Toystory3Monkey
Toystory3Monkey
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847173#Comment_3847173
Any killer will be OP against bad survivors, maybe let's not build balance based on the 1% weakest survivors legion needs buffs and if you think that +0.8 speed in the ability buff to C/D tier killer is a lot, then you are mistaken
any killer will be op if played by good player against bad players. that's not what im talking about. please read what im saying again.
i repeat, legion is already very powerful in the hands of a bad player who is facing other bad players because of the way his power is designed - very basic, easy, straightforward and the counterplay being entirely a knowledge check + full m1 killer chase skill curve which both contribute to this killer being a killer for noobs to win against noobs.
i cannot make this more clear.
we are not balancing the entire game around bad players. we're acknowledging that some characters are fundamentally designed to be balanced around bad players, just like other characters are fundamentally designed around good or even excellent players. that's how killer design in this game is. you got the short end of the stick, it sucks being you, it cant be helped, find a better main or stop caring.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847230#Comment_3847230
Hes base kit speed in frenzy can be okay, if he can use perks such as machine learning, furtive chase and etc., but for some reason killer instinct doesnt work on survivors who is oblivious that is stupid. If devs doesnt want to buff base kit speed they at least should make them get value from haste perks (and it is possible from game code moment, cause susie mixtape exist and for some reason not at least half base kit)
My point stands.
Legion could use QoL changes or minor buffs that increase skill ceiling, but plain massive power buffs that do not correlate with increasing his skill ceiling are a huge no. Which was the original topic of this post, not minor stuff like KI on oblivious survivors
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847176#Comment_3847176
He sad in his legion update and in his videos with change suggestions that biggest Legion weakness is slow feral frenzy. And he suggest buff it 6m or make killer instinct triggered on oblivious survivors (for furtive chase, machine learning value). Cause not only he is slow, hes also cant rely on perks that give haste.
then i take my words back, his suggestion is awful for the reasons stated above in original comment & the one that followed it.
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I like how people think that the solution to problematic things like that is "Just make the game better ™". I wish I lived in that fantasy world.
yeah buddy, im sure it's realistic to expect devs to make the maps actually balanced while releasing new maps every once in a while, it's definitely going to work out.
map offerings are a great indicator that not only map balance is horrendous, but also that it persists like that for years, just sometimes offerings change. yesterday it was haddonfield, now it's eyrie, tomorrow it'll be badham, then it'll be some new map or crotus and so on.
some people dont really understand that "Just make maps balanced ™" solution will never happen because if it could happen, it would've happened at some point already within those 8 years. And yet maps are being nerfed, changed and we still have an issue with survivor sided and killer sided maps.
so maybe just admit already that map offerings are a problem because they give people control over something that would never be made right.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847164#Comment_3847164
Honestly, I saw the changes he'd do to the Legion, and they seem quite fair.
Also, just because a killer is not difficult to play, doesn't mean they have to be Trapper level bad. Of course, they can't be S tier (ahem, OG Spirit) but making them not pathetic won't hurt anyone.
yeah and none of them involve giving him 20% speed increase in frenzy.
they're mostly QoL changes with minor buffs and sidegrade changes. Nothing that really simply boosts Legion's power by a huge margin. If anything, that's what I was talking about in the post before - the biggest changes don't really make Legion stronger, but they enable more skillful plays like pausing the power with break actions which is what also enables Legion to scale better in higher skill lobbies without causing issues on the level where he was designed for.
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@Gardhome said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847164#Comment_3847164
I just make example of killers who is much faster than legion and they have one more thing common, all of them stronger than legion. I mean its just a joke when Hillbilly is 10m, can instadown and Legion is 5.2 and only can cause deep wound
sigh…stronger where in whose hands?
again, I repeat myself, Legion is a character for newbies. People who suck at the game. Who are new at the game. Who lack all the baggage of experience and mechanical skill people normally develop to make other killers strong. Who get overwhelmed by having to manage a power that suddenly makes them blind. Or takes away their attack until they slow themselves down again. Or makes them aim some weird line and do it again in a second.
And these people normally play against same kind of survivors. Who are still scared of the terror radius. Who dont know how to play tiles. Who fall for every conceivable mindgame. Who heal over and over against a killer whose entire power is running fast to red and getting free hits. And who takes precisely zero skill to do that because everything you have to learn about this killer you learn in a tutorial where they explain to you how to walk and lunge.
I understand you and other people forget new or actually bad players exist, but they do. And the Legion is a basic flashy character that exists specifically for people like that who don't want to put too much effort into learning the game and just want to play casually in their pool.
If you main Legion and got out of the beginner zone, you should not be surprised when the basic beginner killer stops being viable because their design inherently has no room for skill growth and thus cannot offer any better reward. When Legion's power will have skill expression, he will simultaneously become more viable. Simply giving him more strength to his basic power is not a good idea.
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Tatariu is one of those people who main newbie characters specifically designed to be super basic to pick up and play and who by definition cannot be too powerful because they'd be a bane of so called low mmr lobbies and yet they don't get that and keep asking for them to be made viable vs experience players.
I understand it's not cool when the character you like doesnt scale well in lobbies you play, but we really dont need legion starting at 6.0 speed in frenzy even if that would still not make them even A tier. This character is already too annoying and uninteractive, no need to make that even worse.
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out of all antitunnelling perks so far, this one is the only truly proactive perk that you use in advance of killer even attempting an actual tunnel out.
the only one this perk can be shut down before it does anything is spreading hooks and not allowing a single survivor to have 0 stages before you get anyone to stage 2, as otherwise there's a 1/3 chance (usually way higher because StB player, if they arent a moron, will play like deli user - hide and stealth) 2nd stage gets split with 0 hook survivor, making you lose the weak link you've created.
other antitunnelling perks basically dont do anything if you just dont follow the recently unhooked survivor. worst thing they can do is bodyblock with OTR & try to force DS, but that's not even remotely comparable to you losing dead on hook survivor because you didnt spread hooks on all survivors.
it's so devastating whenever the killer isn't stomping the lobby with 5 hooks at 5 gens.
so far, that's been my survivor experience as that's what i've been mainly playing this patch, bc StD is the highlight, at least not until they fix houndmaster.
Can't really say how it feels as killer, because most of my games were invocation throwers and give ups bc they got mad im decent at singularity.
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High skill killer with an extremely threatening power & decent situational map mobility and detection.
Her bugs are holding her back, but once fixed, she'll cement her place on the same level of strength as killers like wesker or unknown.
The dog is ultimately wesker who can do a second dash despite vaulting the window/pallet and who also has a second killer cornering the survivor. It's hard to control at first, but then survivors won't be safe practically anywhere
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terrible idea unless you compensate him a lot, like making it so revealing him no longer removes his power and only resets your meter.
i understand you've just lost to ghostface and you think you wouldn't have if there was some terrible nerf like this one done to him, but this isn't really a reason to ask for stuff like this
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still too buggy to play, sadly.
very fun when she works tho
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@fussy said:
I hope syringes will be nerfed, it's insanely stupid this addon in this state for so long.
otz had a good idea where syringe is mainly anti mangled/hemorrhage with a side effect of instantly healing you for 25%.
though i think it would be nice if the syringe was something more exciting. like it could remove blood pools for the rest of the trial, while the styptic agent worked only until healed like otz suggested
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@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845897#Comment_3845897
Yes but the hook state still goes to another survivor regardless. That's still a grand total of 12 hook states between all survivors.
Saying "adds 8 hook states" would imply there's 20. That's not what's happening.
they are saying the games can be forced into 12 hooks (which is the most inefficient way to spread hooks) instead of having a kill way earlier and then ending the match quickly which is pretty much how most killers are supposed to play vs survivors in equal skill/loadout environment
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846028#Comment_3846028
Yes, I said that. It's a mini STBFL now, at 10%. It wasn't before.
oh yeah, i didnt read it well, my bad
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845979#Comment_3845979
When a survivor's held by the dog, it shortens basic attack cooldowns against them, like a mini Save The Best For Last.
I say mini because that's true now, the number is currently/will be when the killer launches 10%. On the PTB, the number was 40%, which was totally busted and absolutely was going to be nerfed, lol.
it wasnt a mini stbfl, it was a full normal sized stbfl without a drawback.
actual stbfl+this addon made her into a 2 tap monster.
good riddance they nerfed it.
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its funny how people on both sides are crying a river over pretty insignificant nerfs to a secondary effect of a perk whose main effect is still very much powerful and gamechanging.
having a literal deja vu with pain res nerf here.
all this nerf would do is make it so the unhooking survivor has slightly bigger chances to trade instead of getting a free unhook. run DS, actually respect the killer's presence for those 40s, play safe and dont use the transfer if you have a stage on you already and you'll be fine.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845804#Comment_3845804
A perk does not need a high usage to be overpowered or strong. Buckle Up + FTP had an average usage but was awful and miserable to face. STB will do the same but with the exception that killer can counter this by being even more obnoxious. Slugging will become even more better because this perk also punishes killer for hooking - over the past few month hooks became more and more weaker for the killer. So in the end, the matches will become miserable for both sides in some way: either for the survivors because killers will slug more (and Slugging is the most boring and unfun gameplay) or the Killer will play fair but gets punished by their own hooks (Shoulder The Burden to remove the weak link of the game in a good SWF; Bodyblocking with OTR or DS+UB; survivor sits for 100sec on the hook and survs can greed gens). The sad part is on top of that, SoloQ will suffer the most
you're overreacting and doomposting.
nothing will change much, this perk is just yet another second chance on the same level as reassurance, unbreakable or DS, except it has gigantic potential to throw games.
it's not going to cause the same issue as FTP/BU where survivors robbed you out of downs with nothing you could do about that because the perk doesnt take away anything, but merely redistributes your hooks.
in the end, it's going to be very potent perk in the hands of strong players, but no more than DS or anything like that. And unlike these perks, it would be strong ONLY in the hands of good players, especially with this deserved nerf
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845705#Comment_3845705
I mean he has a point that the tendency lately has been to make overwhelmingly complex killers.
Back then you could figure what killers would do just with the 1 line of advice the game showed you while loading. In fact, some killers like Huntress or Trapper were so basic, you could tell what they do just by their name and silhouette.
This allowed for the advice to often be something actually advanced and genuinely useful, like "block LOS against Nurse" etc.
In contrast, the last killer alone (Dracula) has 3 alternative forms, each with a power, the second-to-last one has 4 selectable powers. At this point the game advice is not even sufficient to describe what these killers do, and the only way to figure out what a power does is to die several times to it, which is frustrating. And then even once you understand what the power does, you still have to figure out the counterplay to it, but most of the recent killers are also pretty strong, so you probably will still die for many matches before you can even win a chase. This is impossible to keep up for survivors who don't play that much, after every break you have to learn 3 new killers, while also maintaining your knowledge of the 30+ previous killers some of which have been reworked in-between.
I'd argue one reason why 2v8 is popular for casuals is because you don't have to learn 40 killers and 150 perks to play it.
I doubt they'd be able to keep making trivial basic killers for 8 years straight and not cause the game to actually die at last with both sides being boring repetitive garbage
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845365#Comment_3845365
Exactly. And that the Winter-Chapter is usually the one which has the most Bugs, shows it that 4 Chapters might be too much.
I mean, if this year the only Chapters would have been All Things Wicked, Dungeons&Dragons and Castlevania, you could say that the year was amazing. But Doomed Course really taints it a bit.
2v8 or any other similar big enough content update shouldve taken the slot of the chapter, it gives just as much player retention if not more and doesnt contribute to content bloat in main gamemode.
as bad as 2v8 is, it wouldve been better if it replaced one of the OG chapters.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845488#Comment_3845488
In my opinion, the perk should deactivate once the killer has hooked three unique survivors because at that point the killer is not hard tunnling. The perk is healthy to deny hard tunnling but also really unhealthy because it forces the killer in an unhealthy playstyle and can punish them for even not tunnling.
well they doubled the exposed duration for now, so we'll see how it works out.
i expect this perk to fall into irrelevancy for average timmy quite fast bc it takes game sense to use and not throw and most players lack that horribly
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@RakimSockem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3842731#Comment_3842731
Not really. I didn't have to ask questions or research how to play against any other killer's power in all the time I've played this game. With the Unknown, I actually had to ASK someone how his power works and how to play against it here on the forums. There's literally nothing intuitive about his power that would tell you that looking at him will make it go away
you mean you dont see how looking at him while weakened makes the bar go down and a noise starts playing?
i mean, if you're suggesting that a person cannot know about that BEFORE their first ever unknown match, then sure, but why does that matter? it takes a single unknown encounter and a bit of observation to notice the pattern and figure it out.
at this point it would make more sense to complain about the projectile`s trajectory/explosion being very difficult to predict even with experience because how it interacts with the collisions
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845425#Comment_3845425
But that is the point of the perk. Delay another survivor's death.
The downside is not needed.
..
again, the downside makes it so people dont feel like the only way to merely mitigate the guaranteed value from the perk is to camp as hard as they can. if anything, the timer should be closer to 40-50 seconds, because capitalizing on 20 seconds is very difficult, right now it's extremely forgiving.
it gives killers that play more fair a chance to get a trade and threatens the unhooker in order to prevent them from staying under hook and getting a fast heal on the unhooked survivor if possible.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845398#Comment_3845398
It is still unnecessary and should not be a thing, imo.
It equals fairplay killers with the ones that go full in.
i mean, i wouldnt mind if devs removed the exposed effect if they also nerfed the perk's late/midgame potential to deny kills at the point of the match where it makes sense to go for it, but for now I'd rather it have at least placebo limitations.
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The problem with perk meta is that it exists the way it is because meta perks are the band aid perks to the most common and glaring issues with the gameplay on both sides or work smoothly with the commonly accepted / liked gameplay.
That fact leads to the meta being borderline immune to any meaningful nerfs and any attempts to deviate from it either dont work out or create such hostile and unhealthy gameplay, devs have no choice but to go back, making the game stale again.
Any time we have new meta it's either same kind of perks with same gameplay fulfilling the same role (DS → OTR; pop → pain res) or the meta is forced by perks being overbuffed beyond reason (overbrine; eruption) which promptly gets fixed because the gameplay forced meta promotes is rejected.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845356#Comment_3845356
By removing the Exposed downside. That would already be extremely helpful.
The exposed downside is such a nothingburger complaint.
All it does is just making it so the killer can still trade if they werent camping ultra hard.
Otherwise it's irrelevant - if the killer was far enough, you'll wait out 20 seconds of exposed easily, if they were close enough to trade normally, they'd trade either way because you'd be unhooking after being hit.
If you think they should remove it because it's going to be a reason this perk would result in thrown games, then you should look into the fact it can be used while you have 1 stage already which results into a person basically killing themselves with the perk instead of guaranteeing the killer has to go through 2 more chases to get a kill.
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Dead Space - Isaac Clarke as survivor, Necromorphs as killer.
Necromorph power could essentially spawn many corpses across the trial and having the ability to convert them into wandering zombies they can manually control (sorta like Houndmaster can control the dog, while otherwise it would roam on its own responding to basic stimuli like Nemesis' zombies) and giving survivors crates with plasma cutters & ammo to dismember those necromorphs faster than they overwhelm them.
Maybe the power would allow to create various necromorph types, i/e Slashers (whose ability would probably be shared with the killer, something like short range sprint with slashing attack, kinda like demo, but slower and with more control), Leapers (whose ability would be harder to aim, but be more consistent/lethal, but whose downside would be worse mobility or scarcity) and infectors (whose ability would be simply creating even more necromorphs to give killer time to actually chase survivors).
Probably it would make sense if the actual killer is a monster like Hunter necromorph, the one survivors could not kill even if they really tried, but otherwise they'd be able to play budget dead space and dismember semi autonomic minions. Maybe it would be possible to do even midchase given enough space so that even overwhelmed survivor can try to put up some fight and get themselves a chance to break free from being surrounded.
The perks should probably focus on Marker's mental influence or incorporate how difficult necromorphs are to kill. Maybe survivors will suffer from afflictions when performing team or altruistic actions (as if they are sabotaging each other because they suffer from marker induced distrust) or would literally be unable to heal each other in certain scenarios because they cannot acknowledge the injury (sorta like how people in dead space got delusional with their loved ones not being dead).
The skins could probably be various necromorphs, scaled enough if necessary.
They should also definitely reuse the killer own prop and have the Marker appear outside of map whenever necromorphs are there. The lore could either be that the Entity has taken the Marker in particular and forces/convinced it to do the killings or that the Entity created its own Marker to puppeteer the Necromorphs as otherwise they cannot exist and fall apart.
Isaac Clarke should be the survivor with dynamic spacesuit skin - he normally has the helmet on, but in certain interactions it is retracted/removed against his will. It would be interesting to see his full iconic suit look and yet keep the mori interactions making sense, however either can be ignored.
His perks should probably focus on his engineering and survival skills. And IMO there should be a perk referencing how often Isaac goes out risking his life doing the impossible while saying something along the lines of "good ideas ran out, only bad ones left". Something clearly disadvantageous, except that one particular scenario where it works really well.
Isaac's legendary skins should definitely feature Nicole and not the Marker hallucination, but the real one, with the description saying how she had given up on Ishimura, choosing peaceful death and waking up in Fog, seeking for Isaac. And if they both are in the lobby, Isaac's voicelines could acknowledge him distrusting Nicole/himself, thinking he's still under Marker's influence and she's fake.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845368#Comment_3845368
The devs specifically said they wanted it to be a surprise. This was intentional. That’s also why it released a month earlier.
Mandy said “We just wanted to keep you all on your toes 😊”
well now nobody cares.
though i got excited for a moment they actually decided to skip a chapter to release a more polished patch later.
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There's zero marketing or proper acknowledgement from the developers apart from mandatory "new character lore" or "new character perks" posts, it feels like even they dont believe in it.
there werent any teasers, PTB was delayed without warning by 2 days (and so was the release), no devblog as it seems as well. dead silence.
no wonder there's no hype
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844581#Comment_3844581
Most people complain about camping because of how unfun it is to go against. Of course there are people that also complain about it because they feel it's overpowered or what not, but that's just a small minority, I am pretty sure.
Trying to make it look like entitlement won't help your argument in any way or form. People play a game for enjoyment, and not getting to play the game because of a camping killer is indeed something most players don't like, and of course that's not entitlement. As a dev you would want a game to be as fun as possible for players, and currently it isn't because strategies like camping and tunneling exist, that are unfun to go against, strong and also take very little skill.
I'm a killer main myself but can see why people hate camping and tunneling.
the entire game sucks when played optimally.
it's not just camping, it's the entire game.
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wait till OP learns killers can still 3 gen and tunnel despite the systems..
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@Saiph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845266#Comment_3845266
This is complete copium. You can't see 20ms survivors "getting away with things they never should" because the validation is done on the killer's screen anyway. It doesn't matter if the survivor has 20ms, 0 ms or 1000 ms, if you hit them on your screen they'll get injured, from your perspective it doesn't change anything, you're effectively always playing as a 0ms killer against a 0ms survivor, because all the calculations are done on your computer.
The only way you can gauge survivor ping would be by looking at the survivor's screen. It is physically impossible to see it as killer. The only thing you'll notice as killer is that the survivor will appear to have slower reaction time, but it will be impossible to tell if that's because of ping or just because the survivor player is slow.
Even at 20ms ping, the survivor is still at a disadvantage, they see you 20ms late. On your screen they will appear to have a 20ms slower reaction time. And regardless, it still doesn't change whether your swing will hit or not.
i dont even want to argue with that nonsense.
if what you are saying was the case, then low ping survivors would get hit equally as everyone else in the same lobby as the killer, yet that's never the case.
try actually playing the game and seeking out lobbies where most survs are +- on the same 50-60 ping as you except some guy who lives in the same building as the server. then try to get any close hits on them, like hitting them into last moment of fastvault, hit them through pallet while they drop it halfway through, etc.
even by your logic they're still at double if not triple reaction time advantage than normal ping survivors which allows low ping survivors to trivialize a lot of tiles and interactions that require making basic reads on what killer does instead of just holding checkspot and be guaranteed to react & make it to the vault / get the stun. dumb, boring and onesided ######### and it's sad you're apologizing it.
validation systems that ppl like OP are suggesting and people like you are defending will result into making this game even further ping dependant than it is already, while removing actual interaction between players that's possible because not everything is reactable.
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844193#Comment_3844193
I have 4000 hours friend, I have played the game enough. If you think you would be unfairly impacted at 60ms you either need better internet or yourself do not have as good an understanding of the game as you claim.
and i have 12 thousand, so? im terminally online in this game and i literally know better. 20ms survivors are already getting away with so much ######### they never should and adding extra means of "validation" will only make it worse.
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@Rick1998 said:
the game mode has been super fun on both sides even if often i get bad killer teamates i still have fun just having so many survivors to go after. All that being said i'm the same boat that this hurts queues too much for both 2v8 and regular . I'm fine with chaos suffle coming since that has no effect on queue but 2v8 just makes me not turn the game on if it means ill stay longer beetwen matches then actually playing .
what makes it fun?
it trivializes or outright removes most of the exciting parts of this game like chase or overall game strategy. in chase there's too many resources while killers always have an option to group up to remove any chance you have to last. I ran into a bunch of deathslinger abusers and this isn't enjoyable in the slightest.
On killer side, despite all the ######### you can do, you still can't stop generators from being completed as they take very little time investment to be done, are often doubled&tripled and to add insult to injury survivors also have a class that can ramp up gen speeds even further.
Catch up mechanic that exists for both sides is unsurprisingly unimpactful. It makes the bar red or yellow which is funny, I guess, but that's about it. +-5% for each gen / hook is not having any visible effect.
Despite the fact there are two killers, you get twice as little action because they rarely commit (unless they're from really low mmr) by themselves and drop chase the moment they see anyone else unless you're a really easy target, while all you do otherwise is hold m1 on gens, run up to cages that conveniently spawn near you or heal.
Nothing in this gamemode feels rewarding or earned, you just play very dumbed down, unmanageable, uneventful and unbalanced (some-#########-how) version of the game.
I guess people like power tripping or are that desperate to play with their friend on killer because I don't see the appeal otherwise. If the base game was just like that, I wouldn't have played it for 8 years.
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I think what really needs to be a priority is adding new base game content for survivor players that actually offers new gameplay instead of the repetition of "this gives you boost to this stat for X seconds if you do Y or Z happens".
Like overhauling items to actually be active abilities with their own skill ceiling and nifty tricks like flashlights are instead of "this is a toolbox and it allows to do gens faster. wow."
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I dont miss old haddonfield.
Im not going to miss this one either.
Snore mimimi map with horrible design premise that makes it either grossly survivor or killer sided
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idc about new players, but ive seen way too many cheaters and it's kinda meh
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because you both are in top 5% mmr.
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@BloodLotus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844312#Comment_3844312
An idea I had for a very long time
II've never played the Stalker series
i see
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is that a new mutant from stalker2 or just a character inspired by it?
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@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844073#Comment_3844073
if they made a theoretical "fix" to ping your window to hit would be shortened by a grand total of 40ms, which at 4.6m/s is 0.184 meters lol. Nothing to complain about, realistically you would not see any change if your ping is that good.
if you actually played the game enough, you'd know how much of a difference 60 ping and 20 ping on surv vs 60 ping killer make despite current "killer sided" ping. spoiler: it's a palpable difference amounting to a hit.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844086#Comment_3844086
this isn't a "im constantly slugging" kind of perk, it's a "i slug once and make it count" kind of perk.
shrug. in the context, i am trying to make the perk work on every killer so that i can increase reward for slugging for myself. at this point, i would say it is more pretty please buff the perk to be good choice on all killers.
i dont think perk should be buffed just because it doesnt work on every killer. you aren't obliged to run it and you'll have plenty of variety without having to cause issues when buffed version of the perk inevitably causes issues with every killer it's initially designed to be balanced for.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844021#Comment_3844021
radius does not matter if your teammate hook trades near hook. your right next to the survivor. both of the post complaining about proxy camping have zero relevancy on its radius.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844030#Comment_3844030
Forced hensitation triggers half the time with no one around. when it does trigger, it often does not affect the survivor because they're able to easily space out the perk. the perk is great when it works but the counter-play is far too severe.
I have been running infectious fright+forced hensitation on killers and full on slugging teams so i can avoid hook-related anti-tunnel perks & healing perks that every many survivor teams are utilizing. I am using the perk because you save time walking to hooks and the effect gives you leg-up in next chase allowing you to chain-hit healthy survivors from a down.
I simply wish the perk was slightly better for general killer use.
the risk is well worth the reward.
guaranteeing basically 2 tap on the unhooked survivor despite the trade or getting really easy second down in crowd is extremely oppressive effect that should be kept in check, including by the perk being inconvenient to use.
this isn't a "im constantly slugging" kind of perk, it's a "i slug once and make it count" kind of perk.
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cant wait till they "fix" ping and i would never be able to hit 20 ping survivors on my abusive exploiting 60 ping.
yay i guess
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Only on very limited amount of perks / powers / addons.
If implemented mindlessly, it will kill the fun in using aura perks to attack survivors that don't expect you to see them. Also another handholding mechanic that removes the "fog of war" effect in matches where player has to play around the possibility of the perk and observe the opponent's behaviour to determine the perks they use. It constitutes a part of the skill curve and trivializing it further is a bad decision.
It would make more sense to use it as killer instinct indicator when the killer's own power doesn't do a good job at telegraphing it and there's nothing to assume survivor isn't supposed to be aware of being revealed in the first place.
Singularity's infection spread, Xenomorph's killer instinct upon leaving tunnels, Nemi/Wesker's killer instinct while using a vaccine/spray, Unknown's killer instinct when survivor cancels dispel, Sadako's full condemn. Things that are NOT supposed to be ambiguous and unexpected, but still can be ignored by survivors merely because they require specific knowledge that they are in play in the first place.
We SHOULD NOT tell survivors if their aura / location is being revealed by perks like Im all ears; Gearhead; BBQ; Floods of rage, Darkness revealed, etc; that their location is revealed by killer instinct through powers like Legion's frenzy (bc of that one addon); Artist's crows (because the detection range is ambiguous enough to make survivor second guess their safety); Dredge's nightfall / addon kill instinct reveal (bc the range is ambiguous to be determined precisely).
Generally, a lot of things in this game are designed to work because your opponent doesn't know they are in play. Revealed status effect applied mindlessly (aka on just about any aura / kill instinct reveal) will stop a lot of things from working the way they should be and will be another step in trivializing and railroading the game into a chess match.
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It's good enough as it is.
Really nasty for hook trades and devastating when you play snowballing slugging killer like Oni, Plague, Twins or Singularity that cuts into a group of survivors.
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9% goes hard
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Anti solo q and hurt by SWFs.
We should never get one unless it's purely flavour and has no gameplay purpose.
It will get old REALLY fast and will be just annoying stealth killer that additionally targets that part of the survivor playerbase that already has it rough and complains about it even rougher.
If you want amogus experience in DbD - pray they add The Thing or any similar "i infect humans to become like me but hide that" monster and make it somehow infects survivors and they're none the wiser until their own character mutates into The Thing or spews it out because game mech and it kills their friends that had no reason to distrust their actual teammate because there were always 4 of them.
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@SuspiciousBrownie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843702#Comment_3843702
You 146% definitely read it and knew you didn’t have any valid points to make lmao 😂
the lengths people go to avoid admitting an honest mistake and thus discrediting their whole opinion, lmao.
keeping denying :)
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It's not a bannable offense, but still reportable.
It's mentioned so that people who want to report people for AFK, can sort their useless reports themselves instead of BHVR taking their time to investigate.




