Testoviron
Testoviron
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@MostBestPlayer said:
I always have trouble with pinhead on toba landing. The box sometimes DOESN'T HAVE ANY PARTICLE AFFECTS!. With all the foliage in the map and the box blending in you pretty much lose on this map. And that it is so awkward to place the chains at the center where the ship is too.
But yeah i agree they should fix these bugs.It might be partly clipping through terrain (example shown in misc bugs), it also happens sometimes on Ormond (and likely other maps).
Sometimes it has no visual cues, sometimes it's completely silent, and I do think it's because it spawns in terrain.
This one is a more elusive bug (and might not be as rare as I think) since, if I don't find the box (because it's in terrain), I obviously won't know it is in terrain.
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Cenobite. And I say this as someone who plays exclusively Ceno and is probably in the top 20 of best Pinhead players globally.
He is absolutely miserable to play. Extremely map dependent, full of glitches, with a casino M2 that can see me LOSE distance even if i land a 100% efficient, frame perfect hit through a wall.
Too bad BHVR now has a convenient excuse to ignore him for 4 more years ("the license expired so he's not a high priority, hehehe")!
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@LockerLurk said:
I just wanna know what they planned to do before the Plague and Cenobite changes got pushed back. I think his biggest issue is frankly, the chains and the camera for it. Could probably stand an update to box spawn logic and some mobility too. I don't think haste on Chain Hit is the right call. Maybe Deep Wound on Chain Hit?
What camera issue are you referring to? I'm not aware of any (meaningful) bugs regarding the gateway POV.
As for box logic, mobility; Pinhead isn't a weak killer by any means. He doesn't need big buffs. They could and should change box spawns on maps like Swamp or Shelter Woods, where the LC is basically impossible to find. But Ceno is fine, aside from that.
Still, the design philosophy behind chains, and their tendency to snap instantly giving you 0 value, is just sickening. It's pure casino the likes of which can't be found on any other killer.
There have been 2 characters in the history of DBD who got PUNISHED for landing their power: Pinhead and Nemesis. And Nemmy got fixed.
Pinhead is the only character who can lose distance (and indeed often does) for correctly using his power.
Basekit Original Pain wouldn't solve that problem, especially since it requires the target to already be injured.
Haste seems like the only realistic solution.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967033#Comment_3967033
Trust me my friend their watching :)
It won’t be ignored. Sometimes they silently collect feedback. I’ve seen many of things happen and go through that hasn’t been acknowledged by them, often times they will write though :)
Well, they've been watching Ceno for a while now, I think it's time they let players know what they're cooking, if anything at all.
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Would be awesome if this thread was actually acknowledged by someone from BHVR. So that we know you aren't just ignoring the issue and hoping people stop complaining.
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@PolarBear said:
Can you elaborate? Which part of his kit do you find annoying/difficult?
He gets too much value for how easy he is to play, it's frustrating.
I think we can all appreciate a good Slinger shot, a long distance hatchet throw, an incredible Wesker hugtech, and so on; that's because we know these things take skill, and we can react to them.
When these killers get good value from high skill shots, we are awed by it.
Kaneki can't do that. He doesn't have any skill expression. He injures you by LOOKING at you (very fun!), then he catches up for free with a movement ability that also has no skill floor.
It's very frustrating to know that your opponent is beating you with an autopilot killer.
Ghoul takes the issues of low skill expression killers like Legion, and turns them up to 11.
He's not "overpowered" per se; he's just INSANELY unfun to face. Low risk, low skill, high value character.
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@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966664#Comment_3966664
As a Hellraiser fan and occasional Pinhead enjoyer in DBD yes, this makes me very mad. It's my second most favorite horror license after Scream actually, and it frustrates me that THIS is why we lost the Hellraiser license and Pinhead won't get fixed.
Demogorgon was getting fixes when we didn't have Stranger Things in the game, he still got tweaks and changes. WHY is Pinhead not getting anything? His chains have camera issues, his power needs an upgrade, he could stand to use several tweaks to how the Box spawn works, he really should have his chains apply damage the way any good M2 attack does. He's a complex Killer that currently doesn't feel good to play and it makes me so frustrated, because Pinhead was a day one buy for me as a fan of this franchise.
If Barker wants to make a PvE Hellraiser game I would play it, I would run around with my Cenobite gang and play Keepaway with the Box in the Labyrinth all day long. That sounds super awesome and I would love to see it expand into an open world puzzle thing even, something like Killer Klowns or DBD meets The Secret World with a dash of the ancient puzzle-adventure MMO Myst: Uru Online would be good for a Hellraiser game I feel. But if that has fallen through, I don't see why he won't work with BHVR on this. I get it's his baby, but it really feels like he doesn't want the fans to have this.
And whatever Barker decides, there's still not a single excuse for BHVR refusing to address any of the problems this character has when they did it for Demo. Fix Pinhead, BHVR.
The chains could use an AI rework, so that they always spawn directly ahead of wherever the survivor is running.
This would force the survivor to actively dodge AI chains (spawned from M2 chains snapping, not ones spawned by the box. That would be too annoying), so as to not run head first into them.
But that would be a lot of effort for a killer with an expired license.
Alternatively they could give Pinhead 5% Haste for X+ seconds after a chain hit (base X seconds + a bonus for chains landed on survivors far away from you). A bandaid fix, if anything, but at least if would ensure that Pinhead always gets SOME value for casting well, instead of potentially LOSING distance after an M2 hit.
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@ChuckingWong said:
Currently have a few clips in my library of him spawning on the same side and corner of the map with his box. Kind of funny.
I dont know about worst state. Hard to say he seems…. fine? Middle of the road pretty B tier killer.
Think hes just about right barring any bugs.The box can spawn on any valid tile (40m away from Pinhead, 16 from each survivor). Which isn't always, strictly the furthest one away from everyone. It's not a bug.
And it's weird for you to say that "he's ok aside from bugs", because the very purpose of this thread is to focus specifically on his atrocious bugs which ruin many, many, many, many matches for me.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966634#Comment_3966634
He is apparently getting his own game now too. Saber Interactive dropped the teaser yesterday.
Clive Barker's site mentions an upcoming Hellraiser game, but I figured it's an old, old announcement. Guess it isn't. And I guess now we know why Barker wants Pinhead all to himself.
Frankly, it's a somewhat silly move by him. Seems like he doesn't want to "split" the potential playerbase between DBD and his game, but it's unlikely his title (probably a multiplayer game) will be super popular. Texas Chainsaw Massacre was dwarfed by DBD (while it still existed).
Hoarding the IP like that is gonna make Hellraiser fans resentful, if anything. DBD players deprived of Ceno aren't gonna flock to this entirely new, suspected asymmetrical horror thing.
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@100PercentBPMain said:
please John BHVR hear our pleas
The worst part of all this is the fact that most people, even most Pinhead players (as most are casuals who don't stumble upon these issues), won't really care about this, so these pleas are somewhat infrequent. I don't foresee any significant content creators covering these problems.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966543#Comment_3966543
Bro never misses a chance to mention Houndmaster 🤣 🤣
I'm Going to have you involuntarily institutionalized and you will thank me for it! 😆
To be fair, Houndmaster is quite relevant here.
@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966584#Comment_3966584
Makes ya feel like you’re getting a product that only half works. Especially when ya paid for the content.
That still goes back to my question. 🙋🏼♂️*Why did it take so long to address Freddy? 5 1/2 years. That’s half of DBDs lifetime.
*4 years and going with pinhead.
*Plague has long standing bugs that need to be fixed she’s had for years. (She’s not even licensed, and her pick rate isn’t even that lowwwww)
Game development isn't easy, that's for sure, but at some point one must ask the question, "why is this taking so long?"
BHVR needs to re-evaluate its priorities and how it handles them, because whatever it is that they're doing now clearly isn't working.
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@SpitefulHateful said:
Well, BHVR milked everything they could out of this license. Now Pinhead is no longer a cashcow, so into the trash he goes.
@Mr_K said:
Yes, not being licensed is a pretty bad state to be in.
I find it particularly disgusting seeing how this was the "number 1 license" that Cothe wanted in the game.
Their most sought-after license was neglected by them for years, and now Barker won't renew it? Sounds like karma to me.
Regardless, I paid for the killer, I paid for his cosmetics, I'd like him to be in a playable state.
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@MechWarrior3 said:
This is my biggest concern. They get amazing content! I mean AMAZING!! But it feels like they always have too much on their plate. We need better ways to make sure we are addressing content, bugs so that we don’t go 4 years later or months later or even weeks later without there being some resolution or intel.
I know back in November they said Plague and Pinhead will be looked at. Now they have been postponed. Pinhead like Pyramid Head should have been a priority a LONG time ago.We were able to keep with the not only the content they are releasing so fast but our existing content we would be in great shape.
Look at Houndmaster. 8 months down the road from release. She’s had 2 hotfixes, and bug fixes in mid chapter. Shes currently the buggiest killer. However, to be fair. This didn’t happen til about May, but still, it’s July 18th. No clean up?
Watching your video. Commenting as I watch. :)Music is peak btw!
24 seconds into your first bug. Houndmasters search won’t go through props either or certain walls. Super annoying. Totally understand.At 1:25 in search command does the EXACT same thing. Must be coded the same way. Very annoying also 😤
Pinhead deserves love too. I’m sorry you’re going through this.Yeah, I'm pretty sure Houndmaster suffers from very similar issues in terms of power interactions with terrain (+ even more problems on top of that; I hear the dog's pathing AI is dogwater.)
But since she's a low pickrate killer like Ceno, they don't really seem eager to acknowledge any of it.
They could probably solve bugs on BOTH killers by changing how the terrain is coded. -
@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930303#Comment_3930303
Man, you're pretty condescending. You've never even seen me play. Instead of acknowledging the valid points in my initial response, you've resorted to personal attacks. Keep getting ratio'd, buddy. Have a good one.
I literally just watched parts of 2 vods on your twitch channel; the criticism pertain directly to your streams.
You are not good by any definition of the word and neither are the survivors you face. Most of the time they run straight into you without looking, and you give up chase the second they actually put up any resistance (in your own words, casting a chain is "not worth it" if they're even zigzaging slightly instead of running in a straight line).
I fear that hoarding screech cobblers did little to improve your gameplay.
As a side note, maybe if you spent some time outside and got some vitamin D, instead of ratio'ing redditors for 12 hours a day, your hairline would still exist. Buddy.
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@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3930295#Comment_3930295
lmaoooo ok buddy. Watch me play, like I said, every night. I'd be happy to give you some pointers =)
You're afraid to cast chains unless you're 5 meters away from the survivor and have clear line of sight. You have 0 control of the box (not relevant to tbe discussion but an indicator of your low skill level). The survivors you face are functionally braindead. You stream 8 hours a day getting wins due to fresh installs giving up on the first hook.
A beginner player on PC could outperform you. I certainly outperform you.
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@SAWII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929553#Comment_3929553
I stream every night. I've mained Pinhead since he came out. And why am I not on any leaderboards? I play on Xbox. It's ok to admit that other people know more than you. I'm the guy that had over 11,000 Screech Cobblers on his Pinhead. And I've already gone through over 3100 of them THIS YEAR alone.
Ahhh. An Xbox gamer talking. Right, I can see why you think the chains are weak, when you can't land them in the first place.
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@SAWII said:
“ You are casting your chains wrong. The direction you're hitting the survivor from, matters. The gateway placement matters. Awareness of obstacles around the survivor, matters.”
Lol. Lmao even. While it is true that gateway placement, survivor position, etc matter, there is simply too much RNG in the way chains appear. You can and will absolutely chain a survivor twice in the same spot of a loop and get two completely different instances of chains that spawn around them. This inconsistency is one of the greatest frustrations of using Pinhead’s chains. A chain that a surv must manually break 3 times in one instance will instantly break in an extremely similar instance. The difference isn’t bad placement by the user, it’s RNG.
Also, why does Pinhead even need that much counter play? He already gets punished if he misses a chain, why on earth should he have the capability to get punished for HITTING a chain? It happens every game that Pinhead can and does LOSE distance after a successful chain hit. Why does Pinhead break his own chains, forcing him to move around them for a hit or risk breaking them and the surv making the pallet/vault?
Pinhead’s chains are definitely too weak. The only reason the devs don’t buff chains is because of the box/chain hunt. If those were gone or nerfed, then the chains that the player lands could be meaningfully buffed. Unfortunately, I think we’re stuck with chains the way that they are.
Sincerely,
Someone with over 7000 matches played AS Pinhead
"This inconsistency is one of the greatest frustrations when playing Pinhead", sure, if you use his power scarcely and expect it to have the same potency as a huntress hatchet, you'll certainly be disappointed.
His power IS about consistency - YOUR consistency. Your ability to land consecutive chains when the survivor is positioned appropriately.
The chains snapping sometimes is hardly a problem if you can just recast.
"The reasons chains don't get buffed is because of the box"
Which is exactly what my post pertains to. The chains are okay as they are, and them getting buffed for no real reason would harm the box. You have great reading comprehension.
"Sincerely, someone with 7000 matches as Pinhead"
I HIGHLY doubt you have 7000 games on Pinhead. Highly, HIGHLY doubt that. For reference, that is AT LEAST 2x as many games as FieldAgentReaper has played (calculated by taking his 33k chain binds and dividing it by 10 per match - which is being GENEROUS to you, since he definitely lands more than 10 per match)
Unless you're some sort of secret Pinhead virtuoso not appearing on any leaderboards, I sincerely doubt you are anywhere near that number.
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@Rokku_Rorru said:
I don't think they'll touch pinhead with him not being available anymore honestly, but I could be wrong.
They were cooking up some changes last year, and I fear they only got delayed (due to Pinhead's "priority" falling with the loss of the license) as opposed to getting cancelled.
Aside from addon changes (he has possibly the greatest addon variety in the game, but the lower rarity addons are stinkers) he shouldn't be touched. Complaints from people who pick him up once a year shouldn't be taken into account when balancing him.
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I guess not.
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@HeroLives said:
ping is based off internet speeds off a local server. It will never reflect the same number on something like a PvP game that runs off their own servers separate from your internet providers server. I hope this helps.
I am located literally next to what's supposed to be a functional server. My ping should be low. But it's not, clearly, the game sends me very far away. I've actually asked players in several matches about their countries of origin, seeing "USA" as a frequent response.
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892168#Comment_3892168
I think you’ll find that that achievement got changed as well.
Maybe it did. I'm not sure.
In any case, I don't think 1 achievement being unobtainable is that big of a deal, compared to the alternative. -
@GentlemanFridge said:
The simple reason is that they become unobtainable for everyone who doesn’t have the character.
There are already unobtainable achievements in the game, like the one where 4 survivors escape through the hatch.
I'm not sure if depriving Cenobite mains of this one important mechanic is less painful than having 1 (one) additional unobtainable achievement. -
Pinhead is fine as he is right now. The only issues I can think of is bugs on the Decimated Borgo (you can't open a gateway over those wicker squares full of carcasses and garbage), and issues with the M2 being very capricious when it comes to casting it between floors (eg. main on Mother's Dwelling will have you casting chains upstairs while you're on the ground floor if you look up even SLIGHTLY (to regulate your cast distance) whereas on the game you will sooner draw blood from a stone than cast through the floor).
Balance-wise, he's just right. He's about consistency; you need to use your power constantly and be good with it. It's not about landing some epic trickshot and being rewarded with a hit; it's about slowly closing the gap with consecutive accurate chains. It's like that for a reason. -
I cannot imagine that a single person in the entire history of DBD has said "oh wow, Swamp, my favourite map!"
Never happened. Ever.
The map is just not okay.
They need to either rework it, since like you said, they promised it, or they need to killswitch the realm. -
Another thing is that someone, in his immense genius, has evidently decided to make Swamp appear more frequently in the map pool this week. Having to play on this atrocity of a realm is excruciating enough, and now I'm being literally FORCED to do it every other match.
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@Testoviron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874981#Comment_3874981
Maybe the idea wouldn't be so awful if it was complimented by a comeback mechanic, to make tunnelling/slugging less viable.
It would be hard to abuse the system to de-rank while still "winning" the trial from a psychological perspective. You would just be de-ranking at that point, all while getting dunked on by survivors.
And you can do that right already, right now, you can "game" the system by intentionally taking losses, going AFK, etc. to lower your MMR. Changing the killer objective wouldn't change that.I'm not really sure what your criticism here is.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874984#Comment_3874984
And I'm not sure why you're so quick to accuse people of arguing in bad faith.
Minor typo.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874968#Comment_3874968
They were right to shoot down this suggestion because it's awful.
The only thing people seem to care about more than winning is getting easy games. So if they based MMR on hooks, people would simply try to kill survivors (and win) yet not use hooks to do so, giving them easier games.
Oh look, an excessive slugging meta.
Maybe the idea wouldn't be so awful if it was complimented by a comeback mechanic, to make tunnelling/slugging less viable.
It would be hard to abuse the system to de-rank while still "winning" the trial from a psychological perspective. You would just be de-ranking at that point, all while getting dunked on by survivors.
And you can do that right already, right now, you can "game" the system by intentionally taking losses, going AFK, etc. to lower your MMR. Changing the killer objective wouldn't change that.I'm not really sure what your criticism here is.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874983#Comment_3874983
My point is that people won't make it about chases though, and this system is very obviously easily abused.
Not acknowledging that means you either can't see that obvious issue, or you do see it and want to desperately abuse it.
And I'm not sure why you're so quick to accuse people of arguing in bad faith.
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@TwinsMain2004 said:
First of all the time to make the game about hooks over kills was years ago when MMR first came out
Yall mocked people like tru3 for saying it and here we are
Secondly There is nothing you can do to stop people from giving up in DBD You can only make it as hard as possible
A good start would be to remove self unhook
AND make it so Survivors either get kicked from the game is the have 3 crows for too long when not slugged
You cant stop pallet griefing but you can make it reportable
Also yes i know killers can bodyblock to give a survivor a dc penalty with #2 but i assume that would be fixed if they added it
Well, I don't know if you're counting me as part of the "y'all", because I've never really participated in the community. And don't really care about or watch truetalent.
That being said, BHVR can't stop all people from giving up forever, but they can definitely try to address the issue of WHY they give up in the first place. There's a reason why they do it, and this is what my OP tries to discuss.
Trolls who give up regardless of circumstances, just because "wah i dont like the killer", definitely exist and definitely deserve strict punishments. But the majority of those players who give up in their trials have legitimate reasons for doing so. They're not in a very good emotional state when playing the game, because of how the game is designed.
That's what the discussion is about. -
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/437217/what-to-do-about-survivors-going-next
This would all go away if they balanced the game off of hooks instead of kills, made tunneling impossible from a gameplay perspective, and encouraged killers to go for hooks.
My suggestion for all of this is:
- Wins and losses are now base on hooks instead of kills and survivors win or lose as a team.
- 0-4 hooks is a killer loss/survivor win
- 5-7 hooks is a draw
- 8-12 hooks is a a killer win/survivor loss
- Alternatively, if they really don't want to do that, the killer is considered to have "won" if they got at least 1 kill.
- Remove the 4% mechanic
- All survivors now share the 1st (and only the 1st) hook state
- This means that when you hook a survivor, if you tunnel the same one, they are still on the "first hook state" until 4 hooks have happened
- The earliest a survivor can be removed from the game is on the 6th hook, and that is only if you tunnel them out by the time you hit 6 hooks, the game should be nearing its end with the last gen or 2.
- When a survivor is unhooked, they gain a new status effect called Ethereal for 30 seconds. While Ethereal:
- A survivor cannot work on a generator
- A survivor cannot do totems
- They cannot heal other survivors
- They CAN unhook a teammate
- This cancels the effect, and then shows their aura to the killer (to prevent SWF abuse)
- They CAN pick up a slugged survivor
- This cancels the effect, and then shows their aura to the killer (to prevent SWF abuse)
- The intent of being able to pick up teammates and unhook is to prevent scenarios where everyone is on the hook, or slugged a bit better if the survivor chooses to do so while making sure its not abusable by SWFs
- They are invisible to the killer
- They make no collision with the killer
- They are unaffected by any killer perks, addons, or power
- They are unable to be injured by the killer
- They see the aura of all survivors
- They see the aura of the killer when they are within 16 meters of them
- After the effect ends, the survivor is fully healed
- Killer gets a basekit corrupt that lasts 30 seconds
- Killer gets a basekit corrupt on totems that lasts 30 seconds
- Killer gets a basekit 10% off of a gen when kicking
- Killer basekit regression doubled to 0.5 charges per second
- Nerf a ton of gen defense perks, as regression basekit is much stronger.
- Rework all the anti-tunnel perks, because they aren't necessary anymore and will lead to survivors abusing them offensively.
This does several things:
- Survivors can no longer be removed from the game early, the earliest you can remove a survivor is on the 6th hook, which at that point, the game should be nearing the end.
- Tunneling is effectively impossible from the perspective of a killer, with the ethereal status effect, you can't tunnel the survivor.
- Killers are encouraged to hook, because the game is a win or loss based on hooks and not kills
- Killers are encouraged to hook because the ethereal status effect also works against the survivor, meaning when a survivor is hooked, you KNOW they are on a "time out" for the time they are on the hook, and at least 30 seconds after that, where you don't have to worry about them. Giving you time to start another chase with a different survivor.
- Survivors save a little time as a team because when you unhook a teammate you don't have to heal them, they just go on timeout for 30 seconds and are fully healed
- Killer basekit regression is buffed and power is removed from gen defense perks, making it so you can actually have a variety of builds
- Killer basekit gets a boost at the start of the game so they aren't losing 3 gens in the first chase.
There might be some more work that needs to be done at that point, but i would call this our "starting point" and adjustments can be made from there.
Personally i think they should fundamentally rework the entire game to be about feeding the entities "hope" and its less about kills and escapes, and more about doing activities to fill up a "hope" meter, and is entirely different. But, that will never happen, and the above can happen in the current framework of the game, so i'm only suggesting a realistic change that is actually possible.
My post is a bit long, so I understand if you didn't read it, but this is… kind of exactly what I said.
The "ethereal" mechanic and the "kill on 6th hook" mechanics are interesting, but seem a bit too extreme. I don't think the playerbase would stomach such radical changes to core gameplay. I don't think BHVR would be interested in implementing them.
Such or other kind rubberband mechanic is necessary, though. I think a more digestible idea would be bonuses for repair speed after a survivor has died. Or something similar.@HerInfernalMajesty said:
It was a good write-up. I respect that you focused on how to make winning feel better. I’d like to discuss the idea of making getting killed feel better.
In a game like Dbd, getting killed is part of the experience. But for some players it does seem like getting eliminated really bothers them. I’ve mentioned this concept to other forum users before but why not add a death token system?
Every time you die you get a “death token” or something. Ideally these death tokens would be used in some mini game to play in between rounds like food for a Dbd giga-pet. @hermitkermit Mentioned a mini pet Entity that you could feed between rounds.
This idea isn’t set in stone or anything. Death tokens could do anything. I just think that making dying an easier pill to swallow in game like this would go a very very long way.
That is definitely something novel and worth exploring. I think the community as a whole has a very negative attitude right now, everyone is burned out.
BHVR should focus on improving morale and this kind of "death token" system, or something similar, would contribute to that greatly. - Wins and losses are now base on hooks instead of kills and survivors win or lose as a team.
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@Devil_hit11 said:
old dms was useless. 30 seconds was too little duration. now it is useful again but coordination/swf can abuse it. at least the perk blocks an important gen sometimes.
The perk was useful on killers like Artist or Pinhead, it had many uses. As opposed to now where a coordinated team, not even a SWF, can lock a random gen and then keep progressing the important ones. And on the other hand, an un-coordinated (low MMR) team is gonna be punished very harshly by it, with its 50 second duration. It's useless in MMR where it matters, and it's oppressive in MMR when it's not needed.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767326#Comment_3767326
And, by your own logic, that 20% (that are not like that) would also suffer as a result.
Maybe instead of "pay it forwards" games, maybe find some other outlet to express your frustration that does not involve playing the game with the intent of harming or hurting the experience for others.
Double it and give it to the next 4 people
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@VomitMommy said:
Now how can you have a game like this, and resist the urge to go Nurse and slug everyone the next game?
Yeah, I get you. You need to remember the next group has nothing to do with it tho, but I know it can be difficult. You sometimes just need to take your frustration on someone...
>the next group has nothing to do with it
80% of survivors are like that. Taking it out on a random group of survs has a very high likelihood of them getting their just desserts. -
@shizzy_Pooh said:
I just played a match against a wraith, he started to tunnel at 5 gens, slugged me and another survivor we were the last two alive at 4 gens, and just left us on the ground the whole time until just barely before we were about to bleed out and then proceeded to hook us after wasting all that time after taking the game hostage by leaving us on the ground just walking all over us banging his bell. Since the anti face camp mechanic was made can there be a anti slugging mechanic? This is unacceptable that the killer can just bleed us out and there’s NOTHING a survivor can do about it.
If the killer gives up, you can bet money on survivors hovering him, taunting, clicking flashlights, etc., until the very last second of endgame collapse ticks down. Survs find it very funny when they're doing it, but immediately throw a tantrum when they're the ones whose time is being wasted.
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as pinhead, you are also physically incapable of placing gateways through those wicker squares with pig carcasses and mud in them, along with some other similarly impermeable props. its an issue on other maps too. BHVR wont address this though because its too much work. pinhead FOV took them half a year to fix. watch the thread die as it's saged by survs whining about DS needing to be 10 seconds long
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I've been having the same issue constantly for the past month or so. I play killer, at some point during a random match the game freezes and EVERYONE gets disconnected (in endgame lobby, everyone has the DC icon). Clearly, the server crashed for whatever reason (maybe even an angry survivor DDOSing), but survivors get no punishment while I get penalised not only with a BP loss, but also a timeout.
It's clearly an issue on BHVR's end and needs to be addressed ASAP. -
It's honestly quite ridiculous how the server itself shuts down (maybe DDOSed by an angry survivor after all but 1 of them gave up and i only chased the one still playing?), and I GET PUNISHED FOR IT.
Killers havent hosted servers for years but Im still the party that gets penalised for a server shutdown for whatever reason. Its insane.
It would be nice if someone from BHVR addressed this. Why does the killer get a disconnect penalty for THIS? -
@Venusa said:
Nerf bots! 😡
it would just be nice to known if them having cheats other than wallhack is an intended feature.
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@[Deleted User] said:
Same goes for Carter's Spark (Doctor). Bots dodge it even when there is a wall in-between, they litterly have wallhacks and can see it come before it lands.
well, the wallhack is a well-known feature. this is bots just outright increasing their own stats (ie. the range of movement they have while harpooned) for some reason.
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yes, survivors very often neglect swaying and getting stuck on something.
but many survivors know about it and do make use of it. when slinger is reeling them in while walking forwards, the harpooned survivor can sway from side to side significantly. however, their range of motion is greatly restricted when slinger is reeling in while walking backwards.
bots have unrestricted side-to-side movement even when slinger is walking backwards during the reel. its VERY noticeable
