Technature
Technature
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- Technature
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SUPPOSED DISABILITIES!?!?!
Are you going to tell me that people with epilepsy aren't real next?
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The problem is the game engine can barely handle what's on it already (according to the devs).
They wanted to let Nemesis have more zombies, but more than two was more than the game can handle.
The game would ######### die if 20 people were playing at once.
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"(unless you count "No healing" as an option)"
It absolutely IS an option.
You put yourself at risk but there are times where not healing is the smart play (getting the gate open, finishing a generator that's almost done, Legion existing).
Just because you don't want to acknowledge it doesn't mean it doesn't exist as an option.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394599#Comment_3394599
The reason for it is balance. Maintaing fixed fov both for killer and survivors, ensures that they see what they have to see and no more. Few degrees view more for killer like im shadowborn prevents lot of situations where killer lost track of survivor because lost them from fov.
For me is enought good reason to not introduce fov settings in dvd.
And yes lot of the people would adjust fov to some nice mid value to see well enough and for the screen to not be too streached. But me and lot of other people would immidately max it to see as much around the character as it is possible. Seeing more is HUGE advantage.
And here we go.
"People playing killer have to deal with getting motion sickness because I like crouching in front of the killer."
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There is literally no good reason it shouldn't have an FoV slider.
But an army of "Killers get preferential treatment" people will probably talk about how that gives killer an advantage for some stupid reason.
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Oh my ######### god here we go again...
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391945#Comment_3391945
seriously... what are you talking about? my stance is quite literally explained in the post?
If someone asks for an explanation on what you're talking about, "Just read what I posted again" is not an appropriate answer.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394063#Comment_3394063
And... does that mean it's not too fast with all those healing perks?
That's no explanation of why altruistic healings aren't a problem, that's an explanation for why self healings were broken.
Can't I be explaining for both of those reasons?
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"crying DH abusers"
So you're not looking for a real conversation then?
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393429#Comment_3393429
Because to be able to heal yourself you need a medkit. If there is no medkit available, you need someone to heal you.
But I want to know why altruistic healing is not a problem, and "is kinda silly" is not a valid argument, I'm afraid.
So here's the thing.
If you are working on yourself, you are taking up YOUR time. Nobody else has to stop what they're doing to come over to you and heal you. That means they can spend that time on repairing generators.
By having someone heal you, that is now the time of TWO people being taken up. A total of 32 seconds worth of gen repair that is now not happening.
Healing by yourself is still going to be preferable to healing off another person, especially since none of this takes into account that you have to actually find someone to do the healing in the first place.
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@fulltonon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393442#Comment_3393442
That doesn't really explain the nerfs for lot of "healthy" regression perks we had though, somehow all of them have been killed too.
Which one of the perks that were nerfed in the last patch would you call "healthy"? Call of Brine and Overcharge were both activated with a quick gen kick, a hefty requirement unless you know you have the time to do it. AKA, 3 gen defending. And if you downed someone and RNG didn't hate you today, Pain resonance made it even easier to not have to commit to chases not in your favor.
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I remember there were proposed add-ons that would take advantage of Hillbilly's cooldown. A shame they got scrapped for some reason.
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I have a better idea.
Bring the promised cross progression.
PLEASE!
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I'm sorry, I'm willing to defend it and say it's not overly broken, but easily outplayed it is not.
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How bad are you that someone only needs to dead hard you at a pallet once for you to lose the game?
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"You can buff healing speed all you want, no one will run this perk in its current state."
Good
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How in gods name does it incentivize more than the PTB version?
The person you're tunneling is the person with the protection and any team worth their salt will go out of their way to force you to hit them instead so that their dead hard gets use even if you DO hit them off hook.
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It doesn't sound like you want to play the game in hard mode to me.
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CoH getting rid of every survivor gets self care at the price of one persons perk slot was absolutely necessary.
I'm tired of games where I have to protect a 3 gen and the game goes on forever because "I hit one person, now they and they alone can't do anything for 20 seconds, whoop dee doo".
It's the biggest culprit contributing to the "Two Fortress" playstyle that's devolved from peoples obsession with bringing metas and having to win the game, alongside the introduction of The Knight and The Skull Merchant.
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If you're using it to play the game in Hard mode why do you care if Dead Hard is nerfed?
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The game is currently stuck in a rut where both sides build their area into a place where if the other side enters it for too long, they lose.
Killer perks that were nerfed can all be traced back to the question "Does this help me hold a 3 gen?".
It's also why CoH got it's quite frankly much needed nerf.
Blame the people that abused CoH to death and the people that play Knight and Skull Merchant in the least fun way possible.
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Injuries still matter. You can't just run in, take a hit, and go "whelp, time to find a corner and heal myself in 8 seconds without help". You want to do it in an efficient amount of time, you need to find someone else, which means their time is spent not on generators.
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My brother in christ, using the perk in a way that you can reliably keep a 99% on your exhaustion and waste as much of the killers time as possible is not an exploit, it's something that actually takes practice.
Most Sprint Bursters just slowly walk until you're almost in striking distance. This entire conversation is stupid.
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If it's silly then blame the people that drove the perk into the ground for making killer players act like that.
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If you avoid running over a trail, he can't put you in a cage in the first place.
If you know he's doing this, force him to knock you down instead of running over a trail instead so he now has to choose between slugging you or dealing with the normal hook mechanics.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/371303/thoughts-on-april-developer-update
Can you please explain to me why just self healing was the problem and not altruistic healing, if you don't mind?
Because I hear everybody saying those exact same words, but not a single one of them have given any reason or explanation for this "fact".
Because healing yourself at the same speed as healing another person is kinda silly.
Why would you ever willingly get someone else to heal you when you can do it in the same time while the second person now doesn't have to take time away from gens?
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Literally the only thing worth complaining about Sprint Burst is how predictable it is.
Oh wow, you're slowly walking away from me, gee I wonder if you have it or not.
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I stand by what I said. The only people not used to flashlights by now either don't actually use them or hate the fact that they can't give someone a seizure.
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I'm sorry that it's really easy to get you to swing at Dead Hard every single time and that you don't know when to abandon chase.
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Flashlights were not butchered just because you can't give someone a seizure anymore you actual monster.
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There's no way it's going to show up literally every single game.
You hit someone twice at most to trigger it.
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"tiny nerf"
I had no idea letting the killer get closer to winning as a base requirement for the perk was so minor.
What are you talking about?
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Survivors spawning on gens isn't the issue.
Each survivor spawning on a different gen?
Yeah uh, screw that.
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Way to explain your stance.
Again.
This is just getting kinda depressing.
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There are legitimate reasons to camp someone. People refusing to leave the person on hook and gates being powered being the most notable ones.
Killers would have no counter against people that run in, use the perk, and ######### off when the gates are powered but not open, meaning the game goes on forever, which is what I thought people hated about Knight and Skull Merchant.
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"I think Noed has the worst design in the entire game"
That's not how you spell CoH.
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I'm not gonna be told to "git gud" by someone who doesn't know how to dodge a charge.
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The infinite use was far too strong even with cooldowns. People shouldn't be able to make a hooked survivor last forever, camping because the gates are powered would be impossible.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391668#Comment_3391668
and your argument revolves around wesker nemesis and demos power being useless because "survivors can just dodge," it's literally a skill issue.
I brought them up as examples and you responded with Trapper of all killers being part of that list!
It all boils down to "I don't like this perk".
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@Chilli_man2400 said:
I’ve done that challenge before. It sounds hard but it’s actually not. Just run the addon that makes you 115% after a lethal blink and you will get the challenge completed.
Yeah, just do this. I got it on my first try like this.
Survivors never expect you to suddenly be able to outrun them.
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You don't just "Hit your power" with Wesker.
Ya know what, I see what the real argument is.
"I suck against this perk, please overnerf it to oblivion like everything else I suck against BHVR".
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Probably implies that there are survivor mains that wouldn't complain about it.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391621#Comment_3391621
You're basically saying that these attacks are less viable than an m1, but they just aren't. Just as the survivors can dodge you can easily just hit them where ever they're going to dodge. These killers do in fact have a power believe it or not.
"Just hit with your power lol" isn't a good argument either!
How do you "Just hit" with a ######### bear trap!?!
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Why are we talking like High MMR is a thing?
Even newbies get matched against the Navy Seals in this game, stop lying to yourselves.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391580#Comment_3391580
so you think they arent reliable chases powers bc the survivors can just dodge? im sorry but thats just not true
How is that not true? You get plenty of warning that you need to start being less predictable.
You can't just say "nO ur rong" and leave it at that.
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STBFL is not that good on Wesker, no more than most M1 killers. If he wants to preserve his stacks, his special gives out a very noticeable audio cue and if he misses (especially the second time) he's in a nasty position most of the time if he wants to continue chase. Compare to Nemesis, who's no worse than if he misses a basic attack and can potentially hit across a loop, and Demogorgon, who...I don't need to explain the dog, right?
Also Trapper relies on luck to conserve his and I don't even know why he's on this list of killers that can easily ignore the counter.
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I would be down for both.
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A good tutorial gets players on their feet ready to go. Preferably by example rather than walls of text like Shovel Knight did, but I understand that's rarely reasonable.
Nobody is going to sit on a tutorial that's on it's third hour going "Ok, so when the killer is chasing you here, you have to sometimes trick them into going a direction that you're not going to be". That's just unreasonable, especially on developers.
The tutorial could certainly incorporate some new things, like totems, and it needs to fix that bug where you can free yourself, but it's otherwise fine as is.
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Stop using your safety net offensively and I have no reason to chase the easier yet protected target.
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I'm sorry, but if even only 1% of people now don't have to deal with potential seizures because of macro clicking pricks, then it's a good change and arguing against it just shows you have no problems with triggering an illness on someone because "You can't catch me ha ha".