and when it finally left she went and activated weaving with no downside after.
-
Jason is a matter of when. Everyone knows how much people want him for one reason or another and BHVR is HEAVILY unlikely to pass up a horror icon.
Another is (for better or worse) probably something FNAF or inspired by that.
-
We've learned over the last weeks that we've become somewhat reliant on survivors running meta builds. Without them survivors seem much more careful than suicidally overconfident.
We also learned that the in game randomizer hates us for some reason.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730267#Comment_3730267
Ok so either we argue that the perk is decent and people use it because they think it is good, which you denied, despite at least one person in the post saying it is his go to perk, at that point I said well there are better options if you want a decent build.
Or we argue about the perk having a use when you decide to use it, at which point I still don't see why you are looking for synergy, because when your goal is to make the game harder for yourself, why are you trying to find synergy to somewhat close the gap that only exists because you decided to run that perk? At that point just use non meta perks to weaken yourself if that is your goal.
Or we look at it for the special use when you need to be injured for a tome quest, where I would point out there are easier ways to get injured without having to run that trash perk.
Does that somewhat cover it?
Ok so either we argue that the perk is decent and people use it because they think it is good, which you denied, despite at least one person in the post saying it is his go to perk, at that point I said well there are better options if you want a decent build.
We neither denied or agreed on any of that. We first argued that 99 heals with hemorrhage was hard. We then delved to argue that it's not a waste of a slot if your building around it.
Or we argue about the perk having a use when you decide to use it, at which point I still don't see why you are looking for synergy, because when your goal is to make the game harder for yourself, why are you trying to find synergy to somewhat close the gap that only exists because you decided to run that perk? At that point just use non meta perks to weaken yourself if that is your goal.
Which is sorta what we delved into. The point Marc_123 made (atleast as we understand) is that there are uses for no mither that makes things easier and put you at less risk than having the killer hit you and hope you escape chase.
Why are people looking for synergy? Because people can be creative, to prove it's possible, to show it's not a complete waste, something else, take your pick.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730000#Comment_3730000
Compared to other perks to build around it is still a waste and even compared to running nothing it is a waste... It's upsides don't make up for it's downsides.
And this opinion is just something we're going to just have to disagree with.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730150#Comment_3730150
Or hot take you just get hooked once... If you cannot escape the chase once you got hit you will go down and be put on a hook, and then you are injured... So still no need to be permanently injured for the entire match and waste a perk slot.... Running no mither for those challenges fits the theme of throwing the match for a tome quest ^^ Although I agree it is a use for the perk... Not a good one though.
Also I did understand this right, but a few posts further above someone said no mither is his go to build together with Gen speed perks... So I guess some people do run it just for fun and not with the intention to make the game harder.
Technically for those challenges you can just run for the people and heal the guy that got unhooked and then do gens normally…pretty much the same outcome but now you got a useful perk.
So either you don't get the point or ignoring it.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729935#Comment_3729935
It is pretty much a waste, as you make yourself very vulnerable using it, you are always 1 hit until you go down and while lower volume you still make sounds and you are not immune to aura reading... If I get a lobby with a guy running no mither first thing I do is go for him, because he is always Oneshot... Using that perk is always making it harder for yourself.
And thats why you build around it instead of slapping it on. We never said it's making it easier, we're saying it's not a waste if you're smart about using it.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729853#Comment_3729853
And it wastes a perk slot, or you could just be not injured.. The build does not really revolve around chase anyway, and I think there are far better gen slam builds.
By the same effect I meant the same synergy with the other perks, as they only require you to be injured. You could run Iron will instead to not make sounds, and the pools of blood aren't that much of an issue.
It's not for the chase, it's to make being injured safer by leaving less clues as to where you are.
True there are better gen rushing builds but that's not the point. We don't see no mither as a waste as long as it's being built around it.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729828#Comment_3729828
Sure, but that is not available on every killer and the usage rate was also not that high. Also even if you don't 99 yourself you can still have the same effect as no mither without wasting a perkslot by just staying injured.
not quite since with no mither your grunts of pain are quieter and no blood trail.
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729805#Comment_3729805
Or hot take you just bring a medkit, get hit, and then 99 yourself… So you don't have to waste a perk slot and be 1 hit for the duration of the entire match no matter what XD
Hemorrhage seems to make 99 heals hard, especially before it got a timer.
-
@For_The_People said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729699#Comment_3729699
bird lady is very cool! I think I started the game around when her character was introduced and the old eyrie map (yes I know everyone hates eyrie but it was my introduction to the game and I have fond memories of it and the sky colour - felt very ethereal!)
🐦⬛🐦⬛🐦⬛=͟͟͞͞( ๛ก(*゚v゚*)🎨
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729700#Comment_3729700
you know up until this moment, I never saw the details of the icon! Just thought it was a book (forgive me, I play on Nintendo switch where everything looks like a splodge lol) but now I can see the details are really cool!! 📖🧬🔬
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729703#Comment_3729703
..but did you break any rules??
🤜✋✌️
Does it count if I used a real rock?
-
@BbQz said:
Maybe survivors should be able tol see the killer they are vs to make it more even. Would save a bunch of dying on hooks vs skull merchants lol… maybe at the 15 second mark you can't edit your load out or perks but it reveals the killer and people can decide then if they wish to move forward. Killers gain insane amount of info during the lobby and can shop and cherry pick non swf non flash lights or items they can even check profiles and find newbs. Survivors can't do any of that and you see that fact ripple into the match when people give up early
We'd like to ask what happens after if a survivor don't like what they see?
Does the whole lobby get removed? We then get both sides lobby shopping till doomsday. Only 1 dips? Then each survivor who stays knows who the killer is and can switch builds accordingly and while the killer can also switch perks, they can't switch power.
And we feel the need to repeat this: currently survivors can switch entire load outs with the click of a button at the last second. All the info killers get at the start is only info survivors let them have.
-
Because I won 🪨 📜 ✂️
-
Which is?
-
@Lixadonna said:
I-T I-S B-O-R-I-N-G G-A-M-E-P-L-A-Y.
So our question is "How is it boring?"
-
@Mr_K said:
For 8 years solo que existed without coms. When the killer could mori without hooking. When Ruin required hitting Greats just to not lose progress. When games could start as a 1v3, 1v2, or 1v1. When camping and tunneling didn't exists.... oh wait it did, and it was worse then.
What really changed to cause the survivor role to become so pathetic?
The players figuring out that whining and screaming enough does something?
-
@vBlossom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726748#Comment_3726748
So they would
needto rework these in-game mechanics…Make DC not punishable and save earned BPs, give survivors any comeback mechanism, punish tunneling and camping.
Making DC not punishable would lead to mass DCs across the game (has been proven too) and having bp saved for Facing is, to but it bluntly in our opinion, rather stupid. Survivors can come back by being more careful (not that it's a fun or exciting way to come back but it works). How exactly would you go about doing the last 2?
-
one of us once tried to preach about our savior Bacon and Toast to some unsavory survivors. The got so amazed they went silent.
-
Generally speaking we're fine with dying as long as it's an exciting trial. That's where the problem lies as a lot of people play the exact same way (bless chaos shuffle for the diversity) and that makes the game so predictable.
Like Edgarpoop above we think it's a journey v destination problem but more on the players. To many people only focus on being escapes/kills or having everything go their way rather than actually playing the trial with other people.
Its not a game problem to us but people who make solo more miserable than it should be.
-
We're going to join the echo chamber just to help get the point across.
The reason why we and our friends like chaos shuffle is because it's not the same damn thing again and again. Its not the same 4-6 meta perks on both sides. People have to play differently than what they're used to succeed.
Its got absolutely ZERO with a ranked/unranked que. There are still some sweaters in shuffle just as there would be if there's a casual mode.
-
@JawsIsTheNextKiller said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726248#Comment_3726248
Experiments have been performed on goldfish where they have to push specific buttons with their orange noses to get their food. Then they take that apparatus away then bring it back another day and they still know which button to press. This has shown that they have quite decent memories, possibly lasting months.
It might be better to say, "I have a memory like a @Rulebreaker."
Back the the point though, it's also a little harder for less-experienced killers to hug the walls due to the first person perspective so that can make a difference.
Yes but are we getting food for remembering any of this? (If we are supposed to be someone's been ripping us off)