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SpringMyTrap

SpringMyTrap

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SpringMyTrap
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  • @CatFish said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962988#Comment_3962988

    Wait are you trying to say that survivors should learn to loop m1 killer and not just win by holding shift+w, how dare you

    my bad

    i can get behind complaining about scamper, but from what im seeing, people are malding about the actual power, rather than this part of it and at that point it's a skill issue

  • isnt this the killer who is loopable? even with scamper you still just play 50s because it isnt fast enough if you loop tightly.

    ah, so cathartic to watch all kinds of players mald about a killer they cant shift+w against and have to loop after years of complaining about antiloop killers you have to shift+w.

  • add: chatwheel / basic pings for survivors (to streamline most basic things like who goes to hook or what to do so people dont have to read each other minds).

    change: win condition for killer is a particular amount of stages (designed to be either current patch / month / week average for killers in the mmr range or generally set by devs with an expectation this is competitively viable win condition).

    balancing is still done for killrates and goalpost is moved to 50-55% killrate

    killer player should only lose if survivors are actually better as a team, but killer should not be able to consistently 3-4k regardless of what kind of survivors they face to a reasonable degree.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962768#Comment_3962768

    That is the unfortunate bit, honestly. I can see the intention of the Fog Vials, and it shouldn't really be that hard to make them work - really the only hard part is not messing up accessibility - like how Clown's stuff needed to be adjusted visually due to how bad it was.

    Maybe it could be fixed if either Killers within it take a 2 second slowdown to movement speed (obviously Killers with high mobility would like not be affected by it, but Killers like those are always the hardest to balance without making them useless), or maybe giving Survivors temporary haste, so they have more of a chance, but not guaranteed, way to escape inside it.

    As for them listening to the wrong people, alas there's nothing we can do about that. In reality, to make a healthy game, developers need to listen to the majority, but many game developers - BHVR not excluded in this - only listen to either the loudest section of the community (who usually aren't the majority), or only listen to the top percentage of players. Doing this normally ruins the balance for everyone else, as the loudest section normally only cares about their fun, and the top percentage of players do not play at the same level as everyone else, making their input skewed and unreliable. After all, no matter what changes are made to the game, the top percentage won't be affected that much, it's everyone else who suffers, no matter which side you play on.

    the fix to fog vials is reducing radius, duration and making them actually impossible to see through, aka making them work like they did in the events.

    making them apply slowdown will not create a fun interaction, it will just make the item into chase resource you invoke when you are screwed

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962708#Comment_3962708

    Personally, my main critique of how BHVR does their testing is that it's never long enough. I do agree that introducing new, potentially permanent, features in events is a good way to ease those ideas in, but once they decide they want to make it permanent, they put it on the PTB and then make it go live with little to no actual changes from the feedback on the PTB.

    I like the Fog Vials for what they're meant to counter, but I do think they need more testing than one PTB - like a lot of changes, like the Pyramid Head add-on changes that are making him an unbeatable monster. Good ideas, but they need more fine tuning to make them fair.

    In the case of the Fog Vials, I think the biggest issue, from what I've observed anyway (I can really only view YouTube videos, like Spookyloopz, since, as a console player, I don't have access to the PTB), is that, for the Survivors, it doesn't seem to really counter tunneling like it's intended to, as the Killer can still see you if you're within a certain range. And from the Killer's POV, it does need a visual overhaul - something that will ensure it performs as it's meant to without being an accessibility nightmare.

    the issue with fog vials is that they just dont actually create a 50/50 / actual opportunity for getaway, it's way too easy to see through them, so you cant really use them in "gamble" ways, they're way too easy to counter.

    killer players cry about that, even about current ones, but the surv item that could genuinely give them a way to get away in dead zone, but only if the killer doesn't manage to make a correct read is exactly the kind of item we could've used as a new variable that can help accomplish those clutch moments people play for.

    but alas, devs listen to wrong people and we're still stuck in meta where it's better for survivor to take toolbox and just shave off more time off gens or use medkit for free pressure relieve

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962681#Comment_3962681

    I do agree. On a personal level, I just want more or at least something new to do as Survivor, as the gameplay loop is pretty stale. But I agree that it shouldn't come at the cost of the Killer experience (which, I feel, is something that BHVR constantly struggles with - their changes to Killers often come at the cost of the Survivor experience, but there are changes that come at the cost of the Killer experience. A change should only improve the experience for both, not hamper either). That passive timer could be interesting, but it would still need to be balanced right.

    While I doubt BHVR would take any of this into consideration, I hope if they do any of these changes - new mini-games, passive stuff, new interactable stuff in general - I hope they do extensive testing instead of one PTB trip and then onto live, like a lot of their… less than ideal changes that we've seen.

    I like bhvr's approach of testing things as part of the events. Sadly, I dont like what they are testing there and how it ends up being.

    smoke bombs were amazing on their respective events because they could actually enable clutch getaway scenarios that killer could still reasonably counter. the base game version however is just a boring tool of mild annoyance and accessibility hazard.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962263#Comment_3962263

    This is very true, and where spending more than a month on the PTB comes into play. In my opinion, it could work, but they'd need to try out various different mini-games to figure out which ones provide the same or similar lengths of time and challenge. Now, I'm not sure if BHVR is willing to spend that much time on revamping the system, but it'd be a worthy investment of time. I have a few ideas of mini-games they could attempt, but even those would need extensive testing so that way they're fair for both sides.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962307#Comment_3962307

    This issue is also a fair concern, but I think it could have a simple fix. All they'd really have to do is make each of the gen perks work on the new mini-games as well, especially if it's just switching up the mini-game being played. Again, this would need extensive testing so that way none of the gen perks from either side become useless, but it is possible.

    I think if we do have a system like that we need to focus on it addressing the core issues we have with current gen system - volatility of pressure they both sides can create by interacting with it.

    it's not really an issue on its own, it's good really, but the alternative to generators can be more streamlined to give out more consistent performance.

    for example new objective could be a passive timer than survivors can only slightly speed up instead of having to constantly take their time to progress it otherwise it stops. this objective will not let survivors go before or after, for example, 7-8 minutes pass, making it so survivors being objective efficient or inefficient will not have such drastic impact on the match, allowing to make killers harder vs bad survivors and easier vs good survivors which is the kind of changes BHVR should be making sometimes.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962268#Comment_3962268

    Introducing endurance/haste/off the record/second wind just to justify giving the survivor a hook state is not the right way to do it. Most killers can quickly down a survivor after camping and tunneling, which is exactly what they'd be doing to the slugged survivor to justify giving the survivor unhook benefits after picking themselves up. You're punishing the survivor for a situation they literally cannot escape from.

    There is no risk/reward for the killer. What risk is there when they can leave a survivor on the ground, not having to check for flashlight saves/pallet stuns/etc., not having to carry the survivor to a hook, just to be rewarded with a free hook state? What that they don't get their barbeque or pain res proc? So they'd just run surge instead of pain res and infectious fright?

    do you understand the part about this effect having the same delay as basekit UB people like you are defending?

    you are not going to stand over the guy for a minute unless multiple people are also hovering around, you will lose the game.

    tunnelling like that is also hardly efficient when the guy can and will crawl under pallet to make as much distance as possible.

    however they won't be able to abuse all of that because it will still cost them a stage.

  • now they're all saying to vote divine because biblically accurate angel, omg

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962268#Comment_3962268

    I wouldn't call it fair until slugging is appropriately limited to being a catchup mechanic, but this is probably the best BHVR could do. Better than nothing for sure.

    the very fact survivors can self pick up will be a limitation to slugging, i dont see why other limitations would be needed.

  • there's no valid reason she shouldnt be, yeah.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962298#Comment_3962298

    no, i very much have, because i did enough to stop survivors from picking up the other guy. we can talk about how this can be improved to be more engaging, but as far as "earning goes", it's way more deserved than a free self pick up for existing.

    How is this fun for the person on the ground? Again, survivors are not playing this game to be fodder for your enjoyment. If you're proxy camping a slugged survivor, you are no longer "hooking" or "splitting hooks" or anything like that. You know at least one or two survivors will come running for the save. Getting free health states because the survivors want to give the slugged survivor a chance at actually playing the game is not fun for anyone but the killer. If nobody came to save that survivor, killers would then complain "oh I'm getting gen rushed, gens go too fast, nerf toolboxes!!!" The goalposts just keep moving. At the end of the day, some killer mains have undeserved MMR. Slugging for egregious lengths of time is one of the quickest ways to gain this undeserved MMR. MMR should be awarded for quick chases, great macro knowledge, good educated guesses based on perk usage; not "I slugged someone where's my 4k?"

    but you are factually punishing the killer. this only comes into play because killer got survivor on dead hook. the logical response to that is not hooking at all because if you will have to resort to slugging despite strategizing around hooking, you will be punished. might as well just not hook.

    Explain then: why don't killers feel punished in 2v8 because this mechanic exists there?

    Don't really want to read or response to anything after that, literally didnt even read. I heard enough from you to know this discussion will be a waste of my energy, have a nice day!

    If you didn't read my response, then how are you in good faith engaging in this conversation? 🤷

    "how is it fun"

    and how is it fun for killer to be punished for playing the game?

    if you actually cared about fun, you wouldnt be against the suggestion I've made - basekit UB with a price which actually changes slugging into a two way dynamic that both sides can play around more.

    but you dont, you just want killers nerfed even though they're objectively in balance or even underpowered even by devs' own standards.

    that's why I dont want to have a discussion with you any further.

    peace out

  • @AdamZ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962268#Comment_3962268

    i like ur idea, but i dont think it should proc unhook perks, at most give some endurance and haste for 10 sec

    maybe, but I don't like the whole idea that killer needs to slug because they need to bypass numerous perks triggering after unhooks.

    it would be enough that slugging will deny perks that the unhooker can trigger - stb, well make it, babysitter, etc

    i'd rather have perks like resurgence or DS balanced around the idea they will inevitably be activated naturally regardless if killer slugs or not.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962278#Comment_3962278

    only if it costs a hook stage otherwise people can stall / crawl away and deny pressure by free self pick up.

    If you have someone on the ground for 60 seconds, you no longer have earned the pressure.

    why are we punishing killers for hooking and, most importantly, for splitting hooks?

    Nobody is punishing killer. It's allowing the survivor to actually have a chance at playing the game. It's only an issue if you slug the person on death hook for 32 seconds. Not sure in what situations you need to CONSTANTLY slug, but in general high MMR lobbies, it's not that long.

    or they just created a situation where killer doesnt have a choice - crawled away, sabo'ed, etc. I could act that this is toxic, but it really isnt, just how the game works and the actual bad faith would be to not take the good with the bad.

    The max time a hook is sabotaged for is 45 seconds with addons. Besides, there are literally, at any given time, 3 hooks a killer can bring a survivor to upon picking up. That is current map design in a nutshell for you. A killer can travel almost 60 meters while carrying. At that point, it's a skill issue. If two or more survivors are going for sabos, you've won the game because nobody is doing gens. That's more slowdown than a 4 perk slowdown build.

    is playing twins inherently toxic?

    No. If you play twins like this, yes.

    you're contradicting yourself unless you unironically want to say that people who play to win in a pvp game are "toxic" which is frankly ludicrous.

    I've not contradicted myself at all. My stance is the same: vestige mechanics from old dbd when nobody knew how to play the game are currently being exploited by killer mains. If two people are on the ground at any given point in time in the match, the game is practically over for the survivors. A killer's win condition shouldn't be get two people slugged, or have someone downed in close proximity to a hooked survivor to win. There are so many auto win situations a killer can find themselves in, and it's time that the devs address these unfun scenarios.

    If you cannot manage to not be picked up in time, you shoud blame yourself or your team for being too pressured, not ask for handouts

    Again, here is another example of a killer main thinking every group of survivors is automatically a 4 man swf with a combined 20k hours instead of the actual situation: 2 solo queues and a duo queue.

    >If you have someone on the ground for 60 seconds, you no longer have earned the pressure.

    no, i very much have, because i did enough to stop survivors from picking up the other guy. we can talk about how this can be improved to be more engaging, but as far as "earning goes", it's way more deserved than a free self pick up for existing.

    >Nobody is punishing killer. It's allowing the survivor to actually have a chance at playing the game. It's only an issue if you slug the person on death hook for 32 seconds. Not sure in what situations you need to CONSTANTLY slug, but in general high MMR lobbies, it's not that long.

    but you are factually punishing the killer. this only comes into play because killer got survivor on dead hook. the logical response to that is not hooking at all because if you will have to resort to slugging despite strategizing around hooking, you will be punished. might as well just not hook.

    congratulations, you can apply to BHVR because you just did their job of implementing a solution aimed at solving the supposed problem that makes the problem ten times more common and only slightly less bad.

    Don't really want to read or respond to anything after that, literally didnt even read. I heard enough from you to know this discussion will be a waste of my energy, have a nice day!

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962096#Comment_3962096

    The activation criteria I suggested was very clear: after 1 minute on the ground (restarts after being picked up by any means) or always if on death hook. If someone is slugged for that long, it's gone from "good faith snowball" to toxicity. Yes, I consider slugging everyone until all 4 survivors are on the ground toxic, and a relic of old dbd. The only people who do this are either going out of their way to be toxic or are going for killer win streaks. Either way, 60 seconds is ample time to try and snowball. If you cannot manage to do so within that time, the survivor should be able to pick themselves up.

    >after 1 minute on the ground (restarts after being picked up by any means) 

    only if it costs a hook stage otherwise people can stall / crawl away and deny pressure by free self pick up.

    this mechanic cannot be just a free UB, it must have an actual downside/be a double edged sword.

    >always if on death hook

    why are we punishing killers for hooking and, most importantly, for splitting hooks?

    >If someone is slugged for that long, it's gone from "good faith snowball" to toxicity

    or they just created a situation where killer doesnt have a choice - crawled away, sabo'ed, etc. I could act that this is toxic, but it really isnt, just how the game works and the actual bad faith would be to not take the good with the bad.

    >Yes, I consider slugging everyone until all 4 survivors are on the ground toxic, and a relic of old dbd.

    is playing twins inherently toxic?

    >The only people who do this are either going out of their way to be toxic or are going for killer win streaks.

    you're contradicting yourself unless you unironically want to say that people who play to win in a pvp game are "toxic" which is frankly ludicrous.

    >If you cannot manage to do so within that time, the survivor should be able to pick themselves up.

    If you cannot manage to not be picked up in time, you shoud blame yourself or your team for being too pressured, not ask for handouts

  • they can add basekit UB, but it's automatic and costs a hook stage for the survivor.

    this way it can only be used to counter bleedout / all in snowballs and won't be weaponized otherwise because the benefits would hardly outweigh the cost.

    it should take about 48-50 seconds and recovery needs to be possible while crawling.

    when survivor is picked up, they get all the benefits from being unhooked - they get 10 seconds of endurance and haste and all post-unhook perks (like resurgence or OTR) are activated.

    this way risk/reward would both be reduced - the killer doesnt get to keep survivor on the ground until they bleedout, but they would also get something if they are picked up by the system.

    that would be fair and would be something both sides could play around without making slugging into a dead playstyle, it just would be an alternative to hooking, rather than a way to bypass hooking mechanics altogether.

  • @kosaba11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962255#Comment_3962255

    While this is true, and maybe not ever escape option would be viable, simply changing to type of mini-game that is needed to complete the objective would go a long way in refreshing the game, while a visual overhaul for these new mini-games would give more freedom for more dynamic maps. The Killer loop wouldn't be affected, as Survivors would still need to sit in one place, it would just be a different mini-game Survivors needed to complete. Additionally, with more dynamic maps, you could still add new things for Killers to interact with as well, so the change isn't one-sided.

    yeah but the problem is that if you implement these in any impactful way that changes the fundamental "survivors need to spend X amount of fixed time", like doing these minigames successfully greatly speeds up the progress of the objective and failing would slow it down even harder, then it would lead to these exact issues I described above.

    It would disproportionately difficult for the survivors at low skill level than it would be for killer to kill them normally and when survivors do optimize that, then the killer would be tremendously struggling as survivors will have yet another leverage to limit killer's time and options.

    and if you mean just different skillchecks with otherwise same impact, that might work, but you need to consider that these should be something people can reasonably figure out fast enough but something they all cant immediately perfectly do with high consistency.

    The equivalent of hitting good skill checks should be easy and hitting greats should be hard.

  • I think leverage is kinda underrated, it's a really good anti meta / alternative pressure option, especially with sloppy.

  • cool idea but you do realize that this won't be very engaging to play after the novelty effect wears of?

    generators are not very fun mechanics, but they are the way they are so that they keep people stalled and easy to find while giving killer time to play for chases.

    look at how recent bloodmoon event played out. removing "sit in one place contributing time to complete objective" dynamic made the game feel fresh but it also broke it in all kinds of ways, resulting into a very boring hit&run meta for killer and stealth meta for survivor.

    killers could not commit to chases because their best form of slowdown was to keep finding people to stop them from depositing cans and survivors could avoid being found and pressured in normal ways because the area where they could be spanned way further than one location.

    the bloodmoon cans also were a very high skill floor / ceiling mechanic. bad survivors struggled A LOT MORE with juggling cans while strong players quickly figured out how to optimize them to be completed even faster and safer than normal generators.

    this did not make up good gameplay, it just made the game even more uninteractive and onesided as the cost of the mistake was even higher.

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962096#Comment_3962096

    Never listen to people like this. They will always highlight the bad on the other side but never acknowledge their own.

    im sorry, i have a plenty of other people doing exactly that, Im just balancing the energy in the room.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961834#Comment_3961834

    Why shouldn't they? I've yet to hear a good reason as to why not.

    sabo, pallet/flashlight saves, the whole power struggle / boil over insanity, surv crawling out and hiding, most good faith snowball / slugging cases (organic caused by survivor misplays that arent misplays anymore thanks to the free UB or by killer's power like Oni/Plague).

    if we want to have infinite UB, we must have basekit deerstalker and the things in bold text being deleted. until that happens, suggesting infinite UB is a ludicrous idea inviting disaster and resurrection of miserable bully squad gameplay because killers lose their ways of counteracting aggressive strategies or securing hooks from snowball.

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962088#Comment_3962088

    Your post is a whole bunch of nothing. Just an insult.

    You're the typical person who excuses bad killer design and blames people for criticizing it. Thanks for making my point.

    ok

  • @Volcz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958292#Comment_3958292

    Lost your credibility when you started to defend Ghoul. If you defend that hideous thing of a killer in its current state, you're clearly a biased player and will excuse any killer that is either not fun to play against or completely unfair. People play video games to have fun & escape from reality, and since there isn't any ranked mode, thats all that matters.

    I love how you call people bringing up valid criticism on specific killers as being crybabies but your entire post has been a complaint post about those types of players.

    Wish we could go back to looking at it from both sides but a lot of people really make their bias known.

    I have no problem with Kaneki as long as they remove his free hits & his ability to cancel swings. If you get outplayed and swing in a direction while the survivor doubles back and reverses pathing on you, you should be outplayed. You shouldn't be able to fix your mistake by cancelling a swing and immediately being back on the survivor's tail w/o any downside. This has happened a lot.

    if you cant stay in tiles for as long as possible, loop tight and not lose 50s against at least some of the ghouls to get minimal good chasetime, you're not good at the game, im sorry, this isn't the problem of the ghoul and this absolutely isn't something that justifies give up sabotaging

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3962055#Comment_3962055

    so it wasn't losing it u do get slowed the by the fire…that is really uneeded while out of power lol

    but thanks for the tips <3

    out of the power it doesnt slow, but while you are in power it hinders you even BEFORE you lose it to the turret, yea

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961995#Comment_3961995

    actually since u main xeno, care to tell me the most effective way to deal with turrets, i tend to just go around them or hide from their line of sight while in chase or try to snipe them with my tail before i get kicked out of my power

    you just kinda learn what you can or cant get away with.

    most of the time you just break them, m1 if you have addons, m2 if you dont unless turret is in the open and you know the exact safe distance. sometimes you can ignore turret if its far away and you can pass by if you lose heat faster than turrets grants you in short bursts.

    when you deal with double setup, sometimes you can destroy it in one m2 swipe if turrets are alined and you got close, sometimes you can take it apart from cover, sometimes you just send it and break both turrets / lose power to walk down the surv.

    just keep in mind that you get slowed down while turret burns you even before you lose power so dont use tail on surv unless they're already within 4.8 range, prefiring wont work

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961944#Comment_3961944

    singu i agree, xeno HARD DISGAREE, on the killer side its so frustarting and annoying to run into 3 flamethrowers in a row, seriously think about it, a killer that has no counter play in pallets, windows and can drag their power like nemi (kinda of ) has a 1.31% pickrate

    not to mention picking up survivors kicks u out of your power, i somewhat main xeno and i can tell u, it can get very frustarting sometimes especially when survivors run me through a landmine of fire turrets

    image.png

    i main both of these killers and that's the difference I experience. Xeno is weaker and struggles in some cases, but his strong sides can be devastating and deadly if used efficiently even against flame turrets.

  • @PigWithTvs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961643#Comment_3961643

    as much as i like the idea of survivors interaction the killers power, the balance team kinda proved they can't really balance it sadly, I.E sadako, skull merchant, pig, dredge, singularity

    i think the only ones that don't feel like the survivors literally gut your ability to play is wesker/ nemi but im not sure if we can count it as "interacting"

    i mean, both singu and xeno are pretty good examples of that balance, you're wrong.

    they can make interactive and engaging external counterplay power as long as the power / countering counterplay is harder to get into than to pick up.

    xenomorph does fall behind past certain point but he still remains very powerful killer with good potential.

    singularity is also very powerful killer in the right hands while also being generally unproblematic because to make him good you yourself need to be good at the game while survs can get into using EMPs pretty easily.

    in case of springtrap they didnt have to design him around "op power op counterplay" formula however, they just needed to make it so that if survivors CHOOSE to use the external counterplay (doors/cameras), springtrap himself has options and ability to punish that usage and interact with survivors. That, sadly, doesnt work out with the current design.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961766#Comment_3961766

    I mean we legitimately have 0 info on the anti slug mechanic. In my opinion, if someone is on the ground for 60 seconds or is on death hook, they should be able to get up. 1/4 of the bleed out timer or on death hook seems fine to the majority of people.

    they shouldnt be able to get up for free.

    there are a plenty of scenarios where survivor can crawl away or be part of a massive snowball and punish killer for playing the game correctly.

    that would also not help making slugging less annoying to any meaningful degree, it's yet another massive buff to high level survivors and survivors' overall very high skill ceiling but not an improvement for people who just dont like spending time on the ground.

  • @Pit_Bull_Love said:

    What??? You are telling me BHVR isn't going to actually do anything about the slugging that they said they would do in the second half of the yesr? I'm shocked, utterly shocked.

    They wouldn't revert the clown and knight nerfs in the ptb, but keep their buffs, too, would they? Nooo… they have never done such things…. Go ahead, save this comment and come back to me in a couple weeks when they do exactly that, again. Yep, nerf keys and maps, buff killer, and then call it survivor sided. I am so glad I have stopped playing this game. it's nothing but a middle finger to survivors.

    "buff killer"

    acts like he wont get more OP version of UB and an item that counters most S tiers while BHVR are buffing nurse and blight

  • "follow our internal testing"

    aka preemptive feedback from players who called out how bad the idea is going to be

    I want to be positive about that, but why are we even having to deal with this in the first place, so many resources wasted on changes / things that get cancelled because they are terrible for the game

  • image.png

    that one strat is like infinite T3 myers or camping as bubba / huntress or endless zoning like a bot instead of using power normally on demo/huntress/springtrap or playing 3 gen too hard.

    "if they are not better than me" basically means if I can actually keep up with the player, like they dont just destroy me in every mindgame, make perfect reads, etc

    not fun not too unfun is not something I can consider aggressively unfun but it's something I would rather not face than otherwise

  • @PigWithTvs said:

    u wanna have another dredge basically?

    you know dredge was not being played at all because of this, locked lockers were so frustarting to the point people just stopped playing it, bhvr only changed him few years later, still u barely see him anymore

    honestly just pay attention

    and its springtrap, not the fnaf 1 gang, its a literally suit that has the soul of a killer inside it not children, just in case u wanna go the lore lol

    and look at the little monitor on the door, if it starts flickering that means springtrap is coming, if the door is behind somewhere just keep alert, its not a gen sim game its game where u run away from the killer (and bully him with flashlights and give him depression lol)

    to be fair, having his power be more interactive wouldve been fun, but he isnt OP by any means anyway.

    very mid B tier especially when you learn to listen for sound cues

  • yes i am reasonably mad about not being able to play the game because of griefers, you seem to be oddly defensive about that, sounds like you were one of those people :)

  • @UnicornMedal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961019#Comment_3961019

    I will never understand the level of anger toward going next. Guaranteed that anger isn't going to fade away and die with these preventions. Give it enough time and there will be complaints about how Survivors aren't trying hard enough and how we need to bring back harsher penalties for not playing "right".

    i will never understand why people are upset that instead of playing the game other people signed up for they give up at mildest inconveniences and proceed to grief and ruin matches, truly a mystery of the century.

  • @Gucci_218_TTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958292#Comment_3958292

    Lol this isn't correct. There is literally PRO teams who, played against PRO SKULL MERCHANTS that have stated that her 3 gen strat was ridiculous. Watch the video yourself it's like 50 minutes long.

    Ghoul is definitely OP still even after the nerf and i bet more than 50% of the players would agree which makes it a problem whether you think they are crying or not lol.

    The DC penalty wasnt bad previously so why buff it. Now if i get a matchmaking ban, the timer only decreases while my app is open... that's ridiculous. And i promise will cause many players to delete the game for ive had 5 already quit since most recent update. Its unnessasary and just downright obnoxious.

    Love the game but every single player has quit at some point for many reasons. Bad teammates, teammates whom are teaming with killer (which mind you if you report teamers nothing ever happens @BHVR),

    examples : possible cheating, even bugs make players quit. 90% of the time when i rage quit it tends to be someone cheating and most of the time they are but im still punished for leaving or i have a teammate whom just helps killer get you while they've been hiding entire game we ALL know it happens. Lag too.

    Pc players who cheat actively continue cheating with very little repercussions for vpn basically saves them cuz BHVR's anti cheat is still horrid. Ive had cheaters pull my ip address and found my real name. Sad that playing the game puts me at risk and for BHVR to just shush players who speak out about anti cheat. Theres many many issues that will never be fixed.

    aaaaaaaand how any of that justifies the DCing sabotage the community exploited? yeah, thanks, I know how bad 3 gen SM was, I even acknowledged it in the very message you responded to.

    ghoul with 2 token loss (when its not bugged) is very much manageable if you arent terrible at the only skill expressive thing according to anti loop killers haters, and even if he isnt, there's nothing that genuinely warrants sabotaging games just to make a point for BHVR, skull merchant's gen hostage would've been addressed without it.

    and too bad that people didnt just DC against just these two particular killers. Oh no, they were DCing and killing themselves against literally anything in any situation. I saw screenshots of ######### perkless trappers getting people to RQ.

    your other points are completely irrelevant. if people cant handle playing the game and need to sabotage games for everyone else (and thus contributing to making the game actually unplayable and more miserable) then they need to ######### quit and it's good that these babies or burnt out miserable people are being driven away by harsher penalties.

    genuinely been enjoying not having a dipshit killing themselves on hook because something went wrong every 2nd match as solo q survivor. too bad miserable people would rather bend over themselves and keep looking for ways to grief games instead of cutting their losses, but hey, at least there's less of them, as expected.

  • @Nobody_TM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960638#Comment_3960638

    How would you feel if you didn't eat breakfast this morning?

    👍️👍️👍️👍️

  • @Nobody_TM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960632#Comment_3960632

    "But I did eat breakfast this morning!"

    I'm asking you hypothetically speaking, to imagine a world where she moves at 120% every time her birds are recharging. You'd probably call that silly, or ridiculous. I say a 110% ranged killer with stealth and teleporting mechanics getting to be a 115% for doing what they already do and wether they do it well or not, is equally as silly.

    And its for that reason I think the cooldown should be 11.5 across the board. Looks like were at an impass!

    okay so now we're making stuff up because we dont have anything of value to add to the discussion, have a good day

  • @Nobody_TM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3960622#Comment_3960622

    Nah, it should 11.5 seconds for both for reasons already stated.

    "Imagine if artist gained a 5% haste effect every time they ran out of birds."

    Looks like were at an impass!

    when im in false equivalency competition and my opponent is an dbd forum user:

    artist is 115% at any time btw, not 110% while her power is up.

  • the cooldown for both hitting or missing should be 7 seconds.

    it does not need to be any longer than it is already.

  • @Nobody_TM said:

    He's rewarded for misusing his power by getting a speed boost, the cooldown if anything should be longer.

    he literally gets a longer cooldown if he HITS the survivor.

    he gets speed boost regardless of hitting or missing.

  • do you realize that 10% movement speed difference is pretty much useless for map traversal?

    main application of yellow bottles has always been to create massive speed difference between clown and the survivor to shut down a loop

  • @Rookie1978 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958292#Comment_3958292

    my only dog in this race is noting that skull merchant was absolutely a flop in every direction including game design and nobody cares if the ghoul is op or not they hate that his power feels like BS to play against, it's a gamefeel discussion more than anything else

    i dont play survivor that often but i personally love disconnecting in protest instead of being forced to play against skurchant or nurse because they're awful

    even now (i mostly play killer) so many survs either give up and let me kill them as soon as they mess up a loop, or just dc as soon as i down them even though there's still plenty of game left

    im not saying that the new system is bad or anything but people are just going to give up if they want to and if a notable number of people would rather consistently DC against a certain killer maybe there's just something wrong with how that killer was designed

    I disagree.

    SM 2.0 was fine conceptually and could've been fixed with a medium update making bigger emphasis on manual drone control to continuously debilitate survivors and balancing her around exposed status effect rather than insta injury.

    She needed a rework similar to Knight, but she got freddy'ed because survivors refused to learn to play. This is not Skull Merchant issue, this is the entitlement issue that stemmed from people being babied too much. If 2.0 was released a few years before as is, people wouldnt like her, but they would get good and just play the game.

    As for ghoul, same goes here. The power is conceptually fine with clearly defined strengths and weaknesses - anti distance, free first tag, loopable and struggles with a down and the issue is how BHVR choose to address it because the community not only refuses to play around the general design, they also false report issues and downplay the impact of core balance issues like existence of better scamper in ghoul's kit for well over 3 months.

    People surely can give up if they want to, but in the end it's the problem with people, not with the game being aggressively unfun.

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3959135#Comment_3959135

    what’s the secondary effect that’s being changed exactly?

    +6% to gen speeds if you repair highlighted gens

  • You cant change that sadly.

    This is just how the game fundamentally works because first chase is when killer has no info on anyone, has to keep track of 7 (4 with corrupt) gens and the entire map is up.

    best they could do is give long asked corrupt basekit (cuz spawn changes DID NOT DO THE THING)

  • It's funny how OP complains about springtrap's holding speed and then brings up houndmaster as an example even though their holding speeds are identical and are one of the worst in the game only being rivaled by huntress' silly 3.08 m/s.

    Placebo power!

    On a side note, springtrap is 4.4 with the axe while HM is 4.6.

    image.png image.png image.png

    And unlike springtrap, Huntress' zoning range is absurd and her axe travels 25% faster (40 m/s with max charge vs 30 m/s anytime) while springtrap starts to fall off past ~10-12 meters because he needs to go for a very reactable arc throw.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958906#Comment_3958906

    How is the killer supposed to see the fog vial drop, if the killer is getting ambushed by a teammate? The person being chased isn’t dropping the first fog vial. If they drop a vial, they would be dropping a 2nd vial, to make the concealed area larger.

    oh no something you also need to learn to be able to expect and adjust to and then play around accordingly.

  • @ratcoffee said:

    I think it isn't meant to be an emphasis on the yellow bottles so much as feeling like they accidentally emphasized purple bottles too much and wanting to make them feel equal. Obviously if they actually managed that remains to be seen

    yeah i really hope the buff is effectively just making the haste/hinder effects equal 12.5% instead of 10 and 15%

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958674#Comment_3958674

    ”Game sense” is a fake term. There’s no visual, scratchmarks, audio, or aura reading. What exactly am I suppose to base the game sense off of? Psychic powers?

    How am I supposed to follow one specific person, when multiple people are purposely running through the same area, trying to confuse the killer into chasing the wrong person?

    are mindgames also a fake term to you? you see them drop grenade, they're about to try something, play the game enough to understand what options they might go for and develop a behavior that counteracts to the most amount / most popular ways survivor might play around grenade and use whichever remaining clues there are to get back to chasing asap.

    i played the event vs both iterations of the grenades, it's not rocket science to get a decent idea of how survivors might behave.

    i swear, sometimes dbd players are just on a whole other level of disconnect from the very game they're playing.

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