TieBreaker
TieBreaker
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Honestly, I've always hated the debate over what game mechanics are brainless. It really doesn't matter because it's a computer game, so nobody cares about a player's skill. Not to mention that accusing other people of lacking skill, really does reek of copium.
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It's something that has been suggested before, but I don't think BHVR has responded to the idea. It would be cool, but I don't know if it will ever happen.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786032#Comment_3786032
But they will complain for sure, its just metter how much to be enough for them to nerf him.
And talking about pointless topics, by that logic most forum topics are pointless anyway, why bother even talking about anything other than pure facts hmm.
Pointless is fine. But this thread is both pointless and toxic. You're saying that Dracula's buffs will be taken away because survivor players will complain about them.
You know exactly what saying something like that does on here. It brings out the most toxic, bitter players, who then proceed to complain about and insult the other side. You've got more threads than any other user on this site. You know exactly what kind of discourse these threads invite.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786023#Comment_3786023
Pointless passive agressive responce? On OUR dbd forums? No way!
If BHVR didn't buff Dracula, you would have made a thread complaining about it. BHVR buffs Dracula and you make a thread complaining that people are going to complain about the buffs.
This thread is pointless, so you should expect some pointless responses.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784841#Comment_3784841
I mean those buffs for Wolf Form are major, it's gonna make the chase potential of it way better.
I just really hate how slow Bat Form Teleport feels. Like I get it's actually faster than just flying around in Bat Form, but for a teleport, it feels really slow and sluggish, even with the two yellows.
Yeah, his forms do feel slow. The bat and wolf form look like they would be faster, but that's because they are being constrained by the game's looping system, so they can't be super fast. The wolf probably has a Mark of Negation on his paws lmao.
I'm sure they will look at his add-ons again soon. He's new so he will likely see a fair bit of attention from the devs.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784822#Comment_3784822
I'd have liked to have seen minor buffs to the teleport but Bat Form itself is pretty cool.
I think it's more useful than the woofer. Even after the buffs.
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Bat form is solid. Being able to traverse the map at 6m per second is great. Teleporting to vaults is really useful for getting around, it doesn't need to be really fast, as long as it reduces traversal time then it's useful. Bat form also ignores god pallets, and doesn't have excessive slowdown when switching.
I honestly think people are sleeping on just how useful Bat form is.
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@Princesse_nico said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784333#Comment_3784333
The thing is some people arent looking for skills, some are looking for fun and are annoyed of the meta and 1v4 skills. There is also a community for a less competive, more unfair and fun mode.
This game hasn't survived because of casual players. It's survived because of the players with hundreds and thousands of hours of play time. Having limited skill expression is fine if players only play for a limited time, but it limits replayability for players who commit large amounts of time to a game.
If BHVR alienates it's core players, then the game dies. As there's no way casuals are spending enough money in-game to keep the lights on. Having 2v8 being permanent wouldn't be an issue if it didn't completly screw up matchmaking for the regular mode, but it did.
There's just not enough players to keep things running smoothly if you have two modes that fracture the playerbase so thoroughly.
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Yeah this isn't a fix to make the game better. There's no accounting for why survivors get stuck not being able to progress the game, and attempting to remedy it. This fix just makes getting a 4K much easier, whilst tilting the game's balance further towards the role of killer.
I don't know how to fix the hatch, but I can guarantee that it will involve more than just changing the hatch itself. There's no easy fix for this problem.
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@Seraphor said:
Give the slugged survivor something they can do:
Hold the 'sprint' button to crawl 2x faster, at the cost of bleeding out 2x faster.
This gives the survivor sone sense of agency, while making it riskier for the killer to lose track of them if they want the hook score, while also giving the option to 'die faster' if that's the survivors goal.
Doesn't step on Tenacity's toes, as it can just negate the 2x bleedout cost while still allowing simultaneous recovery.
👍️
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784386#Comment_3784386
Most of dbd for survivors is just holding a button and waiting for something interesting to happen anyways, remove skillchecks and theres almost no difference between gens and being slugged imo (gameplay wise). It is bad game design but pretty much all of dbd is designed that way so I dont get why this specifically is what people center on.
What are the two things survivors complain about the most? Camping and slugging. That's because those two things stop the survivor from doing anything. Not being able to play is infinitely worse than encountering something that is just busted or OP.
Let's be real, if survivors could disable the killer's ability to move and attack for even thirty seconds, there would be uproar. Rightly so, as it would make playing killer boring and annoying.
Camping and slugging are part of the game. But you can't be surprised when survivors who experience it get annoyed. Especially when it's things like getting slugged for the full four minutes.
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If you can put your controller down for almost five minutes during a match, and it has no impact on the outcome, that's bad gameplay design. It's a ******* computer game. It's designed to be played.
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I'm imagining what would happen in the average solo queue match if all traps activated immediately and you were running Video Tape. I'm guessing at least one survivor would die from a trap before anyone touched a gen.
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I did think the best thing BHVR could do is develop a mode that combines the two, but I don't think it would ever work. Even if BHVR adds perks back so there's more creativity for survivors, will survivors stick with a mode where they have almost no skill expression in chase?
The mode is great for killer players. You get a teammate, chases are much easier to win, and there's room for skill expression. But for survivors, you have less options for creativity and will go down immediately in chase when the killers stick together, so skill expression through looping often becomes non-existent.
People complain that 1v4 is boring by comparison, but I would wager money that if 2v8 was the default mode at launch, this game wouldn't have survived this long.
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@Emeal said:
Horror Community has a long history of being pro LGBT.
LGBT are actively being disregarded, disowned, discriminated, they need our support.
bHVR is also a very inclusive developer and they try their best.I also like how the most popular content creators on this game tell advice on how to balance the game to the Dev yet they only listen to Twitch Killer cry babies.
Most popular content creators do not know how to balance a game for others than themselves, Sure they have many fans, most would be yes-men, Good Game Design comes from careful examination, consideration and knowledge of all types of players.
I have played this game for over 5000 hours, but that does not make my ideas good.
What does make me ideas good are well reasoned arguments for those ideas.Example: I thought that "Skills" idea bHVR had for 2v8 was superbad, but actually it makes things so simple and I grew to love it.
Don't take the bait. OP is just trying to waste your time.
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I'm so sick of brown medkits.
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@HexHuntressThighs said:
People don’t want to have to think that much when it comes down to it. (Hence why Windows Of Op has a 35% pick rate)
No killer in this game is overpowered except for Nurse. And even then if you play super smart and hide or just hold W she can have a hard time too.
Don't take the bait. Just crack a joke and move on lmao
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@MechWarrior3 said:
Do I point at their forehead? Their neck? Lol. I get different answers. My attempted flashlight saves looks like the killer is at the eye doctor and I am checking their pupils back and forth LOL
I once accidently flashlight blinded Nemesis' crotch. He then ran off in a different direction.
Does that count as a save?
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@Tyler3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783364#Comment_3783364
Wow, yes! Maybe the demonic pug could give the Entity a cream pie, the Entity fills up with gas and eventually explodes and everyone can go home! 😍
The cream pies cause The Entity's IBS to flare up and everyone escapes whilst it's in the toilet.
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If you're old enough to be free range on the internet, then you're old enough to use punctuation.
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@ReverseVelocity said:
The 2 Neas with double range addons and RGB flashlights turning the map into a impromptu disco.
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What would stop the killer from placing something like Ruin next to a three gen and just patrolling that area? Being able to choose the location could be exploited to make matches absolute hell.
I think a better solution would be to not have a Hex activate until it's conditions are met. So Devour wouldn't activate until you got two hooks, as it requires two tokens to activate. Failing that, a Hex could randomly spawn into the map on a delay, so it couldn't be pre-cleansed.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783393#Comment_3783393
And you really think a higher elevation is unfair in any circumstances? There aren't many maps where this would be possible, I could think of haddonfield, swamp, midwich and garden of joy maybe, but this are 4 of it feels like 30 maps and only on specific places xD
Besides that you still have gaps between them, so you can still react and dodge them (of course it gets easier to dodge the further they are placed away, but if he's close enough so there are basically no gaps you'd get m1'd anyways).
And yes you can hit them while vaulting, but that is something every second anti-loop killer is able to it feels like, it doesn't make him special or stronger than anyone else. Besides that it has an ungodly cooldown in difference to other anti-loop killers.
I never said the skulls are too good, or that Vecna is special. I don't even necessarily agree with the OP's sentiment. I'm pointing out that you dismissed the OP's complaints by saying they can just crouch, when it's that's not always possible.
Also you said that there is one way to make the skulls hit consistently, otherwise they are crappy, which isn't accurate. Injure a survivor and bait a vault and they are going down. By the time you get the survivor hooked and have closed distance on another survivor, it has recharged like half way. The skulls are a really strong option for Vecna. But like many killers with multiple options, his tools have specific applications.
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@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783346#Comment_3783346
Did you try to just press strg to crouch lol?
There is one way to make them hit consistently and that's by placing them directly into the survivor, even with that the survivor could crouch it if he predics it. The skeletons are really crappy if you just use them normaly because everyone with at least okay reactiontime should be able to crouch them in time.
If a survivor is on a slightly higher elevation than the killer, you can't actually duck them. So in many situations it's unavoidable. Crouching provides zero counterplay under those conditions.
That's not the only way to hit the skulls consistently. If you bait a survivor into vaulting, you can score free hits pretty easily. It's the most consistent way to land the skulls.
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Prediction:
In Tome 4306, we will find out that The Entity is lactose intolerant. This explains why there is no ice cream killer in the realm. The Entity fears dairy products.
So my guess is that only a killer with the correct power could take on The Entity. Maybe a demonic pug with a cream pie launcher as a weapon?
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Slugging isn't inherently bad. When Oni downs me and immediately runs off to use his power, I don't get mad. It's just Oni focusing on playing with his power instead of killing survivors off early. You can also slug if you accidently down a survivor that is dead on hook, or slug your favourite survivor so you can give them hatch.
I assume people are complaining about more excessive slugging, into a four minute bleedout. Which is pretty lame, on the rare occasion it happens.
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@TicTac said:
Its not very difficult to look back on console. What are you talking about? Its hard for new player (pc+console) bc they run into walls, but mechanically its not. Walking and looking in another direction is one of the basics of most games.
And the game is roughly the same. I have 3500 hours and there were always time where it wasnt that mich fun anymore. Its just happens, take a break and after some time it changes.
OP's controller:
Not everyone has a modern controller. OP doesn't even have access to analogue sticks. Check your privilege.
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I believe that BHVR said they are not going to address this, due to bodyblocking of that kind being bannable. So you simply have to sit it out and then report the player afterwards.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781888#Comment_3781888
The fact that you think that the only complexity of a fighting game (the genre that is almost impossible to play in a casual manner precisely because of the need for time investment, skill and knowledge gaining) is knowing how your character works says everything.
And the problem is not having "accessibility options" (which in this case, is hidden behind a DLC character without any possibility for new players to even knowing it exist… so accessible), but having options that remove any need for developing any game sense or skill entirely. In fact, the problem that SF6 "Auto" mode has is that it allows you to do pretty damaging combos with just the push of a couple of buttons and without having to worry about hit confirm or timing, which makes it impossible to ever drop them. In contrast, Tekken 7's combo assist never bothered anybody because yeah, it allows you to make a 1-button combo, but the combos you can do with it are at most decent, allowing you to play the game when you don't know anything about it until you are ready to make the jump on learning how to really play the game.
So, even if WoO were an "accessibility tool" (which it isn't, starting with what has already been said and not even being available to new players), it is broken because it removes any need to develop a great part of the game sense necessary to be a decent survivor (remembering pallets, planning escape paths, etc.) and it provides the exact same value to new players that don't even know what to do, as to those god loopers that now know where every single pallet is so they would never, ever make a mistake.
So, it is not "out of spite", it is for obvious balance reasons.
Ah yes, I didn't list every thing that affects balance in a fighting game, therefore I know nothing. Of course. Well done.
It's a balance issue? It's the most popular perk in the game, and yet killers are doing great. So how is it breaking the balance of the game?
It doesn't matter if it stops players from reaching their highest potential. It's a game. If it helps new players, players with lmited time available and players with issues related to memory, then great. It benefits players and comes at the cost of them not reaching the peak of their skill. It's a worth while trade.
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Should every fighting game character be extremely complex, so that it's a real match of skill every time? No. Why? Because not everyone has the luxury of devoting thousands of hours to a game, so there needs to be less skill intensive options for players who have a job, children, a life. Not to mention that it's a ******* computer game. It's not a broken perk, your perception that you are using skill and your opponent is on autopilot is the problem. If you want to sweat go ahead, but that doesn't mean everyone else has to follow suit.
Removing accessibility options out of spite is ridiculous.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781677#Comment_3781677
Skull Merchant is pretty hard to argue against in regards to quitting boosting statistics.
Farming/Going AFK is a legitimate one, but that's very rare, most killers take at least a 3k, if not 4k. I'd guess and say I've seen a farming killer maybe 1 in 50 games... (and I'm seriously high balling that, my gut says it's more like 1 in 200).
Giving hatch is more common, maybe 1 in 10-20 (depends on the day), however it's impact is also small, as it lowers the killers kill rate from 100% to 75% kill rate. Significant, but not data breaking...
Bots I'm not sure what you mean... DCs for bots tend to increase killrate, because killers an easily manipulate bots and turn the game into an effective 3 Vs 1 by exploiting the bots senstiviry to TR. This happens maybe 1 in 10 games for me.
Survivors quitting via SoH however turns a potential 0-100% kill rate into a near guaranteed 75-100% killrate.... and quitting has become surprisingly common. I consider it a good run to get maybe more that 6 games without someone quitting...
Survivors quitting is way more common, and is far more damaging than these other scenarios that impact the data in my experience, so the point in the OP is still.valid to my mind.
But there's no way for us to know how often these things occur. We get very little info from the devs, and there's so many ways that kill rates can be an inaccurate display of a character's strength. So if we have no real way of knowing the effect on the game overall, then surely it makes more sense to abstain, rather than state that one type of interaction is throwing off the stats in a major way.
I also think that kill rates are not a great reflection of killer strength, but I can't say what thing is throwing the data off the most, as there's no way to actually know.
When I say bots, I mean the players that pre-programme commands for their killer and just leave the game running. Like when you see a Doctor just spamming power and running around into walls.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781677#Comment_3781677
I don't think i've ever seen a killer throw a match once in over 8 years of this game, a few times they went AFK went the gates got opened after being bullied for 10 minutes straight but they were gonna lose anyways. Farming is something that almost never happens as well I imagine because ive had a grand total of 3, yes three farming matches in the last 2 years. Bots are also free kills that inflate the kill rates as well so that only further proves the point.
Giving hatch is something I haven't thought about but then again is extremely rare from my perspective. Being given hatch once in every couple hundred games on average. And that's only because my username and collecting items for Huntress's and them giving me hatch that way.
Your eight years on this game sound like they've been incredibly dry lmao. I can't say my four years have been similar to that. Bots are less common than they used to be, but I've seen quite a lot. Almost always Doctor. Farming isn't too uncommon either.
I get the hatch cos I'm cute af.
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@HexHuntressThighs said:
With how many survivors give up in my matches I would wager that the kill rates are legitimately probably 5-10% higher on the stat sheet than what they really are because throwing on hook. At least for certain killers.
How can you say that kill rates are inflated for killers, based on survivors throwing the match, but not take into account for killers throwing matches? Giving hatch, farming, going AFK, bots ect.
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I'd say no to nerfing SWF. But I genuinely wouldn't be oppposed to a system that scales gen speeds just a little. That would reduce the amount one sided stomps, whilst not rubberbanding hard enough to give someone a black eye.
That way if survivors rush gens, then the killer gets a little more time to build some pressure, and if a survivor gets tunneled out early, survivors are capable of making a comeback if they play well. It would also make balancing easier, as there would be more consistency in matches.
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There's so many things that can throw off the statistics. Unless BHVR gives us really detailed match info, I don't know how we quantify the impact of most things on overall results. Survivors can throw in various ways, but killers can also do that. Not to mention that matches with a DC don't even count. So if a killer stomps and someone peaces out at the end of the match, that match doesn't get added to the data pool. Not to mention the AFK/bot killers.
We can speculate, but I don't think we will ever really know how much impact these things have in the grand scheme of things.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781262#Comment_3781262
A fair point, that would be a downside, though I believe friends in comms would be able to resolve that issue without too much difficulty… I don't believe DBD players at large are completely incapable of navigating basic human interactions. 😏
Plus, as already mentioned, the need to collaborate on team builds also encourages exploring the perk via how it can also be supported, not just how it can be used in isolation. It becomes a collaboration where you're both exploring the perks limitations together… y'know… as friends. ^^
That second paragraph sounds like a good way to explore the utility of perks.
It also serves as half decent marital advice lmao.
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So if a new perk came out, and multiple people wanted to use it, either only one person could use it, or everyone has to go play solo?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781031#Comment_3781031
taking of Boil Over, I played a match some years ago, where my teammates were a three person SWF, all running Boil Over, Breakout and Exponential, with an offering for the Macmillan map that has the building with the big tanks on the ground floor.
that is why you need healing perks so when you take protection hits when killer attempt hook someone, you take the hit, survivor wiggles off or killer drops the survivor than you heal the person fully. so botany… circle of healing, autodidact. all that stuff is good.
killer shouldn't be proxy camping a hook, down an injured rescuer, and then slug the rescuer to disable AFC, but you can do it due to how careful the system is.
I disagree. when a survivor is slugged and one is on the hook, that is one of only places where i think camping is valid and should not be penalized.
Fortunately, most form of camping are not this. the vast the majority of camping is staying around hooks and fishing hook-states. AFC is anti-face camping feature so it only going trigger if the killer is extremely close to the hook for most of hook stage. I think your asking for this feature to become an anti-proxy camp feature which can simply be done by removing gradations to jump off the hook. This would mean that a killer staying anywhere near the 16 meters around the hook would allow survivor to jump off the hook. While this wouldn't delete every single form of proxy camping due to range killers, it would solve the vast majority of proxy camp situations.
eventually they should be pushing towards an anti-proxy camp system are encouraged to play actively and second-staging is less common however they need to be upgrading some of these bad base-kit characters so that those character are not completely reliant on camping.
I don't want it to become an anti proxy camping system. I just think that if you have the chance to hook someone and instead you face camp till the hooked person dies, the AFC system should still work. I've been face camped when someone goes down trying to unhook, and because a teammate was nearby (on the floor dying), the system completely stopped working.
The AFC system isn't there for balance, it's there to stop killers from denying survivors the ability to play the match. I just wish there weren't ways to exploit that system. I don't really care too much about proxy camping.
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We don't even know what the change is going to be. They might just add a short cooldown to the perk, so it's not providing non-stop aura reading. There's no point in mourning something that isn't even dead yet.
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That sounds more like basekit Soul Guard.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780956#Comment_3780956
boil over build aren't good outside of swf utilizing break out and sabo builds with fast heal perks. hook change encourages killer to hook in places where there is dead-zone to 2nd stage or death hook survivors. Like Ormond 2nd floor hook. previously, hooking in places like that present risk to the killer because the hook breaking creates a dead-zone for survivor to exploit in terms of hooking. with hook respawn, there is no risk to that type of gameplay. it also indirectly buffs scourge hook perks.
in general, survivor are suppose exploit slugging to survive longer in the trial but such a mechanic should pose risk of bleed out. currently, my guess is that they're trying erase slugging from the game for killer so that they can soft-implement unbreakable base-kit for survivor. that's my thoughts on it. i don't approve or agree said idea but that is what game is pushing towards with said changes.
I'm sure BHVR is looking for ways to mitigate extreme slugging, but I think anything they implement will be balanced or somewhat underwhelming. We got the AFC system, but it's so careful to not infringe on regular gameplay, that it fails to do anything sometimes. A killer shouldn't be proxy camping a hook, down an injured rescuer, and then slug the rescuer to disable AFC, but you can do it due to how careful the system is.
Based on the AFC system, my guess is that whatever system we get will be on the safe side. It will either be okay or somewhat ineffective.
Speaking of Boil Over, I played a match some years ago, where my teammates were a three person SWF, all running Boil Over, Breakout and Exponential, with an offering for the Macmillan map that has the building with the big tanks on the ground floor. Sadly I ended up getting slugged along with everyone else. I'd like to think the Blight saw my loadout in the end screen and just went "Whoops". Console has no end game chat, so I have no idea if they did lmao.
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As much as adding new stuff makes it harder for new players to learn the game, I feel like a game as old as this, needs to keep adding new mechanics to keep the game fresh for veterans.
Adding new status effects would open up new possibilities for perks and killer powers. So that would be cool.
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@Emeal said:
When it comes to the Dead by Daylight feedback forum, it's important to understand how the process works and why it’s pretty much immune to silly ideas or unproven claims. Sure, anyone can post their thoughts, but BHVR doesn’t just take everything at face value. They have a system for analyzing feedback that’s actually quite critical.
Here’s the deal: BHVR doesn’t just go by what’s popular on the forum. They dig into the data they have—things like player stats, game balance, and overall performance. So even if a bunch of new accounts popped up out of nowhere, all saying that the latest update to the Knight was the best thing since sliced cheese, it wouldn’t really matter. BHVR would still look at the actual numbers and see if those claims hold water.
Plus, it’s not just the devs who are critical—so is the community. We discuss these updates and ideas thoroughly, and it’s this kind of rational, logical discussion that BHVR actually pays attention to. If an idea can’t survive that kind of scrutiny, it’s not going to get very far, no matter how many people try to boost it.
So yeah, the system is designed to filter out the noise and focus on feedback that makes sense both logically and with the data. That’s why it doesn’t matter if 100 players make fresh accounts to push an idea—it won’t go anywhere if it doesn’t meet BHVR’s standards.
I'm not too worried about the devs listening to bad ideas. It's more that people who have clearly been banned based on how they communicate, and have signed up again without bothering to create a new email address (that's why they're all unconfirmed), are flooding the site with garbage and bait.
I feel like I'm visiting a TK MAXX, whilst on vacation in Hell. There's something in here I want to read or interact with, but it's buried under a pile crap. It's always been a thing, but the amount of it has sky rocketed recently. It just makes the forums are worse place to visit. If I wanted to dig through a wasteland of troll bait to find useful information, I'd use Twitter.
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@Coordi said:
Thanks for the feedback about the state of the Forums. Please report anything that is in violation of the Forum Rules so the team can look into it! That includes things that do not contribute to discussions:
https://forums.bhvr.com/dead-by-daylight/kb/articles/137-forum-rules
Will do. Thanks for listening.
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@burt0r said:
I am surprised that one of the first mentioned perks wasn't franklins. I always see it complained about and got flag for using it.
I haven't seen a single Bing Bong Your Item Is Gone since the introduction of the DC penalty. I always thought that was funny.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780857#Comment_3780857
What do that expect the developers to do, specifically?
The only way to fix that is to completely rework those perks so they don't share auras between survivors. So I guess the OP wants a bunch of aura perks removed from the game.
Either that or they had one bad experience and demanded that BHVR fix it, without actually thinking about what that would entail.
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Do you mean that BHVR should make killers run slower than survivors? As that wouldn't balance the game, it would break it.
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I dunno. Maybe Sloppy Boogers. Healing is very boring, and the perk makes that boredom last even longer.


