UndeddJester
UndeddJester
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On hopefully more pleasant news… we got Pig stats!
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@ays12151 said:
Am I only person that hates playing against people that spam Lithe Perks 24/7? My favourite Killer - Bubba.
Match started. First chase. After 5 seconds Lithe activated. And then another chase. The same situation again. And again and again. Sometimes I don't commit to chases after Lithe usage, because usually they used Lithe to get a good place to loop and then they can use this perk again… and again… and again. Exhastion perks are too strong in my opinion and should have some limits (e.g. Dead Hard).
Have you tried Vecnas new perk Languid Touch?
It is pretty hard to avoid disturbing crows, usually when you notice them it is too late, and it messes up Lithe users specifically pretty hard, because usually crows are chilling somewhere sneaky in amongst tiles with vaults.
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I recently learned you can walk against Plague and your infection won't go up…
It doesn't come into play all that much, but it is important for things like mitigating the spread of infection via interactions. For example if you have to go unhook a survivor who isn't infected, you can walk to the hook instead to prevent them also getting infected.
If you need to work on a gen duo, walk to it and work on it up to the point just before you get infected then let go and leave for another gen.
I've come to find in SoloQ when against Plague, one of the best things you can do is ensure you don't infect other survivors as much as possible; also if you're not infected yourself, unless absolutely necessary, don't voluntarily take infection either.
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I get your fruatration, but I'd try and reframe your mind on that tbh. Once you've gone friendly, you're friendly. You're not a killer with survivors anymore, you're a bunch of players in game that you all like, so everything now is about BPs and making it funny.
If I get blinded while friendly I start looking around all panicked like "Who did that!? Where did that come from!?"
I will slap pallets for stuns, and if I'm playing Trapper or Skull Merchant of something I'll put down traps/drones for them to disarm.
Make sure you m1 as they go through gate to wave.
This all sounds dumb and stupid... but honestly it does wonders for dealing with tilt. Teabags don't do anything, you've gone friendly, they just make themselves look like an ass. So instead of getting annoyed, take it as an invite to use your power. When you get a nice survivor (they do exist), who pokes you goodbye or something, give a little nod.
It things like this that do wonders for your own mental, and you realise that DBD is not actually as toxic as you think it is.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762620#Comment_3762620
The Entity is extremely powerful, but I would hardly call it smart. It's like a child collecting toys and smacking them together. "Almighty idiot" is a phrase that comes to mind.
I enjoyed that thought 😅
I like to avoid looking into it too closely, and think of the Entity's motivations as having that "trying to explain colour to a blind man" thing going on... where we have no real point of common reference to understand what it's doing, so its kind of a fruitless endeavour 😁
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I've been going through the tomes and completing them all, I now have tome 7 underway, and all tomes from 15 onwards completed.
When you get an old like "Hit 2 survivors in one Corrupt Purge use 2 times in a single trial", you become like McGuyver trying to piece together a cockamamy build that might help you.
Unforseen, Discordance and her apple for an extra tainted fountain, and the add on with a longer Corrupt Purge timer was how I did that one...
These new ones have been a bit weird to do after you've been doing that nonsense... not sure if happy or not... 5 basic attacks? You mean I don't have to pkay 4 different games to get it? How lovely xD
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Ye... short of Nurse, Oni is probably one of the hardest killers on console.
It would be nice if on console they did something similar to what they did with Hillbilly, give us 2 separate sensitivity settings. Our normal look around sensitivity, then the maximum sensitivity when using his charge.
Whenever I play him I have to smoosh my face into a rock and wait for Oni to painstakingly bring his ass around. I see PC players landing hits on me turning around a rock and wonder how that glorious turn rate feels 😅
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@Vanishlord said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762328#Comment_3762328
Like I have it linked bit when I checked to see if both are registered in my library only xbox.
https://us.v-cdn.net/6030815/uploads/ZKCPG7Y8WHNZ/screenshot-20240717-230134-chrome.jpg
And when I tried syncing it 5 times throughoutthe day, this comes up.
https://us.v-cdn.net/6030815/uploads/XXGW0BMGH7XZ/screenshot-20240717-225019-chrome.jpg
I'm trying to do this now so I have most of it done when the servers explode on Monday.
I don't suppose any of you have any idea do you?
If this is not fixed soon god will not be able to save BHVR from this piggy 🐷😡🔪.
I tried to post this yesterday, but the forums died 😔
My first port of call would be to check you can sign into your PlayStation account on PSN. If I remember right BHVR uses the various login plugins for each service, so just check your account in fine.
Next try clearing all website cache and cookies for your browser, just to make sure something weird isn't cached. If you have, or you don't wanna do this you could try using a different browser, like Firefox or Edge.
Is it the symcvthats failing? You could try unlinking and relinking, but I'd read the FAQ first to make sure you can do that safely...
Otherwise it's a support ticket. I didn't know they'd actually enabled synching accounts yet... it's brand new for console, so maybe has a few bugs.
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@Vanishlord said:
My fellow pigs, as soon as cross progression seems to have escaped my grasp. My playstation account with my precious Mandy 🐷. Maybe instead of changing the character and customization menu they could have fixed this. BHVR you have screwed my over already this year with Sadoko don't do it again here for my sake 🐷🙏.
Oh no, you couldn't link your accounts? 😱😱😱😱
This is unacceptable... 💥🐽💥🔪
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You got it 😂😂😂
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762062#Comment_3762062
Thank you. I was really looking forward to playing Billy in this game mode, but Im just too disappointed that survivors get all these new and exciting things…. but Billy gets a massive nerf instead.
And if I play killer and get stuck with Trapper as a teammate, that also feels like starting the game with a major disadvantage. Trying to work together as a team with someone that needs to take large detours to manually pick up traps, just feels bad.
Plz no h8... I'm doing my best 😅
@TheArbiter said:
It's very weird to me that Nurse gets buffed and has no drawbacks while Billy does
I also found this confusing, but I guess we can always throw feedback.
Billy isn't Billy without going for one shot curves… This wouldn't be the direction I would go for Billy, but I think I see why they did it, and to give it a fair shake, my intial gut and guess at BHVRs logic was that the sheer speed, potency and presense of regular Billy basically makes it so you have to ignore the other killer because you can't afford to get hit by Billy... he basically runs off ahead and starts slaughtering unhindered.
Nurse on the other hand still needs 2 hits and to recover each time, she can't go for 2 survivors who run opposite ways at once, whereas Billy can just go on 1 shot slugging sprees back to back while his teammate just follows behind cleaning up. I would guess BHVR wanted reign in Billy to be a bit more of a team player than a 1 shot monster who runs off on his own.
This makes sense when you look at Billy's power. It is a pretty insane power to be able to sprint around afflicting people with exposed. He can just miss to zone, and with his fast recovery he can just slap anyone with an m1 himself, or his teammate can do it. If you can imagine a fully implemented version of 2vs8 with someone like Spirit in toe with him, that gets pretty scary.
Thats my theory, and I suppose my initial feedback would probably be give Billy a weak, or perhaps even no team power if he himself is too much of a handful. I'd endeavour to keep the iconic part of the killer intact in each case as much as possible... but we'll see when 2vs8 comes out proper.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761779#Comment_3761779
I feel like Billy + Nurse would probably be a bad combo honestly. Billy can’t Insta down in this and Nurse can’t use his exposed effect either. Makes no difference for the Nurse, but the Billy would just be handicapping himself.
Billy can keep up with Nurse though, but yeah on review, I actually missed Billy can't down with his Chainsaw. Seems like an odd decision that one, top of my head I would have kept his chainsaw instadowns and perhaps had Billy grant Endurance or Pallet break speed to his teammate instead of exposed 🤔
Wraith is probably better for Nurse... Undetectable and the speed to keep pace.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760088#Comment_3760088
That's the thing, I shouldn't have to handicap myself to give the other side a chance. I want to be able to go all out with max effort trying to win each game and it still be challenging, just like every other pvp game.
I mean...
Twins is bad example cause they got a whole slew of buffs that were not really needed after their rework got reverted, that pushed them into the territory of being completely overpowered. I reckon they're probably in the top 3 killers now because for anyone halfway competant, there is barely any counterplay. Just play to keep everyone injured by chasing off hooks and then slug everyone to death.
Most people who understand Twins agree the buff to reduce Victor's stun when downing a survivor to 2.7s from 5s with literally no compensation was a bad idea...
I've made a thread about it and necroed it once already trying to get more awareness up on just how busted it is and how to go aboit fixing it.
@UndeddJester said:
The classic problem of Twins is slugging. Victor used to have a massive 5s recovery when injuring with pounce to mitigate this, and it felt awful. The 7.7.0 buffs reduced this recovery from 5s to 2.7s. This of course makes Victor a slug God... He can crawl up survivors butt's and just mow them down with little that can be done about it… this feels lame for the survivor, but also for Twins too.
The problem is there is basically no incentive to try long leaps on Victor....which is where this killer would be the most fun. The further you leap, the more likely you are to miss. If you miss, you increase your chance of getting kicked in the teeth, so we want to encourage long jumps and stop point blank pounces. To remedy this I want to propose the following rework:
Victor Scramble
On all collisions with survivors or terrain during pounce:
- At point black Victor is stunned and will take 5.5s to recover from pounce.
- On the upward arc of his leap Victor is stunned and will take 3.5s to recover from pounce.
- On the downwards arc of his leap Victor will scramble and take only 1.5s to recover from pounce.
Numbers are debatable, but the logic is if Victor slammed himself into Survivors or terrain, he is much less controlled at the start of his leap, whereas at the end of his leap he has time to actually control himself and spring off terrain to recover faster.
This would encourage Victor to go for longer leaps, which would be much more fun for both sides of the equation. The massive 5.5s stun on a point blank hit is a harsh penalty to make it a... "sure you can do this... but you're eating a harsh stun for it" deal. His regular 3s miss cooldown is unchanged, as often if you miss you're usually off in the middle of nowhere and unlikely to get hit.
This would also allows him to use his leap to bounce off terrain as a rapid (though loud) mobility tool, and sells the idea of Victor being leaping menace much more. Not much use in confined spaces, but would add an fun extra dimension to his kit.
EDIT:
Actually prefer VomitMommy's variant of this after discussion:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749342#Comment_3749342
However the issue doesn't get traction because most people don't really see Twins.
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In my experience, holding a button and then aiming is harder/less comfortable than aiming then pressing the button. I imagine this is because one of your fingers is being used to press the button rather steady the controller or mouse in your hands.
Its always been a subtle but noticeable effect to me in various games, not just DBD.... it doesn't make that much difference, but for anything precise, given the choice I'd rather aim then click, rather than hold then aim.
So given that, I think its probably the right way round. If we're holding down to auto aim, we don't need to worry about it.
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A bundle of iridescent shards and auric cells for Nintendo players transferring over would be a nice gesture for cross progression.
Though this has got me thinking, and not to deviate the thread too much, but it always baffles me how Nintendo seem to get this free ride comparing it to other platforms.
This thread has the same sort of disappointed acceptance of it from Nintendos side, and instead points the finger at BHVR quite heavily, and there is undoubted blame in that regard...
However the reality is likely to be very much that each of those announcementa went off of information that was available at the time, and it was expected to be able to implement that change... and it smells highly of Nintendo suddenly turning around and going "nah lol, we're not gonna allow that". Yet there is barely a bad word to be said about Ninendo's hand in all this.
I've seen them do it constantly with cease and desist orders, suing free fan made projects, gating their stuff being paywalls, attacking roms, locking literally everything they can to their own console and refused to budge on any customer beneficial features... and I don't really mind all of this... the game industry is insane.
What I do mind is how when either Sony or Microsoft do anything remotely resembling these things, there is an armada of backlash. Sony especially... Sony can literally foot the bill to fund a game development themselves like Bloodborne, and get slated for not making it available on other consoles... yet you turn to Nintendo and everyone is singing their praises despite gating literally every franchise they have on the Nintendo system....
You need a Sony account for Helldivers 2, since Sony published and funded development of the damned game? Games like Sea of Thieves needs a Microsoft account, noniaaue... pretty much any massive online game over the past 15 years requires registering with the publisher, but usually no one bats an eye....
Just confuses me so much why Nintendo pulls so much shady and anti-consumer crap... and no one seems to care and loves them anyway... where is the zealoted angry mob for Nintendo? 😅
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761775#Comment_3761775
Those are great ideas! The only thing I can see is that it may be too complicated to understand right away.
Would the chase buffs make too much of a difference? I suppose they could… I still can’t leave the idea alone.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761787#Comment_3761787
What do you think about flat minor chase buffs to the final two Survivors?
It's the old MFT debate regarding chase buffs sadly. Those extra half a meters you gain really screw up the slower killers. Doctor was basically unplayable vs. MFT cause his power slows him down and he just lost distance trying to use it. You can literally loop Huntress for eternity on a circular rock with nothing she can do about it without bloodlust. Characters like Pig already struggle with people holding w at pallets vs. her dash, and MFT just made it even worse.
However characters like Blight, Nurse or Spirit barely noticed it....
I still can’t leave the idea alone.
All Good! Enthusiasm is always great to see... sorry to be the kill joy 😅
Since I started playing DBD has astounded me with just how intricate a game it is. The number of things you would think would be small and not a big deal that somehow have a huge ripple effect is insane to me... I've never seen a game with such a delicate ecosystem 😅
I mean look at how much a difference 5% on pain res has made? Literally the value of 1 kick worth of regression... 5 seconds worth.... yet now nowhere near as common as it was.
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@Kerkvlerk said:
So basicly she always get stacks now? No matter if you have a tape in your hand or not?
So the way to deal with her power is to immediately grab a tape next to whatever gen you work on. You turn the TV off for 70s, as opposed to her 45s for doing it herself, so you shut down both her ability to TP for longer and ability to get stacks on you.
Is also helpful to buddy up vs. Sadako. She doesn't have the ability to chase and down multiple survivors, as she is a pure m1 killer, and only 1 of you needs to grab the tape to turn the TV off, allowing the other to use their item. Since 2 survivors can complete a gen in less than 70 secs, she can only pressure you by teleporting to a nearby TV and running to you, which is a TV she can't then TP to when you pass it.
For this reason if you don't have a tape, just grab one from wherever you are, it shuts down her options for TPs and blocks her from pushing people into them effectively.
Always remember TVs are near to generators, so try to avoid gen span locations to avoid gaining stacks. Whem she teleports run back to the TV she teleported to previously. Inserting a tape also works when the TV is off, and only takes 1s, it's very fast. So try to run to your TV and insert the tape, and start working on that gen, or use the shimmers from the TVs to find another generator to work on.
Always disable the TV, and you'll find condemn almost never becomes an issue unless the Sadako is good at pushing you into TVs and you aren't so good at noticing the TVs.
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@TragicSolitude said:
Is it just me or did that madness in stream look a little hard from the killers perspective? 😅
I think the fun as killer will be getting great tag-team moments with your partner. Two friends can finally ditch the survivor queue and chat while playing killer together, and two strangers can have moments of "aw, hell yeah!" when they manage to coordinate a great move without verbal communication.
I love the fact I'm just gonna be granting haste bonuses to my ally while setting my traps... I'm just chilling here doing my own things and yelling "Go on son! 'Ave it!" from cross map xD
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@Nazzzak said:
I saw a dev say its meant to be chaotic, not competitive. So I think that was their intention. I'm neutral on it personally, I'll play for the badge (I'm assuming there's also a participation badge) but I feel like groups of friends will enjoy this the most.
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761774#Comment_3761774
Chaotic is the term used only when both sides have broken things imo, doesn't seems to be the case for the 2v8
I'll have fun with it regardless I'm sure, there is always Hillbilly + Nurse if you wanna get nuts 😅
But Jaysus... Trapper without anything like STBFL, Corrupt Intervention, Deadlock, Bamboozle, Surge, Tinkerer, Unforseen, Pain Res, Bloody Coil, Trappers Bag, Coffee Grounds, Fastening Tools, Iridescent Stone to help him...
Sounds rough xD
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761752#Comment_3761752
Tedious is a really great way of putting it. Yes, it is very tedious.
By the way have you seen @KatsuhxP ‘s idea? Leave hatch as is and instead give the final two some sort of buff like old mft and resilience vaulting. What do you think?
@KatsuhxP said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761723#Comment_3761723
First of all: I wouldn't and shouldn't have very high hope anyways if I get destroyed at 3 gens basically.
Second: Giving them a rng element to escape is not the way.
It would be better to just give them a repair-boost scaling with gens remaining, maybe with the condition that one of them has to be chased to get a huge boost for the one not chased and otherwise it's just a small one for both. That way they would get consistant help AND they would be encouraged to interact with the killer. I personally would prefer this even as survivor and I'd probably be the one that wants to take the chase xD
That's an interesting approach. It's basically a catch up mechanic.
My initial concern is that might be a bit disproportionate of an effect depending on killer. MfT + Resilience vs. Trapper, Doctor, Myers or Pig is horrible to deal with... the same vs. Blight, Wesker, Nurse and Hillbilly is barely even a buff. 😅
I think in a perfect world where all killers are equal, a catch up mechanic is probably a fine idea, but in a game with such disparity between low to high tier killers, it becomes a bit of a can of worms. We're unfortunately back into punishing the killer for winning territory.
If we remove hatch it might be interesting if there were buffs in play depending on hooks though. E.g. each time a survivor dies the number of remaining hooks gives a repair bonus, or even a repair penalty. Something like:
First dead survivor:
- 3 hooks +9% repair speed.
- 4 hooks +6% repair speed.
- 5 hooks +3% repair speed.
- 6 hooks +0% repair speed.
- 7 hooks -3% repair speed.
- 8 hooks -6% repair speed.
Second dead survivor:
- 6 hooks +8% repair speed.
- 7 hooks +4% repair speed.
- 8 hooks +0% repair speed.
- 9 hooks -4% repair speed.
- 10 hooks -8% repair speed.
Third dead survivor:
- 9 hooks +10% repair speed.
- 10 hooks +0% repair speed.
- 11 hooks -10% repair speed.
That seems pretty fair. I'm struggling for a lore reason to explain, beyond calling it something like Entity Blood Thirst. The quicker you kill aurvivors the less interest teb Entity has and thua wants the trial over faster. The more hooks the liller gets, the more the Entity wantavto feast on the pain in the trials, so makes gens take longer...
EDIT: The hardest tunneling killers can end up with survivors getting 9%, 17% and 27% repair speed buff for the remaining survivors... where a killer who spreads hooks gets a repair debuff of -6%, -14%, -24% debuff to help.
Though on reflection this might have to be something granted via hook stages as the acrue, as the altruistic killer only gets their debuffs when survivor dies... so I'd rejig this to debuffs after 3rd hooks, and repair buffs when survivors die...
However you get the idea I'm sure.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761728#Comment_3761728
Yeah… Wow definitely. I follow your train of thought and you’re right, the Killer can’t be “punished” for winning. It’s indisputable really.
But there’s still the issue of the feeling of going through the motions when it’s the final two Survivors… There’s nothing to do other than let yourself get caught or outlast your team mate. Both feel wrong especially since the outlasting part can get both of you reported.
On the Killer side there is as you said, the necessary evil of slugging for the 4k. But even then for me when playing Killer it feels like going through the motions once it’s down to the final two.
I’m really happy you decided to share your ideas and thoughts. Now I know there are others who are interested in solving this puzzle.
Indeed, and I must admit, I get frustrated when I have to 4k for an Adept or challenge, cause its just an unfun slog. I only find end game interesting when you knock down the 3rd survivor and say "OK <4th> let's roll the dice and see if you get lucky". However if I actually need the 4k, then you just slug and then wander around hoping you spot the 4th and then hope you dowj them and can find the 3rd survivor at the end without a boring lengthy search 😒
It's one of the reasons I usually play with the intent of letting the last survivor go regardless, taking the 3rd sacrifice and rolling the dice on hatch is so much less tedious. If they get hatch, I already planned to give it them anyway, so it keeps me from getting salty or wound up xD
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761732#Comment_3761732
True. That expression is gold.
This is just how it works around here Lara...
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@radiantHero23 said:
https://us.v-cdn.net/6030815/uploads/BLL5NEZ1F9GD/20240716190123-1.jpg
Literally the first match…
At least I got a BOOP.
I can't help but think there are elements of confusion, surprise and curiosity in her expression xD
🐽👈💁♀️
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761716#Comment_3761716
Have you read some of the suggestions I’ve written to others in this thread so far? What do you think? How do you feel about the differences between both of our ideas? There are a lot of similarities.
Aye, I have read and pondered your suggestions, and I do agree far more gameplay avenues open up for survivors... the one concern I have is these reworks (even mine) for hatch places more stress on the killer when they are supposed to be the one winning in this scenario.
I've gone much harder putting it in the killers favour; the hatch is blocked, the aura is revealed to killer, and Keys don't open instantly, and even with all this I'm still not sure I can call it fair for the killer.
That said, I agree with the principle of hatch, in that survivors need to have something to still shoot at to try to escape. If we remove hatch entirely there is literally no incentive to try once a game has gone south, so hatches middle finger to killer is a bit of a necessary evil…
This conflict of points is why I have never formally made my above suggestion... cause I have done all the Adepts, and my suggestion with all of its restrictions is the only way I can see of making it fair...
But at the same time there are plenty of survivor achievements (like crawl through hatch) that become impossible with this change. (Unless you do something like blocking the hatch only applies to non dying survivors)... and as a Pig main, there is also head trap Pig to consider...
I also expect a push back in general from Survivors for blocking hatch and giving the killer the aura... it's like slugging for the 4k is necessary to put the winning game in the killers hands. If you want to remove slugging for the 4k, for it to be fair, then you need to still put the game in the winning killers hands, which means making a very unfair setup for the last survivor...
We then also have considered this is another scenario where fast map traversal killers outshine m1 killers again... so we widen the gulf between top and bottom killers even more...
So the issue is very complicated, and has many things to think about with this mechanic 😅
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Have considered this many times and the main reason I can think of is even current hatch effectively punishes the killer for completing their objective. It takes what was a guaranteed 4k win, and denies it from you, and is an issue now, but at the very least is something you can handle via slugging for the 4k. It may be annoying, but if the killer wants to (or has to) get a 4k, they have the ability to do so...
I've spitballed with myself a few times, and the only way I could see hatch spawned at 2 players could work and be fair is if you make it another map objective the killer has to defend.
E.g: -
- The hatch spawns closed with 2 players left alive.
- The hatch is blocked by fog that needs 20 uninterrupted seconds to clear, and only remains cleared for 15s before resetting.
- The killer can see the aura of hatch in the same way they can see generators.
- Once cleared a survivor with a key can open the hatch and escape.
- Only 1 survivor can escape through hatch, it is permanently left open but blocked by irremovable fog from this point on.
- The other survivor is now locked in the trial and must complete gens and escape via the gates.
- If all 3 players are dead and only 1 player is left alive, the hatch opens but must still have the fog cleared before the survivor can escape.
- The killer can close the opened hatch any time to start EGC as per usual (Note: this also powers the gates same as now).
I've never been happy enough with it to suggest it, and there is a severe need to rethink keys as an item in general. I think the Broken key should be remade into a "Crooked Key" and take 10s to open hatch, the other keys take 2 seconds..
Keys also need to be given a standard aura... with this rework in place I'd say 20s maybe across the board. Maybe the dull key gets only 10s but for the benefit of a 2s hatch.
That's my latest point of it... I think it would work cause the killer can make the active choice to ensure the player with a key dies before 2 survivors are left... but this would be the only way I can see the hatch being fair with 2 players.
I could possibly see slugging for the 4k go, as the survivor has to find the hatch, but also needs to find a key. I can imagine a key perk like Scavenger, Pharmacy, and Residual Manifest needing to be a possibility...
However at least this would mean there would be unironic value to something like Sole Survivor. The hatch standoff would mean actually going to do a generator might actually he viable.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760556#Comment_3760556
I honestly don't know what I said, but thank you I guess 😅
Just my brain being childish, I'm only ribbing you, dont mind me.😁
Though I do think even though I am being childish, it might be better to avoid the name KWF. Said quickly out loud, it's pretty darned close to something rather questionable 😶
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760748#Comment_3760748
There is objectively less skill expression.
All the things you mentioned were stuff he could already do before as well as more.
True that he could do those things before, but nobody did them cause they could only use the guard they had available at the time, and they could much easier just unga bunga close off loops for free hits with a guard, and use that to easily tunnel players out fast.
I would argue that a killer where the most basic ######### strategy works better than any other strategy you can employ basically eliminates all skill expression... would you not agree? That's basically the argument against Skull Merchant is it not, that all skill elements don't matter because plonk drone down at loop is basically as good as anything else you can do?
So with that in mind, not being able to use the brain dead strategy and actually now requiring the player to engage with the more tactile and skilful elements of the killers kit, coupled with the fact he can make those decisions on demand is surely opening the killer up to more skill expression not less?
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Fellow Ladies and Gentleman of Boops Save Lives Inc...
I just caught this video from Spookyloopz.
https://youtu.be/N-L9mU8Em4I?si=09QuBnq4D-A5YmdWWhispers plus Monitor and Abuse is nothing new for Lady Amanda, I remember it was one of my first loadouts I used consistently on her, and I have since concluded there are better perks available...
However with the new JMF on top of basekit changes… I hadn't considered looking back at the Golden oldie build in modern DBD....
It might actually be kinda sick... actual unironic value from Amanda's Letter? 😶😶😶😶
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760779#Comment_3760779
That's still weaker than the old one since guards can't stay in a position
It works, but worse
Indeed, I guess the Jailor is more of a scout for when you don't know where survivors are, or when you want to occupy a survivor for a longer time.
The new increased draw distance combined with the longer up time and vision on him is gonna be great for scenarios such as covering exit gates during end game, or trying to defend a 3 gen that is significantly spread apart.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760748#Comment_3760748
I doubt you can do anything against hooks
Well thats true on second consideration, since you can run past a guard and just unhook for free. What I should have said was have the jailor guard you during pick up animations and alike to interrupt attempts to save.
Again the guard doesn't need to be there long, just long enough to to achieve what you want it to achieve.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760600#Comment_3760600
That's not Freddy, that's just a cheap remake poser from 2010 that's in the game.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760584#Comment_3760584
We need to keep pushing for manual Scamper to return, it's the only way Chucky will ever truly feel like Chucky again.
Hopefully bhvr will give Knight another spin after enough time has passed.
I don't believe manual scamper for Chucky needs to return, but I do believe Slice and Dice Scamper needs to be made usable... it has sucked from day 1.
My personal suggestion is to at the very least not drag Chucky's camera behind him when he scampers. Let me keep my original aim from when I Slice and Diced, then go for improvements from there.
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I not convinced by tne doom and gloom yet.
I've seen a few people making amazing use of the Knight with the guards on demand.
- Using the Carnifex like an event remote pallet break on demand looks disgustingly good.
- Using the Assassin to shoot past survivors and force them towards you to score hits is very viable, especially with the longer draw paths.
- Using the Jailor to exert gen/hook pressure while you pursue a down elsewhere looks very good.
You don't need the guard to be there until the moment to score a hit, you only need them there long enough to push a survivor out into a bad position so you can easily score a hit.
I had way more fun using him as split pressure Knight when I was playing him, and I have seen some people using the new Knight very well. Its hard to say cause its the PTB, but tbh his brain dead loop cut off cheese was boring as ######### even as a Knight player... anyone using him to cheese loops likely doesn't really care about the killer anyway, and is the type of player who doesn't play to advance their skills and learn, and instead runs crap like Egg Wesker.
These changes puts more skill expression and mind games into his kit, so even if he's weak, which I'm not yet convinced he is, I think he will be more fun to play for people who actually like to play Knight. The lame players who only use his power to cut off loops for free hits will leave him and the people who actually like the Knight will find new and interesting ways to use the new flexibility his power adds.
The direction of his rework is healthier, and he can always get numbers buffed later if he needs it.
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It funny cause no one even knows their MMR. They're climbing an invisible table.
So it's like that is so far as nobody has a tape measure and just guesses what their size is xD
You might want to edit that BTW and just use the actual word. The forum censor blocks words automatically, so ironically self censorship is considered bypassing the censor, since it makes it easier to deduce what the word is.
So to avoid a warning I'd just write it out to:
Mmr is nothing more than a dick measuring competition.
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@RFSa09 said:
KWF.. kay-wi-fff... coo-wi-fff... I don't know which one sounds better tbh
Careful now... you're not far off something very dodgy there xD
My vote also goes to Slaughter With Company , Double Homocide, Mass Murder or something to avoid any potential embaressment 😅
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@vulter699 said:
hello .. i hope everyone is doing great
about the topic .. i know what some people will say
go play childish games and that stuff!
no please i'm adult man with almost 35 years old .. but i have a point my opinion
i play horror games and watch horror movies and my favourite games are silent hill and alone in the dark 4 and the evil within 1
but there is something that i think Dbd should consider while developing the game
i think the characters of the game are mostly loved because of appearance and voices
making a loved characters to be executed in some way isn't a good idea
for some feeling reasons and mental health reasons for those who about to have relationships
lets be honest .. most players are early twenties .. and this generation want to be more like fiction than reality ?
what he like .. he will wish to do or at least in his imagination will do
we are all safe because of the fear of the system .. once the society collapse for a revolution or any cause
the imagination of the groups will be possible in reality!
history said that many times
so why we don't take action from now to be sure that if the system collapsed we still have the respect of innocence in our people minds?
i'm not asking to make the game very cute or something
i just want something that don't seems to be effecting .. for example
the Unknown mori have that sense of Japanese ######### that end to kill in their deep dark pornography
the robot mori is very intense .. the character face get exploded in painful way that make you feel sad for the character you love
that's the what i mean about the unwanted violence
lets make the game return to it own root when it starts
safe with normal possible horror
thank and please forgive my english
This in an interesting direction for a discussion... unfortunately we will have to agree to disagree, as I doubt we'll ever see eye to eye.... but to get onto my philosophy box....
Gore tends to invoke intense fear and disgust in humans; our natural survival instincts try to steer us clear of it and avoid such things, as they signify danger. Fear and disgust are not pleasant emotions, they are inherently unpleasant... so why do horror fans like experiencing them?
It's because the sensation of horror is a very unique and interesting insight into your own brain, and it speaks specifically to you. Your most powerful fears, disgusts, and anything you find disturbing is a challenge for you to overcome, and not something anyone can address for you. Your reactions and coping mechanisms are something specific to you that you need to discover.
Games have a unique ability to place you the player actually into a horror scenario, not just watching from the sidelines like a film. DBD is far from the scariest game out there, but there is something organic about it where the Killer is another human consciousness you are trying to survive against, not just an AI with scripted rules. Games allow us to experience things we would never experience in real life, and I remember when I was new to DBD (and still have it now), where this game can downright frighten me. Despite that there is no pause button, I have to control my nerves to handle the situation that I'm in immediately, and that can create some intense rushes, and the gore, and your aversion to it is part of that.
So while I understand you dislike Gore... I would argue that is the entire point... you're not supposed to like it... the imagery is supposed to provoke and upset you into wanting to avoid that fate, and create a unique experience for you to challenge yourself and overcome.
So in a weird way what I'm saying is... enjoy your discomfort... a lot of horror and DBD fans would like to have that feeling back... 😁
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I wonder if boon shadowstep might come in the meta…
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I can't objectively argue against basekit Kindred, it makes sense as SWF is a thing.
However subjectively I actually prefer the dynamic of solo Q and the imperfect knowledge without perk investment of DBD, and would be against basekit Kindred.
I enjoy the challenge of trying to survive without the perfect knowledge of what my team are doing, and instead relying on my intuition and common sense, in conjunction with paying careful attention to the HUD to figure out what people are doing. I also like that being altruistic and helping my team with kindred is my decision to make at the cost of being able to take more selfish perks, rather than granted for free.
Ultimately I actually consider it to be a more genuine horror experience in SoloQ, I still get spooked from time to time when I get caught off guard, and I still get anxious when I dont see the killer chasing anyone and dont know where they've gone. I tend to find SWF is more about trolling the killer and goofing off, even if that isn't your goal, it makes the atmosphere so much more chill, so its kinda hard not to clown around. I personally think I'd like the game much more if SWF wasn't a thing, though I understand why it is, and that I'm a minority.
So... SWF is a thing and most people seem to hate soloQ, so I guess my personal opinion loses in this arena. 😒
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760048#Comment_3760048
we can't have good perks that do something for killer.
https://us.v-cdn.net/6030815/uploads/C3H3UN5VYLQ4/image.png
Leverage has 61.78% kill-rate. Must be as good as pain res. No need for buffs, BVHR logic.
Seriously? 🤣🤣🤣
I'm legit wondering how much of that is people SoH vs. Skull Merchant adepts xD
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759995#Comment_3759995
Having it available on a 45s cooldown does have potential to be pretty nasty forcing head pops on Pig.
You still need a pallet/door to trigger it. It's a limited resource and cooldown means you have to keep pallets in chase to use it later, which is good for survivor you are chasing.
Also ability of forcing Pig traps is way more limited since box aura removal.
Area of Thwack is limited by pallet spawning, you won't really reliably trigger it on survivor with trap unlike old UW where you had option to search with it around the map.
How is that really different from Ultimate Weapon?
Why do you think it would be stronger than current UW?
I suppose not though the combination of both is a little concerning... but then again, that's starting to get to the Pig's side of things to be looked at I guess.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759995#Comment_3759995
current version also enables head-pops. if someone drops a pallet near a box, you can use that pallet to interrupt the box. overall i'd rework perk entirely to grant 16 meters of aura reading near a dropped pallet with trigger condition being the pallet drop. this does not have duration and works like Weave Attunement. It has 24 meter activation range. when the killer is further away then 24 meters, the thwack deactivates. It still requires you to hook someone to activate the perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759960#Comment_3759960
Furtive chase already grants 5% haste and undetectable for hooking a survivor. Leverage effect is good but its duration is too low. I would make the duration infinity as long as survivor is on a hook. once survivor is unhooked, the effect persists for additional 30 seconds. this matches the perk a lot more as you are leveraging hooks.
i still want to buff gameafoot more so than these two perks. don't get be wrong. these two perks also suck but i don't have interesting in using them.
Same point as above, it is starting to lean into a Pig issue.
Also hust read your suggestion on Leverage, that's actually a good suggestion. Also fits Skull Merchant's new power too.
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@bleep275 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759915#Comment_3759915
please list the parts of the game that require a 4k. A guy already did the math and mention the two challenges that could require it. So what is the “every aspect” you are talking about?
I have every achievement and 3k hours in the game. I primarily play killer. And your claim is absolutely outlandish. I cannot remember the last time, outside of an adept achievement, that a 4k was required. Even then…I don’t slug for the 4k.
That doesn't sound right, I can think of like 5 challenges off the top of my head that require 4k:
- Sacrifice 4 survivors in basement in a single trial.
- Get 4 kills in a single trial using killers Perks. (Without looking it up I seem to recall Wraith, Spirit, and Doctor so far).
- Sacrifice all 4 survivors in a single trial 1 time.
- Iridescent Devout 3 times, which while not explicitly a 4k, it basically needs a 12 hook 4k to ensure you get it. (I've legit got 10 hooks and an escape through hatch and still not got it, which made no sense but here we are).
Alot of these have multiple entries too... Not to mention all the ones likes "sacrifice survivors 20 times" or "kill the obsession 12 times" and alike, which while you can do them over multiple games, if you want them done efficiently, you need appropriate builds and at least a few 4ks... otherwise its even more of slog...
There are way more than 2 challenges that require 4ks in DBD... then there are a number of achievements for it as well…
Then the simple matter of the 4k bloodpoint score which is something like 2.5k points as wellI think (again without looking it up).
But yeah there are a lot of things that push the killer for a 4k man.
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@Mazoobi said:
Someone a long time ago made the proposal to have the option to have a base-kit tenacity but at the cost of depleting your timer 2x
I like that idea, I severely doubt I was the first to suggest it, but I had a variant of that I suggested a while back here:
@UndeddJester said:
Proposal
When in the dying state, once a survivor has reached maximum recovery, they can hold the sprint button to enter "desperation" while crawling.
- They crawl 50% faster.
- Grunts of pain are 50% louder.
- Increases the rate they bleedout by 200%.
- Their bleedout bar on HUD starts blinking to indicate they are desperation crawling.
Effects/Impact
- Base crawl speed is 0.7m/s.
Desperation is 1.05m/s
w/Tenacity is 1.4 m/s.
For reference crouching is 1.13m/s, and walking is 2.26m/s. - Time to bleedout is 30.4s (to reach 95% recovery) + 69.86s (209.6s remaining ÷ 3 bleedout per second).
Gives a total of 100.26s. - Unbreakable and Plot Twist cannot enter desperation state while their recovery effects are still active. When consumed, Unbreakable + Deperation bleed out time is 93.57s.
Reasoning/Points of Consideration
The main goal here is similar to the AFC and anti 3-gen changes. By and large for most scenarios this change doesn't effect normal gameplay, but being slugged on the floor is not a fun experience. This change is thematically consistent with the game... if you're left dying on the floor, you can have 1 last hail mary attempt to try and save yourself, and gives survivor something to do/try in response to excessive slugging.
- Makes bleedout trolling significantly less rewarding. Survivors can only be trolled for 100s.
- Gives survivor something to shoot for/attempt when in a 2vs1 and slugged for the 4k, rather than just being in a hopeless no win situation and waiting on the floor to die.
- Alternatively you can effectively "sacrifice" yourself to give your ally hatch.
- There is concern for this being an alternative avenue for Suicide on Hook... although this is significantly less abusable than that, this combined with above has the potential to make things like Adepts even more frustrating/difficult.
- Unbreakable and Plot Twist prevent this mechanic as you are not "desperate", you can still recover. This mechanic is a final last ditch attempt to make it to a teammate or crawl out of gate/hatch.
Additional Change Considerations
Given the above points, additional possible improvements that might be worth considering for gameplay health:
- Survivors bleeding out is considered a kill in the same vein as a mori for the purposes of challenges, Killer Adepts and emblems (hooks are still by far more important for the Devout emblem).
- Once activated, Desperation cannot be deactivated until healed by a teammate or hooked by the killer.
Long Live Tenacity!
Sadly that idea was largely ignored 🙁
I probably tweak some numbers/things about it now, but the core idea still seems promising to me.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759995#Comment_3759995
current version also enables head-pops. if someone drops a pallet near a box, you can use that pallet to interrupt the box. overall i'd rework perk entirely to grant 16 meters of aura reading near a dropped pallet with trigger condition being the pallet drop. this does not have duration and works like Weave Attunement. It has 24 meter activation range. when the killer is further away then 24 meters, the thwack deactivates. It still requires you to hook someone to activate the perk.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759960#Comment_3759960
Furtive chase already grants 5% haste and undetectable for hooking a survivor. Leverage effect is good but its duration is too low. I would make the duration infinity as long as survivor is on a hook. once survivor is unhooked, the effect persists for additional 30 seconds. this matches the perk a lot more as you are leveraging hooks.
i still want to buff gameafoot more so than these two perks. don't get be wrong. these two perks also suck but i don't have interesting in using them.
You're not wrong, but the need to hook keeps Pig interrupting head traps healthy, she can't do it without going elsewhere for chases, downs and hooks.
Basic attacks also makes that easier, which is a concern, but there is still a need to engage is chases, which pauses the timer. (Though full disclosure, I'm less happy with my suggestion now I've thought about it more).
The only "problem" element of scream perks on Pig is Ultimate Weapon and Face the Darkness, where she can follow a survivor without starting chase and still keep interrupting boxes... THWACK! on a timer becomes another problem perk in that line if its just a cooldown.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759960#Comment_3759960
Why general/basic? It's not that strong to justify limitation to M1 killers only imo.
Just put cooldown there so anyone can use it.
This version off THWACK! Having it available on a 45s cooldown does have potential to be pretty nasty forcing head pops on Pig. I also think Blight and Hillbilly would like this perk a lot, and it may be a little too good on them with Lethal Pursuer.
If it were me I would leech the OPs idea and switch it to have it triggered on basic attacks. This turns the perk into a flashlight save at downed pallets warning perk to help secure a hook. It also synergies with Game Afoot quite nicely as a catchup perk if you've hit over pallet.
Regarding Leverage: that beats Furtive Chase, and Furtive Chase is already good in the right build... 😶
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I mean... it tracks... you left the game while the game was still going, therefore you got a DC penalty.
A Mori isn't a cutscene, a Mori is a game event, and as far as the game is concerned you are not dead until the animation is over. That matters as a gameplay trigger for things like hatch spawn, tome challenges and perks like Soul Survivor.
You're asking for new events to be created to say a survivor is "dying", which while certainly doable, has to account for all the different ways a player can die/be mori'd... all for the ability to leave the game 3 seconds faster.
I think in this scenario it is probably more reasonable to just wait 3s, instead of pour dev time into such a pointless feature over the slew of other stuff to look at.
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My favourite from internet searches thus far is this one...
The subtle details 🤩
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@Archael said:
Problem is that you do not understand what people are trying to tell:
Currently: People uses their attempts to fast farward to sacrifice.
With Your idea: People will use their attempts to fast farward to sacrifice.
It does not matter if this will reduce their first or second phase - it will reduce phase and fasten sacrifice.People say: Sacrifice should not be fasten, other things have to be done.
You say: You just want free unhooks. - Where the point is not free unhooks, but to remove suicides, and one of examples of how to achive that is free attempts, not free unhooks.Your ide does not remove neither casue nor means of suicides:
1. Causes are different (simplified to: people dont want to play) and its impossible to remove them, only to reduce through improving survivors satisfaction.
2. Means are making sacrifice faster. If your idea reduces duration of second phase, then it achive nothing.Excuse me, but how is ensuring that someone can't go to second phase for 60s, where they then die in 1s, the same as going to second phase in 6 seconds and dying in 10s?
The fact is, you cannot try to prevent players from suiciding to get out the game if they really want to. Even with your guys suggestions, no matter what you do, a player who doesn't want to, will not play.
Your suggestion at best takes 120s for a player to die, plus whatever down and hook time the killer adds, while also eliminating suicide for hatch, and/or allows constant free unhook attempts, both of which are bad for the game.
My suggestion at best takes 61s for a player to die, plus whatever down and hook time the killer adds, while not eliminating anything.
Currently at best, it take 16s for a player to die... usually without any additional killer down and hook time.
I just don't know why you are pushing so hard to break core functionality of the game, for the sake of 60s.... I'm not trying to be arrogant, but my solution solves the problem far better than yours... it fixes the problem in a way that makes sense via the lore, and doesn't interfere at all with normal play.
Yours does not... it doesn't make sense a survivor wouldn't try to get off a hook if they have no other option, and it does interfere with normal play. The downsides of yours simply outweighs the positives.
Now if you have a better idea than mine, I'm happy to listen to it, but currently you don't, and I'm arguing so passionately, because I really want this issue addressed. I'm tired of people ruining gamed via SoH, and this suggestion is something I can reasonably believe BHVR might implement, cause it combats the problem without them having to compromise their vision of the game.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759200#Comment_3759200
I know what you are trying to do, it's overcomplicated because you are doing so much things to implement a feature that is less effective than a pure removal of kobeing/free kobeing, when we look at the suicide issue itself
And I don't even think this game is anything more than glorified virtual tag, maybe with hide'n'seek, and pretty visuals, I guess
I agree with you that its not as simple and clean as those solutions, because this is a complex problem, and a complex problem requires a more careful solution.
Both of those are simple, but both of them come with far greater trade offs. If you think those trade offs are acceptable, I would heavily disagree with you, because they are not small.
No unhook attempts means no sacrifices for hatch and no possibly way of recovering from a full team slug.
Free unhook attempts means survivors attempt them every time and the Killer doesn't ever get pressure from survivors having to come off gens to ensure they can always make it to hook in time, the survivor always tries to get off hook by themselves before anyone even thinks of coming off gens. That's more incentive to keep tunneling.
I also disagree with your notion it does nothing. The fact is a DC penalty is what 90s?
This SoH solution means you're stuck in the game for at least 90s if you ######### as fast as possible, and that is reliant on both the rest of the survivor team AND the killer letting you out. At its worst you're looking at over 5 minutes to get out of the game. By sheer maths, the DC penalty is preferable until you're doing it often, and even then it is still more of a pain to leave by SoH in general.
The simple fact is if it becomes far more effort to leave via SoH than its worth, it discourages it more over just leaving the game or playing the game out. Is it impossible to SoH? No it is always gonna be possible, but even if it only reduces 50-60% of the cases, that is better than the current set up, and also better than the unacceptable trade offs you're currently proposing.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759176#Comment_3759176
I'm not, I'm stating just literally make it impossible by either through entire removal of kobe mechanics OR making it completely free because which will be better for the game
I don't "wanna" make it free in any way, the point is I don't care, because faster sacrifice itself is far bigger issue than anything else
My opinion is, this overcomplicated mechanics is unneeded and doesn't even help the game much, we don't need easier hatch spawn, we don't need "slower suicide", we don't even need "lucky escape from hook", all we need is ENTIRE REMOVAL of suicide mechanics and nothing else, and "by how" doesn't even matter here because the issue is so ridiculously big
See removal is a more reasonable response. Free unhook attempts is a horrible idea.
This is I responded to this post here:
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758866#Comment_3758866
The problem with making self hook attempts not affect second phase is there is literally no penalty to doing it... you can just try to unhook yourself every time for free.
The idea is not really meant to completely prevent every method of SoH trial, but it does make it harder, and it means the onus to get out via SoH isnt solely on the SoH player, the other survivors and killer have to let them leave, which should at least reduce the SoH attempts.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3758870#Comment_3758870
Think you misunderstood my guy... For free? It basically costs you a whole hook stage for all 3 and makes resetting for heals much tighter
There is a reason why the self unhook mechanic exists, and its primarily in service of the theme. If there is no chance of escape, Survivors stop trying... and trying to escape even when the chance of doing so is slim is what creates some of the greatest highs in this game.
Honestly if you have 2 players left and made it so survivors were hooked and can't do anything for up to 2 minutes while the killer hunts down the 4th player instead of hatch spawning, that saves all the headaches around that mechanic as well. However that is not hard to see why people would be against that, and it absolutely craps on the theme.
Without the theme this game is a glorified game of virtual tag, and I think if you just throw all thematic elements out of the game, then you do more harm to it than good.
This mechanic isn't overcomplicated if you represent it well on the HUD. It's basically the same for everything else, except: -
- The first stage lasts 60s no matter what.
- You gain a stack above your sacrifice progress bar for each unhook attempt.
- You get 3 self unhook attempts before the Entity Snares you.
- When you go to stage 2 the stacks are consumed and take 19.66 seconds off your remaining each
That is it.
Would look something like this:
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759172#Comment_3759172
That means only that you haven't read the posts.
But if you say so. Yeah, I would rather give survs free chances of unhook themselves to prevent suicides rather than doing nothing on that regard.
I have... and every suggestion you've given makes it so that it is always preferable to try to unhook.
Broken is NOT a good enough reason not to try it.
Lowering the percentage chance of success does NOT matter if there is no penalty for it, you always attempt it.
Removing skillchecks in stage 2, prevents giving up hatch.
Giving 3 attempts for free allows you to always attempt it...
What exactly did I miss from your suggestions?
@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759172#Comment_3759172
It's just that we'd rather have healthier games even if it means free advantages for survivor, "little harder to suicide" does nothing, survivors just run to the killer, it MUST be "extremely tedious and basically impossible to suicide" which you don't achieve here
There is no point in trying to achieve 2 or 3, There is no point in keeping kobeing, and there is no reason it must have penalty, and then there is no reason survivors should be able to give hatches to other, especially when a killer can slug them anyway
You are overcomplicating the issue by adding unneeded requirement to the change imo
Literally proving my point.
You wanna make it free for survivors to try to self unhook to prevent SoH. That is not a good compromise.
If you don't understand my suggestion, I'll happily explain how it's made clear and easy to understand via the HUD, though its written in the OP how the HUD will translate this informatiom to you. I'll draw it in paint if you like? But what I'm suggesting is really not that hard.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759096#Comment_3759096
And ultimately you can reduce percentage even more too, make it 2% and it's extremely unlikely to happen, make it 1% and results in nonexistent chances, make it 0.5% and people wouldn't even attempt it afterwards
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759102#Comment_3759102
If there is no penalty, then even 0.0001% would mean everyone should try, because why not.
There should be penalty, but not too harsh, and definitely should not progress sacrifice. I would also say that 2nd phase should be exactly as first - no skill checks, chance flr self unhook. And maybe with this, and 3% chances would do the trick - people might not want to use up their all chances on first hook because 2nd hook may be much more dangerous, like other surv is sacrificed or killer is camping or anything, so maybe its wiser to save those attempts.
@ShanoaLegendaryPlz said:
I dont see a problem with survivors just getting 3 self unhook attempts without losing any sacrifice timer, and removing skill checks on 2nd phase. At this stage of the game its not problematic if they unhook themselves as they could always have a perk for it anyway, and the chances are still very low
I'm not gonna lie.... I am dumbfounded the 3 of you will happily give survivors 3 completely free unhook attempts and turn self unhooks into a total crapahoot that everyone does every single time...
Every survivor has an 11.53% chance to unhook themselves with 3 unhook attempts... and you guys genuinely want that crapshoot to be a common thing that is attempted on every single unhook in every game? I shouldn't need to explain that is bloody awful for the Killer and the game at large....
The goal of this suggestion is:
- To make SoH harder.
- Still have kobe as a possibility but carries a significant penalty/risk to heavily discourage people from using it.
- Doesn't prevent players from sacrificing to give up hatch.
My suggestion I believe achieves all of that. Every single suggestion you guys have given fails on at least 1 of those tenets... usually 2.
I'm not trying to insult any of you, but with what you've said thus far, I really think you all may have misunderstood the point of what this suggestion/thread is trying to do...




