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SmolBlob

SmolBlob

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  • There’s a lot of perks with weird limitations. Jolt and several other perks are still M1-only for some reason.

  • The previous owner of the Pinhead license was the one trying to do a last ditch NFT before the license transferred to new owners BHVR did their contract with.

  • Survivor: Run Distortion or avoid the circumstances that would reveal the aura.

    Killer: Kinda tough luck if you’re playing one of those killers. Blindness/Undetectable is your best bet, or just killing them.

  • @CookieBaws said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313177#Comment_3313177

    AA was nerfed because people paired it with Starstruck on nurse. But since she won't benefit from exposed i see no reason to keep that nerf.

    That isn’t Nurse-specific. Spirit looks around, hooks, checks where the linger is, and phases there at 176% or faster to check around the vicinity to hunt where the survivor there went to and hit them. And since showing up in AA range means they have to be already super close, it means there’s next to no chance the survivor will escape Spirit’s phase walk.

    BHVR has already said in the past they will not nerf perks if they’re an issue on exclusively one killer. This is also why the patch notes said killers, not killer.

  • @WesCravenFan said:

    PUBG closing storm mechanic WHEN?!

    At this point I'd take almost anything just so I never have to deal with this absurdity ever again.

  • Dumb people will be toxic regardless. It's still a good change for everyone else.

  • @boflex22 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3313168#Comment_3313168

    why was like dead hard nerfed it was suppose to protect the survivor when injured to try and get away

    iron will was suppose to help the survivor not be found but they nerfed it

    counter to iron will is stridor. now it makes no point to use iron will if your still going to be found

    Dead Hard was incredibly overpowered and unhealthy design because using it for an unconditional dash to a pallet or window was uncounterable for almost all killers except a few.

    Iron Will was unhealthy design because it gave a permanent -100% reduction for free.

  • If you mean Awakened Awareness, it's hilarious you think it was just cause of Nurse. BHVR has already stated in the past they do not change perks if it is only an issue on a single killer. Which is also why the patch notes said "killers", because anyone mobile could make use of the information. Also, Awakened was trash even before its nerf.

    If you don't mean Awakened Awareness, I'm not sure what you mean, because there is zero evidence to Nurse influencing literally anything else, while there is a mountain of evidence to the exact opposite.

  • Hmm, yes, very constructive. Thank you, that is so helpful!

  • I cannot believe I have to actually say this.

    No, being in a losing situation does not mean you get to break the rules and hold the game hostage.

  • There’s two types of players.

    Type A will tunnel just cause they want to. Literally impossible to stop this type.

    Type B tunnels for strategic value. You can reduce this type by rewarding other strategies.

    It will require some reworks of the game itself on a large scale to achieve, as getting someone out early is a huge benefit. As an example, adding something like a basekit Pop Goes the Weasel or Ruin that activates temporarily when you hook a survivor that isn’t the previously unhooked one. Then, it rewards going for someone else. Obviously, things like this would require changes elsewhere as well though. Another example is a basekit temporary repair speed slowdown on recently unhooked survivors.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312417#Comment_3312417

    This literally just translate to yes you expect them to just give up and die which just isn't reasonable and reads like entitlement. It's not comparable to killer because killer always has a chance to get one kill especially with end game perks like NOED, survivors don't have an equivalent other than maybe sole survivor which is still a D tier perk.

    I expect them to play by the rules and play it out even if it’s a losing game.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312371#Comment_3312371

    So should the last two survivors just let themselves die? Like what do you actually expect to happen? And don't say do gens because you know full well if there's more than one gen left that's not a viable path for escape for two survivors.

    You can run once you see/hear killer approaching. But you are required to attempt to actually progress generators. Tapping for a split second and going back to hiding does not count.

    I expect them to follow the rules and attempt repairing. Why should it be a viable path for escape? Half of their entire team has died before the survivors have finished their objective. The killer is in a position of overwhelming advantage.

    It’s the exact same if it turns out killer has 3 total hooks with no one on death hook and gates are open. Is it probably hopeless to get more than 1 kill max if the survivors have half a brain? Yep. Does that mean the killer is allowed to just give up and AFK then? Nope.

    If you aren’t willing to play out a game you’re behind in, don’t queue up.

  • @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312349#Comment_3312349

    You can bring Whispers and still have room for Eruption, CoB and Overcharge so I don't think it's that unreasonable. If survivors have to bring Unbreakable to avoid slugging, killers can bring Whispers to find immersed survivors.

    Again, not comparable. At all.

    Expecting people to give up slots just in case the other side literally breaks the rules in a bannable manner is stupid and unreasonable.

    Slugging is a part of actual gameplay tactics as the killer continues to play looking for the rest.

  • Literally all it takes to counter hug tech is to not stay next to the surface they’re going around. Break LOS and then split off from it and they’ll slide right past you.

  • You’re mistaken. Looking up doesn’t give extra range. It’s to help ensure you go the full range. For instance, to go the full 20 meters on the first blink which can go up to 20 meters.

    Also, looking down to reduce the distance traveled is literally an example of mindgaming. If she read you correctly, that’s her outplaying you.

  • @dgbug said:

    There is an IDV mechanic that has quite literally solved this problem. Reveal survivors if they have not made progress on a gen after 3 minutes or so. Easy peasy.

    What happens if they just tap the gen for a split second every 3 minutes and then go back to hiding?

    @Xendritch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312092#Comment_3312092

    1. Bring tracking perks. Also again this is assuming the worst from survivors not every team is a SWF sometimes it's just two solos that don't wanna die and they are perfectly in their right to not throw themselves at the killer.
    2. Okay
    3. Escaping with 3 people is still preferable to 2 and I'm not married to the 50% number that was just a starting point obviously change it to where it feels the most balanced but at least it's something to encourage more interactive gameplay and have survivors still have a chance to win. Because at the end of the day I don't want this situation to be occurring as much as it does but I actually wanna find a solution that feels good for both sides rather than your stance that seems to be well if I have 2 kills I'm automatically entitled to the other 2 because the survivors should no longer prioritize their own survival.

    It is stupid and unreasonable to expect someone to bring perks just in case survivors decide to literally break the rules to take the game hostage.

    @Volcz said:

    As others have pointed out already, what do you expect survivors to do? Just do gens? Why, when the game's already over and there's no chance of progressing gens if the killer doesn't let up (most do not)? The gens are bait for survivors, more like.

    The goal for them is to survive, anyone with a brain isn't going to just hop on a gen knowing the killer is patrolling & will immediately get in chase/down you.

    You are required by the rules to attempt to progress generators.

  • Why…?

    She already moves at less than 1 meter/second while fatigued, and even out of fatigue, walks slower than survivors. Delaying the recharge makes zero sense.

  • It will never not be funny that people still prattle on the myth Nurse bottlenecks design.

    1. BHVR has already stated on previous occasion they do not nerf things if it’s an issue on only 1 killer.
    2. Patch note reflects this, because it says "killers". Anyone mobile could make use of the info.
    3. Awakened Awareness was terrible even before it got nerfed.
    4. Awakened Awareness is the only case people can even try to offer as evidence, because there’s literally nil otherwise.
    5. Also by this logic, Plague and Legion also bottleneck design/balance as a whole because they were the main culprits that led to Thanatophobia being nerfed.
    6. The nails in the coffin: BHVR regularly releasing perks that are incredible on Nurse, while also buffing or reworking old perks which also make them incredible on Nurse. Never once an issue in the half-decade she’s existed.
      1. No Way Out/Starstruck both were released and then buffed from their PTB version, Hex: Retribution got its aura reveal buffed, Lethal/Eruption/Brine/Floods/etc released. Lethal/Gift of Pain/etc buffed.
  • Not even the tiniest bit close.

  • This is unbelievably busted and abusable. No. The solution to tunneling/camping/etc isn’t making them harder. It’s making it more rewarding to not do so.

    There’s two types of players. The first type will tunnel or camp or whatever no matter what just cause they can. You will never ever stop this type from doing so. The second type does so because it’s a situationally efficient strategy. You can change this by making other strategies more rewarding.

    For example, giving mechanical buffs to aid in going after other survivors or reward going after other survivors instead of the unhooked one, rewarding leaving and staying out of the hook proximity unless you’re in chase, etc. Then naturally, the strategies to tunnel/camp/etc will decrease, because not doing so is more rewarding.

  • Oh boy can’t wait to be called slurs.

    BHVR has already said they will never ever do voice comms/in game chat.

  • Not hostage, you bleed out in 4 minutes.

  • @Xendritch said:

    1. It's not taking the game hostage it's literally the only viable move for survival if there's more than one gen left and it's a 2v1.

    2. Killers drag games out all the time slugging for the 4k. I don't see how this is different.

    I agree I'm not a fan of it occurring but BHVR should create a new mechanic for 2v1 situations. Hatch is too powerful with two survivors left in the sense 4ks would never happen but maybe give survivors a mini sole survivor where they do gens 50% faster so there's a chance doing gens is actually viable with two people? Maybe 50% isn't the number but could be tweaked until the right number is found.

    Not comparable even in the slightest. One is active refusal to play. The other is the killer slugging and continuing to play via looking for other survivors so they can chase and down them.

    If it’s a 2v1 and both survivors are standing, they are required by the rules to attempt to repair.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311173#Comment_3311173

    Don't you mean "most of the time it's just because the killer wants to prevent the hatch race and get more kills?"

    The survivor is NOT GUARANTEED to get the hatch if the killer kills the 3rd survivor instead of slugging. The hatch race is ALREADY in the killer's favor anyway!

    • The killer moves faster than the survivor
    • The killer does not have to hide their scratch marks, blood pools, or grunts of pain
    • The killer does not have to hide behind objects to avoid being seen or worry about disturbing crows
    • Some killers can use their power to scout ahead for the hatch noise, or teleport across the map while listening for it

    When there are 2 remaining survivors, have the Entity spike any slugged survivor after 1 minute. Also have the hatch automatically close if the killer is within 8 meters of it for more than 10 seconds without closing it themself.

    Why should the killer give literally any chance whatsoever? That's counterintuitive.

  • This isn't an airport, you don't need to announce your departure.

  • @versacefeng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3311598#Comment_3311598

    You're right. Truthfully, devs should implement some type of anti-AFK system. Something like survivors getting their aura revealed after not interacting with anything after maybe 3 minutes. A system like that could work and would help.

    Plus, I'm pretty sure devs added a system that makes the game end automatically after an hour in-game. This also helps a little but they should shorten it to something like 40 minutes. An hour is far too long.

    I agree. It being reduced from 2 hours to 1 hour was an improvement, but I think it could still be shortened to 40m. Even if it's an actual not-hostage game, at 40m, it's probably a snail's pace 3-gen back and forth anyways.

    And I do think some sort of measure to reveal survivors if they don't attempt to do anything is needed.

  • Yes, you can only have one of the two installed at a time.

  • @versacefeng said:

    It is annoying and rare, but like you said you can report and get those survivors banned assuming you recently encountered people playing like this.

    Which does not solve the problem of being trapped in a game that can go anywhere from 20-40+ minutes.

  • Seems kind of useless, personally. The killer has almost no reason to not break a pallet dropped mid-chase unless it's a super-weak pallet at which point resetting it is irrelevant.

  • Blight is perfectly fine with the exception of Ring.

  • Nurse, Blight, Spirit. The rest of the killers are a ways off from being as well-designed as these three, because the others are RNG dependent or otherwise just genuinely underwhelmingly poor at their tasks.

    You're in Nightfall as Dredge and a survivor runs somewhere with no lockers? Well, guess what? You realistically don't have a power.

    You're Oni and the game just started? Well shucks, if the survivors are smart, they'll play safe and predrop and make you a useless zero-power M1 killer until very late into the game.

    You're Huntress and no lockers are nearby? Tough luck.

    You're a "M2 for hit at X" killer and they hold W? Well, you're useless. You get to X? You auto-guarantee a hit if you have half a brain.

    You don't have anti-loop? Well you're automatically significantly disadvantaged on any decent tile and have literally no say about it because whatever mindgames you do, the survivor has more or better options to mindgame you back or deal with your mindgames.

    So on and so forth.

  • Vault validation doesn’t exist because vaults don’t make you protected from a hit like a pallet can.

    Latency will always exist and the server will have to favor SOMEONE. Games always tend to "favor the shooter" (ie, the one doing the action to the other person). Why? Because "favoring the target" means the shooter has to literally predict and react to the future. And for something that happens almost instantaneously, even if it did favor the target, there is not much chance to react regardless.

    A hit scan bullet isn’t reactably dodgable. A projectile bullet with high speed at close range isn’t reactably dodgable. Similarly, most things at that kind of point blank distance in DBD also are not reactable. A non-lunge range M1 is unreactable for the purpose of something like Dead Hard.

    So there’s no point to "favoring the target" for things that they can’t reactively respond to in the first place. In comparison, "favoring the shooter" means they can do things like react to someone running to the left and lead their shot before they shoot. Similarly, in DBD, it means they can play in response to what the survivor did. Eg, if the survivor goes for a pallet or window, preparing for chucking a hatchet over it.

    Also, it’s not like the target has no options. The target knows they’ll be fired on/etc. In the Huntress example, they already know she will be looking for hits at pallets and windows via hatchet. So they play differently to avoid that in the first place. At long distance, they could run in literally any direction and even dodge a hatchet thrown at them due to the travel time. There is a large amount of "variability" available to the target, because they have a lot of options for which way to go.

    The shooter has to hit a target that could run in almost any direction in the future if the game favors the target. IE, it is genuinely impossible and unfair to expect that of them. But conversely, the survivor already knows the shooter is going to be trying to take shots at them in certain situations. So they can work to avoid or counteract those situations in the first place. Like not giving those clear lines of sight or taking advantage of aiming time or so on.

    This way, both the target having options and the shooter not having to literally react and predict which future is correct out of the numerous options the target constantly has works out.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308736#Comment_3308736

    Like people already pointed out, if the survivors want to quit but don't want to DC, and if they can't hook suicide, they will just throw the match.

    I much rather see people quitting than staying in the game giving me a false sense of winning. I don't want to waste my time with hopeless games. But that is just me.

    If they hook suicide, they threw the match regardless. Them sandbagging instead doesn’t change squat.

    @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308807#Comment_3308807

    You don't want to punish selfish people

    You want to punish people with bad internet, crashing PC, having to be AFK due to an emergency, etc

    If you have bad internet or constant crashing and decide to queue up anyways, that is 1000% on you. You queued up despite knowing you might be kicked out, which ruins the game for all 4 other players. You absolutely deserve any DC penalty you get in that situation.

    And if you have an emergency, you’re going to be probably gone longer than the DC penalty lasts anyways. Emergencies shouldn’t be happening that frequently, meaning the DC penalty also wouldn’t be that high. And if there’s an actual emergency, a video game DC timer for a little bit is the least of your worries.

  • It’s genuinely eye-twitching to see how many people will break their backs bending over backwards to defend being able to ragequit without penalty.

    "It’s a symptom" is not a valid reason. Just because there’s other issues does not justify having a loophole to quit while avoiding the penalty FOR quitting. The same reason pretty much every other multiplayer versus game does not have a loophole around DCing, because it would be stupid abused.

    If you don’t want to face something that is a part of the game that you know exists, don’t queue up. Go play a single-player game and stop ruining it for players mature enough to play out the game.

  • No. It was horribly unhealthy and overpowered.

  • @CheesyBabyBoi said:

    Valid; but i dont think its as big a deal as you might feel it is. People that DC are gonna DC, penalty or not. Whether they get the penalty likely wouldn't really dissuage them from dcing, i know it wouldn't for me. Although i do think that hook self-rescue being removed would be good opportunity for a lot of interesting gameplay changes

    The point is the penalty keeps them from ruining other games immediately.

  • @illumina said:

    You know, games are here for entertainment and fun. You can't force someone to play a game if they aren't enjoying it. People go into the match expecting to have a good time. Guess what? D/cing, afking, and sandbagging (Honestly, I don't know what sandbagging is) doesn't make it fun for the other survivors. Guess what also doesn't make it fun? Tunneling, camping, slugging, 3genning, etc. Both sides are guilty of creating a bad environment for both sides.

    Why force someone to deal with a match they aren't going to have fun in? 1 person d/c right after getting downed first time, the other 3 survivors are going to have a hell of a time trying to recover from that. Some people will find it fun, some won't. The escape rate for survivors on a 3v1 are drastically different than a 4v1. Killer tunnels 1 person out, the other 3 survivors are going to have a hell of a time trying to recover. Better to end the game as fast as possible so everyone can move onto the next one than drag someone into a match that doesn't want to be there and will ruin it anyways.

    DCing throws the game immediately. Tunneling/camping/slugging/etc are strategies that can still be dealt with, even if not fun to go against. And you misunderstand my post. I know people will leave regardless. But the issue is currently, they can quit while having no penalty for quitting. It bypasses the penalty that exists literally for quitting.

  • @o7o said:

    may as well just add basekit Deliverance. lol

    20s per failed unhook attempt, I could see this having a way worse outcome than basekit Unbreakable.

    What do you mean?

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308290#Comment_3308290

    So if you get downed as the first person sub 1min into the game, everyone should give the match a chance to bloom. 9/10 DCs after a first fast down aren't people who "fear an unbalanced camping session", they just rage quit, and that will happen with the most balanced of games.

    But there is still a difference between a rage quitter and a hook suicided: a rage quitter is just gone, a hook suicided can be unhooked and often this is enough to persuade them to stay in the game, if just a little bit longer.

    People trying to hook suicide will probably be on second stage if not dead before someone can even get there.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308282#Comment_3308282

    Like I said, if the game was balanced

    which means if the survivor player could not expect a tunnel or a camp at all, I am pretty sure the chances of a DC/suicide will be lower

    Get real. There are literally players that will ragequit just because they got blinded during pickup/pallet stun, or because they went down first, or whatever other stupid reason.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308279#Comment_3308279

    Slugging until bleedout.

    Mass slowdown.

    Genrushing.

    Hard tunneling.

    Facecamping.

    Pretty much everyone agrees these things are very unfun and that the game would be better if they didn't exist or weren't necessary.

    Now, if one is a toxic player who enjoys these things, sucks to be you ig.

    The first can be fixed by just auto-killing everyone if everyone's been downed for a bit (to give chance to self-pickup).

    Regression/slowdown versus acceleration is an issue that would take bigger changes to properly address (map reworks, tile reworks, mobility disparity between killers, etc). Same with tunneling and camping. They're not easily solvable issues. It's why BHVR has been working on them for years and still hasn't found a good full solution, but have implemented stopgap measures for now.

    Do these things suck that they exist? Yep. Does you quitting make you just as bad because you automatically guaranteed ruined the game for your teammates that might have had a chance? Also yep.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308241#Comment_3308241

    Well, whatever well-meaning the other forum users might have had with you, that snarky, arrogant and condescending way of dealing with others is a surefire way to lose that. Just saying.

    Yes, the 10 posts of people just defending having a way to ragequit scot-free, the majority of which bring up points already answered in the original post. Oh, woe is me.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308273#Comment_3308273

    Hey I mean if you want to kill off the casual playerbase and ensure every match takes 15 minutes to find and is a sweatfest be my guest.

    Personally, seems like we should just make the game more fun. Likewise, we should implement the bot system so that everyone, except toxic players who try to make people DC, are happy.

    Of course, who could’ve forgot. The entire casual playerbase is filled with ragequitters that will all stop playing if they lose easy loopholes to quit without penalty. Let’s just aim for an arbitrary and vague subjective standard of fun instead. That’ll go great.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308269#Comment_3308269

    It happens, what can you do? The survivor hook suiciding or actually DCing, the outcome will remain the same for you. I don't know why bother so much about it. It's just a game. Finish the match and move on.

    Thats what I do. Never in a million years I will be upset about a kids game

    The difference is if they quit via hook suicide, they dodge the penalty meant for people quitting, and are free to immediately ruin another game. If they actually DC, they have to take the penalty they deserve.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308269#Comment_3308269

    I'm aware. Just wanted to make a point showing how absolutely hysterical your position is. Not really trying to convince you or argue with you.

    Oh no, people that would DC/suicide on hook/AFK/sandbag and ruin the match anyways decide to stop playing which means one less person to worry about ruining a game joining the lobby… Wait were you trying to say this is a bad thing…? LOL

    Also, DC penalties don’t stop people from DCing. It just means they don’t get to do it with no penalty, and have to sit out because they ruined games by quitting. You have this weird idea that people will mass sandbag instead of quitting anyways and taking the penalty. There will be people that just can’t be assed to spend the effort and time to sandbag.

  • @Rudjohns said:

    If the game was balanced people would not hook suicide

    Mm, yes. That’s why people DC the second they get first hooked against anything, regardless of map/killer/build. Good try…?

    @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3308254#Comment_3308254

    Ok, I'll make it easier for you to understand. You want to remove the ability to fail two skill checks on hook and die so you can subject players to whatever BS you're pulling while making sure that they get punished if they decide they've had enough. I see this argument a lot now, especially with the rise of 3 gen eruption meta.

    It’s cute you think that those are the only situations people will hook suicide in.

    @Pulsar said:

    Address the problem, not the symptoms.

    You can't force people to play a game they aren't enjoying.

    I'll show you exactly what'll happen.

    People keep DCing! Increase DC penalties. Playercount drops. Hook suicides rise.

    People keep suiciding on hook! Remove the ability to self-unhook. Playercount drops, people going AFK rises.

    Something has to be done about AFK players! Penalties for being AFK. Playercount drops, People sandbagging or rushed action spamming rises.

    It's a cycle. You can only fix it by addressing the root issues.

    The original post literally already answers you.

    @DEMONANCE said:

    no, hook suiciding isn't really an issue it should remain as is.

    And here we go, someone gladly outing themselves.

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