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Rulebreaker

Rulebreaker

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  • @Warlord1981NL said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345801#Comment_3345801

    I am completely and totally disregarding these as their net effect was zero. Just because the numbers changed, that doesnt mean gameplay was affected in any meaningful way. So yeah, that is not a buff.

    Not saying it needs to be a mega-buff, I am saying that I need to be able to notice and I don't notice it. Therefor not a buff despite number fiddling.

    Just because you're stubborn enough to not notice it doesn't mean it isn't infact a buff.

  • It's a case by case base for us as we also often play with friends so we don't be a hypocrite.

    If we see 4 toolboxes or flashlights, we're gonna assume bullies or people trying to break gen speed records and judge accordingly. That said we know most swfs are just playing with friends so if we see an obvious swf (ex: similar names) that don't look like they're going to try to be bullies we play as normal. Every time though we forget about them at the end of the day.

  • Perhaps by whittling away the resources while keeping the gens you want away from the survivors? It's not impossible to win as an m1 (and getting sick of hearing it) it just takes a lot more effort.

  • Its defiantly possible even with good survivors, thought probably gona end up in a sweat fest for most the killer roster.

  • Perk: Sadistic Glee

    Item: Hammer

    Killer: The Tormentor

  • If we recall right, since there are less pools survivors cleansing often means you're going to get red puke more often and as a possible bonus the pesky corner pools may not show up.

  • Warhammer servo skulls...so do we get auto drones?

  • Cheeky bugger, well played

  • We're gona assume you went to chat after the match.

    People often want to think they are better than they think they are. In streamer's cases they REALLY do because they (most the time) have an audience. They will do anything and everything to sooth their egos which unfortunately includes sending people to harass.(im getting Deja vu here about an unrelated topic...)

    Thing is, how would we be able to change this? Don't think bans would work as it's technically not in the game.

  • @shogoaluni said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336019#Comment_3336019

    okay, by tunneling i mean going after someone right after they get unhooked. dropping chase with another survivor to go to the unhook, and go right after the unhooked survior. ive had a point where they downed whoever saved me, left them on the ground to go directly for me. i wonder for people like that, what's exactly going on their minds and why they decide to do plays like that. i understand instances where you don't keep track who you hook, or you run into the same survivor. i can usually tell whenever that happens and i don't get annoyed. i just wonder what is the strategy behind dropping everything your doing to tunnel out one survivor.

    For that specific definition, we'll only do that if your on death hook and already close by (or running Object). If we can get someone out (or kill the object) we see no reason not to do so except out of mercy, which will usually get spit on at endgame.

  • We should place bets on what happens first.

    BHVR does something about these players, BHVR does something about the posts, or the community changes for the better.

  • Yes, they do. While unarguably helpful for solos, it removes alot of unknowns and unpredictability, which we found both frustrating and enjoyable.

    • Renewal - No hook requirement but only works outside chase. Heal others enough to fill perk, next injure you become broken, out of chase and it starts ticking down till you heal. Repeat. Not sure if the buff outweighs the nerf but seems better to us.
    • This is not happening - Increase chance for skill checks by an amount.
    • Premonition - Fine as is.
    • Potential Energy - Increase charge capacity.
    • Technician - Fine as is.
    • Mettle of man - Don't know but none of us wants to touch it.
    • Buckle Up - Add a short endurance effect if picked up (yes we know soul guard does this but it makes sense here. Yes we also know that it gives bully squads another tool.)
    • Visionary - Make the maps work with it.
    • Self-preservation - Fine as is.
    • Dark Theory - Not touching this one either.
    • Corrective Action - Fine as is. (Maybe remove tokens)
    • Inner Focus - Fine as is. (Technically we'd rework it to do something different but thats not exactly a buff)
    • Calm Spirit - Remove the penalty.
    • Claustrophobia - Apply effects around the killer for a shorter duration. (Don't think this one would be balanced well buuuuut so much more useful)
    • Deerstalker - Fine as is. (Maybe a range buff)
    • Distressing - Fine as is.
    • Insidious - Technically fine as is. (It does what it's suppose to do well enough...)
    • Unrelenting - Fine as is.
    • Blood Echo - Lower the cooldown.
    • Gearhead - Rework to something new.
    • Deathbound - Add a penalty to actions (Ex: gens, totems, chests) for 60 seconds for that survivor.
    • Dragon's grip - Lower cooldown a little in general. Half cooldown if no one screams. By scream we mean trigger it.
    • Crowd Control - Fine as is.
    • Dissolution - Remove the 3 second window at the start. Maybe increase the time.
    • Septic Touch - Remove the terror radius requirement (Not 100% sure this would be balanced but seems good enough to atleast test)
    • Terminus - Fine as is.
    • Face the Darkness - Strangely we think its fine as is.
    • Unnerving Presence - Add increase regression penalty for missed skill checks similar to Huntress Lullaby.
    • Predator - Technically fine as is. (Same as insidious)
    • Bloodhound - Technically fine.
    • Shadowborn - Fine as is.
    • Thanatophobia - Dead survivors count (yes this would be horrible, but we want it to fit it's gods damn name)
    • Dying Light - Lower the bonuses the obsession gets, but they get bigger the more stacks Dying Light has.
    • Ruin - It doesn't do the hex equivalent of a salty survivor when a survivor dies.
    • Beast of Prey - It removes the stain only but activates on chase.
    • Territorial Imperative - The aura of a survivor that touches a gen further than 40 meters is revealed. Cooldown increased.
    • Overwhelming Presence - Fine as is.
    • Fire Up - Make stacks based on unique hooks like No way out.
    • Hangman's Trick - Make sabo's take longer.
    • Surveillance - Fine as is.
    • Fruitive Chase - Fine as is.

    Damn thats alota typing

  • Not sweaty at all. Not even the basic builds we see.

  • @chadbeastofprey said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334041#Comment_3334041

    i admire people who can be so confidently wrong.

    inner healing and wake up! were killswitched when they were bugged.

    Now that we're so confidently wrong, tell us how they break the game. Enlighten us

  • @csandman1977 said:

    Didn't know they were broken?

    Nope, we didn't notice since all we've seen is various forms of the basic ##### build for 3 weeks.

    That said Killswitch is only for game breaking bugs. As annoying as another bug is, these ones apparently don't break the game.

  • Sure we'll bite. Why does it need kill switched?

  • Kinda disappointed that there wasn't some announcement making Maurice the next killer

  • @Katzengott said:

    You need to purchase the Charity Case DLC. I only did it for the Huntress mask back than, just played with her mask 2 days ago.

    The wraith mask, not the huntress mask. Was playing kyf when we noticed that it wasn't on anymore and couldn't find it in game. It's still in the steam inventory but we can't use it.

  • Ehh, could be neat, but probably not gona happen. We'd like to have blood on the killers and survivors for hits if this was a thing though (yes we know it'd make the blendettes harder to find, we dont give a ####).

  • For us its:

    Going after the most recently hooked survivor despite there being another equally viable target without attempting to chasing another.

    For examples:

    A killer hell bent on chasing survivor A despite survivors B, C, and D taking hits, being on death hook, and running to deadzones is defiantly tunneling.

    Survivor B who unhooked A is chased but then leads the killer to A and A goes back on hook is NOT tunneling.

    Survivor A was unhooked next to the killer by B and Survivor B runs to the safest loop without taking agro (aka a hit) while A runs to a deadzone is not considered tunneling by our standards. (By dictionary standards it technically is but we consider it capitalizing on stupid)

  • Welp, we're gonna be the bringer of bad news as from what we saw (and heard) sounds are working as intended. For various explanations:

    The floor is dynamic so certain floors give different volumes

    Crouching makes footsteps near silent on most maps (rpd and swamp are known exceptions to us)

    Headset issues

    That's all we can think of atm

  • Skipping over the obvious basic ##### builds on both sides, we dislike the boil over sabo builds on survivors. We just find it insulting for some reason, more so than the power struggle builds. On killers (depending on if forever builds count for basic #####) we dislike insidious camping builds (we hear that lawn mower going).

  • At the risk of sounding callus, maybe run unbreakable or exponential? If nothing else the boons stack.

  • @milwaukee354 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326117#Comment_3326117

    Who is our heads and why would that matter, if I wanted to make a post about cereal, how am I affecting you in the slightest, seems like alot feelings get involved when you talk about killer perks

    Cause at this moment, you seem to just want attention instead of a discussion.

  • @milwaukee354 said:

    So I just played against a ghost face, that had a perk too where, I vaulted a pallet and it instantly broke, no tokens needed, because let's be honest, these killers really need help in these solo lobbies, that definitely should be a swf perk, can that be a thing, I just can't understand with all the things working for the killer, they just need absolutely more, I mean let's keep it real, these games are so easy for survivors it's ridiculous, lol

    Out of curiosity, why are you bringing up things like perk instead of the usual bs that's actually problematic? Not criticism, just trying to wrap our heads around the thought process.

  • Our vote goes to the huntress.

    As your wants are on variety and fun and while both have effectively similar on variety (both can play stealth [slinger gets no tr and can spook unaware survivors from a distance, huntress has a lullaby but without a heartbeat it generally causes confusion for survivors which is enough], both can play "snipe" [huntress naturally and using all aura reading can be scary in the right conditions while slinger has his coin]) but slinger feels more clunky (atleast to us as we played alot of him with old quick scope) and huntress' ceiling means you can probably find creative ways to hurt survivors that slinger cant do.

  • Yep, it kinda is.

    Now that we got the snark out of our system, most the players who would be taking those sweat lords (killer and survivor alike) are tired of seeing the same dang thing each and every match (survivors tend to see stacking regression while killers see some mix of gen rushing or bully builds and almost always at least 1 dh. Maybe an exaggeration but sure does feel like it). Unless you want to wait 10+ minutes for a perfect match, its gona throw you to the closest instead, which happens to be them.

  • Is it odd we're seeing more Billys than anything? We feel like that isn't normal.

  • Keep in mind we have a different playstyle with our artist so take everything with a grain of salt.

    As Starlost said above, perk choice is abit odd for artist (though we don't have room to say much considering our normal build). While lethal is fine, overcharge, surveillance dont really do much for her, though you seemed to make face the darkness work for you so that was a pleasant surprise. We'd recommend switching out overcharge for pain res and surveillance for something else. For fun we'd say dark devotion (its hilarious having it proc at a distance), for practical deadmans (common, unoriginal, but undeniably effective) or iron maiden (lockers immediately remove swarms and a good chunk of players who know how to face artist liberally use them like steve did at the 16 min mark).

    First thing we noticed is when you tried hurting survivors with the birds you kept stacking them on top of each other instead of spreading them out for better coverage like what you did at the barn at around the 9 min mark ("shotgun"). If your trying to get a hit out of the birds from a distance your gona want better area coverage atleast till you get a good feel for how everything works (gotta factor in how the survivors behave throughout the match, what the smart thing would be, would they do the smart thing, etc). Moving left or right gives a sort of carpet effect which helps (hard to explain but basically a wall of birds to sweep the targets) but credit due, you were getting a hang of it near the end. 13:13 was a nice set up, especially with the hands add on.

    Overall you got the right idea for actually playing her (actively going for long range or creative hits instead of just stopping loops till wall) but need abit more work for execution (mainly the "shotgun" as it would have ended with many more hits). See starlost's list for more detailed...instructions? (we dont know what to call it so we gona say instructions for giggles)

    As for the delta conversation, while we agree that bringing "weaker" killers up to a certain bar would help more than buffing perks in the long term, we don't think it will do enough as people will do whatever they wish, and what they will probably wish is for the easiest path to victory, which in turn leads them to think about tunneling the weak link. We also don't believe in losing at the selecting screen as everyone is "viable" at any level (depending on how hard they work for it mind, which isn't exactly appealing in a game ment to unwind...your gona be working VERY hard as sadako or twins compared to bleet or nurse). Honestly we feel its maps that cause that thought process more than the killers themselves. For example, we love hag and knight at lery's but will absolutely hate if we end up at erye as them (as an aside STOP WITH THE OFFERINGS PEOPLE, WE'RE RUNNING OUT OF WARDS).

  • There are some that still know how to loop. Most however seem to prefer holding w than anything...

  • think y'all might have jinxed it

  • For some reason we find it funny how most the responses are just bullet point responses to the bullet points. If we may add?

    • Killers often want to win just as much as survivors. Don't take it to personally if we chose you to hunt if your the objectively best choice.
    • If you complain about A/B/C/D meta and bring W/X/Y/Z meta, take a look at the hypocrisy and stop it before it spreads (this ma y be a personal thing but I feel like it needs to be said)
  • We like open maps as plague and generally favor the coldwind maps, though plague isn't really affected by maps, except for size.

  • It's a toss up:

    Had a match where survivors kept playing bold as artist. After popping a gen while all we're swarmed (love add ons), we aimed as best we could (we could see them since they weren't removing the crows but were effectively across the map) and fired. Suddenly there's 3 freshly downed survivors.

    All 4 survivors hopping into bear traps within seconds of each other. (Yes it's an exaggeration, but it's for a storytime) An auto haven game where we were trying to get our daily. We were losing pretty bad as they new the loops so eventually we just trap the last gens with everything. Suddenly we got 1. Then hear another 2 soon after. And then the last. We had honing stone too so that adds a bonus.

    The evil within achievement. No real story to that one but it did feel SO good to get it out of the way.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317407#Comment_3317407

    Yeah, i escaped through the gate. This is why im asking, maybe there was some more i didnt know about?

    The requirements are be the last survivor and escape through the gate as the obsession without getting hit (though we forget the exact wording) so your doing it correctly as far as we can tell. We think it's a bug.

    We also have heard that you need to run object from unreliable sources so you could try that. You shouldnt need to but If nothing else it'll make some killers mad.

  • @RainehDaze said:

    Somehow, there is no more depressing outcome than playing Plague, and being reduced to an M1 Killer as everyone still has two health states and decides "no need to cleanse".

    (Bonus points for getting sent to the Game at that point; not much to do except get hit by pallets there)

    No need to clean meets thano. Surprisingly thano wins in that scenario.

  • Only thing we can think of is if you escaped through the door. If you did then we'll assume it's bugged.

  • @Raptorrotas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3317153#Comment_3317153

    Getting killed, even by *scare cord* camping, doesnt "rob a survivor of the ability to play the match". Progressing generators, evading killers, the all beloved chase and looping... playing the game, as is getting killed.

    The game also doesnt suddenly become a "unwinnable 3v1", that'd only apply if the game loads with only 3 survivors. the 4th had enough opportunity to do stuff before getting chased and killed.

    Let's assume a bubba has lethal and gets that first down really quick and decided to camp them. How much a match did that survivor have? Bet that 1 person feels robbed no?

  • Probably the best exampled of the entire player base all in 1 match.~ (We will burn by this statement)

  • A long time ago had a game with 2 swfs (they told us after that they were 2 mans) who all last seconded swapped to keys (rare in chat coordination apparently) with wraith. This was during the time keys were super powered mind, but that wasn't the problem surprisingly. No, they sucked and before 2 gens get done 2 are dead. Where this becomes frustrating is that the remaining 2 who we haven't even SEEN the whole game proceed to spend what feels like the next 3 hrs hiding from locker to locker. Eventually we get fed up and grab a book and read, but they STILL haven't gotten a gen done when we return about half a hr later. (Apparently we killed half of both swfs and each REALLY wanted out)

  • This is off the top of our heads but overall, we think it's because there's to many variables to keep track of.

    First is the point you went over so we're skipping that.

    Next the veriety of killer powers, perks and maps. Some maps are fair for certain killers while others make it oppressive. Same with perks. Everything is a chaotic stew (which we like) with everything taken into account.

    Skill levels of each player. What is oppressive to 1 may not be to others and often when you get a majority to agree on something, it's because of annoyance, not balance (though it's good for the health of the game)

  • @TheSubstitute said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315044#Comment_3315044

    Thanks for looking at that. I use FOR as I use the guards for harassment a lot and to use up their resources (medkits, etc). FoR is likely to activate at an inopportune time for the survivors and then I can see where they are and plan my next move accordingly. Getting survivors off gens is my priority as, if I can disrupt survivors from doing gens long enough, I will win. They'll get frustrated, panic, and make mistakes. Why chase a good looper at a strong tile if I catch them out of position? FoR helps me to accomplish that by letting me know the survivors positions and also if a good looper is in a vulnerable spot.

    Nowhere to Hide is a better perk overall in my opinion but since I don't need the 2 extra seconds for LP on Nowhere To Hide I use FoR so I can some additional updates to change my strategy as needed. I generally main Artist and I do use LP there for the strong open with Face the Darkness for the extra time but I don't find Nowhere to Hide needs the extra time since the patrol radius with Map of the Realm is usually large enough to catch them.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315045#Comment_3315045

    Thanks for your input but I think there's a difference in how we're viewing it. While it might have been more efficient on a micro sense to just drop a guard and go my goal is not to win chases immediately but to wear the survivors down and disrupt their objective. Since I always use Dried Horsemeat and Map of the Realm except when experimenting I want the guards to chase the survivors. Every second in chase is a second that survivor is not doing something important regardless of whether it's me or a guard doing the chase. I could win a chase more easily but lose the game by not spreading enough pressure. Unless you have a specific example in mind I think I'm viewing the game more as time management as a strategy to win.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315064#Comment_3315064

    Thanks and you're correct; a single match is not enough data. I would go further and say that any set of matches from a single player is not enough to determine the long-term strength or weakness of a Killer. What I'm mainly asking is why does nobody else I've seen play like this along with the statement that we agree on that tunneling, camping and 3 or 4 regression perks are not necessary on Knight to do well. Unfortunately, Knight is also an outlier in that I haven't seen any other Knight player that hasn't tunneled, camped and/or 3 genned with multiple regressions from the start. I think that there are other playstyles viable for Knight in regular play but, unlike every other Killer, I don't see it when versusing Knight.

    I'm not playing against top tier tournament death squads regularly but, with the soft cap being what it is, neither is anybody else in regular play. If anyone is interested in seeing what the data looks like over a set of games I could record the results on rank reset from Ash IV to Iri 1 and summarize it on a data sheet for people to look at similar to what I did with solo queue survivor. I'm not going to estimate my win rate, and I'm not trying to blow my own horn or anything, but I'm much better at Killer than I am at Survivor so it might be interesting to see. But it does take time so my only hesitation about doing it is I don't want to do it if it's not useful to anyone. If it is useful or interesting to anyone I'm happy to put it out there.

    Honestly, if that's all your asking then we think it's luck. We've (thankfully) only had 2 outa the 10 knights we've seen do the 3 gen camp (tunnelers would be about 6/10 if we remember right). Tunneling and camping at a 3gen is what most see as the easiest way to "win" so that what they do.

  • While we applaud you for not being stereotypical, a single match isn't enough data. That said, we agree that running full regression and camping a 3 gen isn't necessary for knight.

    What we (two of us anyway) saw was 1 survivor being a anchor (either newer or not good. Ash ran back TOWARDS you for that first chase instead of any other direction) and leon prioritizing blinds and flashbangs (likely a swf but we dont know so cant say). The reason ash lived so long was because you deliberately switched targets. Meg was mostly competent while nea is in a similar boat (she was competent but kept getting stuck on things it seemed). Overall while you played very well, especially for coming back from a break, we dont think it would be a good idea to use this specific video as proof.

    Props though for a stylish down on meg. That one was beautiful.

  • Not that often, about 1 or 2 times each month with hyper prove and stakeout. Always in a swf though with everyone running it with toolboxes. Haven't seen it with fogwise though (usually it's built to last or an odd man overzealous)

  • We don't think it will lead to *more* toxicity, just show who does that kinda behavior already easier. The hud changes are worth the beeps showing themselves out in the open.

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