Science_Guy
Science_Guy
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- Science_Guy
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Well there goes my plan for a bit of a break before the Houndmaster release. Yay!
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@ChaosWam said:
Am I one of the few who actually liked 2v8 this time around?
Nah, don't read into the responses here too much. This forum is really loud echo chamber of negativity. By and large, most people are enjoying 2v8. We know this because the complainers keep talking about how it affects normal queues so much, which only happens because so many more people want to play 2v8 versus other modes.
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If I see people are actually working on other gens, usually I'll try not to finish mine if I'm on it alone, as long as I know I don't need to leave it to get a save or the killer isn't close. It's nice to use the extra time to do a chest or something, but randoms seem to completely reject this idea. Almost every time, someone comes up and immediately finishes it.
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Most of my 1v4 games last more than 10 minutes and I'm lucky to get more than 20k points before bonuses. 2v8 games are usually shorter and I can expect around ~25k for a normal match. The only way 1v4 would be consistently better is if other people also bring offerings but as a solo queue player I have no control over that. So for me 2v8 is by far the better grind mode, not to mention being way more enjoyable anyway. I'd play 2v8 over 1v4 without any active incentive.
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Slugging is pretty much a non-issue this time around.
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@Mandy said:
Okay, I edited the Developer Update to reflect the correct numbers, it should be:
5% per gen completed and 2.5% for each cage state. Sorry about that.
That's actually really good to hear. I love the idea of a rubberbanding mechanic and am glad you guys are trying one in 2v8, but the 1%:1% mentioned in the dev update was a bit worrying from the perspective of being so unbalanced it might heavily incentivize tunneling.
And that might still be the case, but I'll look forward to trying it.
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@Sngfun said:
Why would you need one?
@n000b51 said:
I think some specific powers (The Dredge) can show lockers & almost 1 (old) add-ons (for the Huntress) could do that as well. Everything worked well as far as I know. But it is true, they - the Devs - have added (many) lockers on the maps since more killers can use it for many things…
So who needs to see the lockers location from your point of view ?Are you guys just responding to the thread without even reading the OP? He listed a bunch of perks that require lockers, it's pretty clear he'd like to be able to find them easier as Survivor.
And it's not a bad idea. Locker locations are far from standardized these days. Sure, most of the time you can find one in the 'usual spots', but it's also surprisingly common for loops these days to just not have one at all, or for it to be in an unexpected position. The game already has plenty of perks that are functionally useless, a locker-aura perk wouldn't be the worst thing they could add if it had some other function.
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It can get pretty ridiculous. Yesterday, I got my first survivor daily since the last PTB ended. I've been clearing almost every day. The entire system is just outdated now that we have queue incentives, there's no particular reason for the dailies to force you to pick a different side than usual anymore.
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@bjorksnas said:
They already put half of their build into seeing auras which means that's half their build which isn't slowdown perks
I think thats fair
I don't understand this one. Are we implying the killers choosing to run Lethal P are dumb, or they're just memeing, to say that they're giving something up by not running 4 slowdowns? The players picking Lethal P + 3 slowdowns, or Lethal P, another aura perk, and 2 slowdowns, do so because they believe that's better than running 4 slowdowns. And it's not hard to see why when the strongest killers can use it to start snowballing with a hit or even a down seconds into the match.
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@Valuetown said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828274#Comment_3828274
You obviously do not play survivor if you think survivors can't spawn in deadzones lol
I had a fantastic match the other day where I spawned outside of RPD just past the corner of the front exit. I didn't even round the corner into his LOS before the Billy who spawned in the center was revving straight towards me. Me, with one terrible pallet and a great stretch of nothing in either direction. Was a very fun and very quick match. :)
I despise this perk.
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Very glad they fixed the Knight exploit, though it's still wild they don't use the killswitch for something as game-breaking at that was. Still, they (tentatively) fixed A LOT of other annoying bugs I was seeing this patch, so even though I don't love the WGLF nerf this is a pretty good one to me.
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And was it right after you said "Okay, one more escape, then I'll stop", too? Happens every time.
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The downtime seems much worse this time around because the tome is much longer. I think it's about 25 days longer than the last one, so the pages have to be spaced out accordingly. But also keep in mind there's another tome coming with the Halloween event in just 5 days, so the wait for more things to do is not actually that long.
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They added a single window in a former death trap location to prevent survivors from being held hostage indefinitely. If not being able to trap players until servers close is a nerf for your play style… good?
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Yeah, the Free Track is really underwhelming this time. The Dwight outfit is a recolor of an outfit that already had a free rift recolor, and Elodie, Gabe, and Vittorio got arguably their absolute worst cosmetics as recolors. I don't hate the Trapper recolor at least, but I'm certainly disappointed overall.
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Somewhere around 150. I slowed down a lot after getting to 85 in the middle of August, but there were still so many bonuses floating around these past months that I got decently far past that.
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@Marc_123 said:
In 2v8 the aura reading was even more awful than in base game.
For me aura reading is way to much overall. They should make less not more. Only hurts new and not so good players.
2v8 aura reading is far more balanced because the survivor always knows when it's happening. These days in 1v4, your aura can be revealed for countless reasons, some of which are completely out of the survivor's control and the majority of which give no indication that it's happening.
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@Star99er said:
You probably wouldn’t have liked the bp grind +4 years ago if you think this is bad.😅
Eh, the thing about the grind of old DBD was that after a certain point there was nothing to spend the BP on in the first place. I remember how often I just sat at the cap because all my mains had every perk and I couldn't be bothered putting points into characters I was never going to play. But now we have a hundred levels of prestige to go through on every character.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811377#Comment_3811377
This didn't stop my 2v8 games devolving into chain pallet blinds all the time. With so many survivors and so many chests, it's a numbers game and the flashlights have it.
The flashlight loot rate should be about 16%. As a survivor, I maybe opened one or two chests in a 2v8 game unless I was desperate for a medikit, but even if you were to open three the odds of getting a flashlight are still only about 36%. That is simply far too low to consider them a consistent threat. With 8 people, one or maybe two survivors are likely to have a flashlight if everyone was sub-optimally spending time on chests, and that's not even more than you have to deal with in 1v4.
@Hannacia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811377#Comment_3811377
There's plenty of chests on the map. Also i'm just saying IF the flashlighting is too much i will skip the mode. I'll try it but for my own well being i will skip the mode if i will get constant flashes on my screen. I don't really enjoy headaches.
In light of the above, I really doubt it will be. Especially compared to a regular game, where of course survivors can guarantee they have stacked flashlights if they choose.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3811338#Comment_3811338
So now you're forcing the killers to go around together the whole match and double-team every survivor, or else be descended upon by a flock of flashlights.
I thought getting double-teamed was unfair and boring?
@Hannacia said:
I might skip this 2v8 if the flashlighting becomes an issue. I feel like im already in normal and chaos mode getting flashlight beams in almost every match so i can't even think of having 4 of them in my face. I think this was a stupid idea. The cage system was the best thing in 2v8
I get headaches from the flashes so this 2v8 might not be for me.
Why do I get the feeling that all of you doomsayers are forgetting that the only way survivors ever have a flashlight in 2v8 is by looting one…
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@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3809027#Comment_3809027
… alright. While it has been pretty evident that you are deadset in your view, even though it doesn't make a lot of sense - but claiming surv add-ons have more impact than killer add-ons - what the actual?
I mean, to each their own and everyone is allowed to have an opinion - and it's probably evident that ours don't align whatsoever.
That poster has been insisting over and over again in every Chaos Shuffle discussions how bad most killer perks are how great survivor ones are. They definitely have a certain point of view and they're not changing it.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807563#Comment_3807563
Nothing that the current system does is any worse than the old ranking system.
I don't think that is the case, to be honest. There is a clear difference in matchmaking quality between Ranks and SBMM.
And Ranks were just better, especially with the actual rank reset.
Better for who? Red ranks were a complete sweatfest with everyone whining about whatever broken BS the other side used. The people who deranked to avoid the sweaty reds did enjoy stomping the genuine green/yellow players, but I doubt the latter appreciated it much. And brown rank newbies had the fun of trying to learn the game while getting steamrolled by full meta P3 veterans who got to start from the bottom just because they took a break for a few months. How is what we have now worse than all that?
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3807477#Comment_3807477
The ranking system with the original rank reset. It isn't perfect, but it is better than SBMM.
Rank Reset filters out the .00001% of the playerbase that OP is complaining about and keeps them almost always in the red, meanwhile the rest of the top player can and will freely smurf to the bottom 50%. That was the real reason content creators were upset about the change to MMR. Deranking to get chill matches was easy, dropping MMR is hard and opaque. Nothing that the current system does is any worse than the old ranking system.
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Oh thank the Entity it's Chaos Shuffle AND a Blood Feast not 3x Bloodpoints in Chaos Shuffle. The Steam announcement made me afraid it was the latter. A Blood Feast definitely makes up for queue incentives being so low for the past few weeks.
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Not at all. I think it's a nice gesture, actually, and the people who are going to be happy about it are way more important than the few people who choose to get upset by them making a kind-hearted exception.
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@Laluzi said:
Oh, that top Dredge skin is godly. Have a feeling that's going to be our eventual winner.
Voted for that, Koi Spirit, and Huntress. I did like the Trickster skin, but the problem is that we just got a skin that was a lot like that one in the latest tome. Also Trickster gets way too many outfits as it is, he's a clear artist favorite in that regard.
Desperately hoping that Gabriel skin wins - all the survivor skins look great, but poor Gabe doesn't have any outfits that just look good and he's killing it here. Though I really loved Adam, Ace, and Renato as well. Please no Sable. I'm super impressed by everyone's entries (and we got so many cute banners and badges, I loved Cawliflower, Entikitty, Riding Maurice, and Slug Race) but we have so many Sable outfits.
So true on Gabriel, he desperately needs a W here given the current state of his cosmetics.
His best head piece is locked in a set.
His best legs are locked behind the Deep Rift, and use the most annoying footstep SFX.
And his best torso is locked behind being a Twitch streamer.
So yeah, since the design for Gabe here is actually really nice that was an easy first choice. I also voted for Ace and Kate. I thought about doing three male picks because female survivors have won every contest until now, but none of the other male entries really stood out for me. Even though I barely use Kate, I think the design would look nice in-game. And for killers, I went with Singularity, Nurse and Hag. The first Dredge outfit was a close fourth.
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"Worth it" always depends on context. In any case, you're still progressing slower than if you and the other survivor were on separate gens. But that's often the better deal anyway, since finishing one gen in ~50 seconds is better than finishing two halfway and having the killer interrupt someone with Pop, Pain Res., etc.
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Didn't care for either of these modes the first time and probably won't touch them at all this time. Maybe I'll give Lights Out a try for a few matches just to see what's different, but I'm not expecting much.
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@WolfyWood said:
Anyone released this year should be disqualified.
I don't disagree, though that would eliminate 80% of the survivor submissions and about 40% of the killer ones.
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I can relate. I think I played more DBD in the last three weeks of 2v8 than I've played since 2017. Loved pretty much everything about 2v8. In fact, it was sort of funny hearing people complain about going against the same killers all the time. Lack of variety? These were the same killers we played against all the time back when the game was the most fun.
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It's not really bias. Killers with weird models often take a long time to get skins. Singularity dropped in the middle of 2023 didn't get a post-release store skin until the beginning of this year. Knight still doesn't have that many skins, and two of his are fairly recent. Besides, Unknown launching with green rarity skins means he already had a better start than either of those two. Hardly neglected when you look at how they treat many other killers.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779085#Comment_3779085
How else could it be changed in a way that makes it viable? It no longer activates with a delayed effect when a survivor is on hook.
Changing the duration of the sprint effect, which was previously the longest of all the Exhaustion perks iirc, was enough of a nerf. Instead, now it's "Sorry, your teammates did the last gen while you were hooked, the perk you waited all game to use is useless and it's end-game so the killer is free to camp and tunnel and take you as their free kill," a lazy and awful approach to 'fixing' anything.
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It probably won't be changed any time soon. And you can thank everyone who praised the devs for nerfing it earlier this year, even though that nerf did nothing to address the situations/strategies where Adrenaline was actually frustrating and simply made the perk bad for solo queue. Toxic tribalism at its finest.
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So much for 2v8 being a flop…
I'm really glad for the extension, before I was bummed that I wasn't going to get another chance to play because of the PTB. Now I can look forward to playing a little bit more once I switch back to live instead of just taking a break until the next chapter drops.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775091#Comment_3775091
Not really. Alot of FNAF fans who don't play DBD will start doing so now that they've seen the announcement. Just the announcement alone will get them more players. Maybe they're hoping they'll pick up and enjoy some of the other killers so the games aren't all just Springtrap once the chapter rolls out. Wishful thinking anyway.
I'm hearing that the announcement was part of FNAF's anniversary. Come to think of it, this isn't much different from what they did with Stranger Things last year, putting all the attention on something else right before dropping the PTB for the next license. With the notable difference of being a full year in advance, that is.
Honestly, I can't say I care one way or another about FNAF, but I'm definitely not looking forward to months of arguing about it. If the current state of the forums are how it's going to be for the foreseeable future, things are looking dire.
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What a bizarre and random time to make this announcement.
Maybe they figure those of us who don't care for the franchise will need about a year to grow numb to the news. Meh.
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Looks like Weave Attunement's getting the expected nerf after the usual ~5 month grace period. Good.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771616#Comment_3771616
Maybe, but that's not really the whole picture.
In theory, all of these modes have the same ratio of 1 killer to 4 survivors, and with MMR turned off in 2v8, it shouldn't really matter which queue people are in unless people are also switching roles.
Which is the real problem with 2v8: you have survivors switching to play kwf instead in droves, which is why the ratio is broken in both have modes right now.
This.
2v8 by itself would have no greater effect on queue times than any other game mode unless it was actually more popular than 1v4. Barring that, the only reason you're seeing a difference is because of the 400% incentive. Which is obviously temporary, so there's n no need for all this doomsaying about 2v8 in the long-term.
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I don't know why killers mains would actually complain about this beyond a kneejerk reaction that every single change billed as pro-survivor must be a bad thing for them. I get why BHVR didn't make this change in 6.1, and I have mixed feelings about it now. Hook timers increases are good for discouraging camping, but it only punishes hard camping, and I think we're well past the point where good killers understand that letting the save happen and tunneling the survivor off hook is way faster, and safer, than camping for the whole hook state. So, I don't expect much of a change from this, at best it makes forcing struggle a little harder.
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@legiondoctor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771766#Comment_3771766
My bad 3 buffs to killers vs 10 buffs to survivors still not good
Let's count again.
[CHANGE] Increased movement speed while charging Reign of Darkness to 3.8m/s (was 3.68m/s).
[CHANGE] Increased teleport speed outside of Nightfall to 19m/s (was 12m/s).
[CHANGE] Reduced teleport cooldown outside of Nightfall to 10 seconds (was 12 seconds).
[CHANGE] Decreased time to break out of a locked locker to 2.25 seconds (was 3 seconds).
[CHANGE] Increased charge rate of the Nightfall meter to 1 charge per second per injured Survivor (was 0.75).
[CHANGE] Reduced volume of The Dredge’s sound effects to make it harder to detect.
[CHANGE] Adjusted several Add-On
[NEW] Reduced Static Blast’s cooldown to 30 seconds if no Survivors are in range.
[CHANGE] Reduced Static Blast’s cooldown to 45 seconds if a Survivor is in range.
[CHANGE] Increased movement speed while charging Static Blast to 2.99m/s (was 1.16m/s).
[CHANGE] Adjusted Static Blast cooldown Add-Ons accordingly.
[CHANGE] Requirement for reaching Mutation Rate 2 has been reduced to 5 Contamination Points (was 6).
[CHANGE] Increased Hindered penalty duration when infecting a Survivor to 2 seconds (was 0.25 seconds).
[CHANGE] Adjusted Licker Tongue and Marvin’s Blood Add-Ons.
[CHANGE] Improved Scratch Mark visibility.
My bad, looks like there were actually 15 killer buffs. Killer-sided patch!
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Ah, everyone's favorite pastime, counting all the buffs in the patch notes and complaining about whatever side "gets more", what a constructive and relevant and enjoyable exercise, not ridiculous at all…
And there were 3 killers buffs so you didn't even do that right.
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This is the only thing souring 2v8 for me. The mode is a blast, but the Autohaven map is a nightmare. Having to hope all seven other survivors don't throw the game by hiding outside of bounds for the entire match got really old, really fast. It's even worse since Macmillan was disabled in 2v8, so that means even more Autohaven.
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As far as the unlockable anti-slug perk… not getting the chance to use it is pretty much the point. It's existence is supposed to prevent killers from even trying to slug you once you're on death hook (cage) and it generally does that if the killers are smart. I don't have a problem with that part, the only issue I have is that killers can still slug before a survivor is on death hook and it creates the same tedious no-fun situation as in 1v4.
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It's not very user-friendly because the search window is blocked when you first select the charms panel, but if you tap the charms button again, the pop-up window (showing the charms you have selected) disappears and you can see what you're typing. On PC, at least.
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On top of everything else, it's impossible to fully revert to the old settings because David is no longer grouped with the rest of the free survivors on any of them. This is actually extremely aggravating for me because it completely ruins the nice pattern I had for each row. Terrible update.
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Was there ever any good reason to have downtime between rifts in the first place? I'm glad they're doing away with that.
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Very much! 2013 Lara was one my long-time requested characters, so I'm thrilled that we're finally getting her. Shame that her perks are so awful, but since I ended up not buying on Ripley, I feel obliged to buy at least one of the characters that I've spent years asking for. Plus, I need someone new to P100, so the timing is perfect.
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So we're really doing this, huh? I can't say I'm surprised after they went through with the last awful UI update too, but it's still disappointing. I don't need to see the newest character shoved in my face until I buy them, BHVR.
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Not even close. I'm only at about 550 on a character that's almost P100.
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It sounds like your connection with the series is through the Core games and LAU, although even in that case, saying TR has nothing to do with horror given, for example, the final levels of TR1 is a bit reductive. But the Lara in DBD in reboot Lara, which is called a reboot for good reason. One of which was the massive tonal shift of the franchise.