UndeddJester
UndeddJester
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@jordanjustice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511019#Comment_3511019
"These" players will never get pushed out of the game. They will always be there.
Choice is pretty simple right now. You let people DC without penalty and you get a bot to replace them, or they kill themselves on hook (which will never be punished) and you lose a team member completely.
Playing for the "long game", to slowly mold the community into playing like you think it should be played, is a pipe dream. Reality is what it is... You just have to choose which option you would rather have.
Choice isn't that simple sadly. Bots are an attempt to mitigate the problem, not solve it. You let people DC for free, get used to playing with bots all the time.
You're ofc not wrong, players suiciding on hook is a problem yes, but the answer isn't to let people just leave whenever they feel like it.
This is a game you where you have to commit to a match for the game to work, and anyone who usnt going to commit shouldn't be playing. This means you can't allow DC for free. Think about if a game like League of Legends allowed people to leave for a bot. It'd be worthless... DBD has less obvious issues because the game is asynchronous in nature, but you're still giving a strong advantage to a skilled killer.
A suggestion I liked for preventing unhooking is:
Have it be 1 attempt with a 10% chance available 10s before stage 2, unless you have Deliverance. Slippery meat increases this single attempt chance as normal to a 20% chance. This has the problem that the killer can potentially timing your unhook attempt, but if hes doing that, he's not guarding gens.
You'll still get people run into the killer to die if they want out, but the fact the killer can leave them slugged on the floor snd refuse to hook them is a natural deterent
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@RockyCrayon6625 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510359#Comment_3510359
Now I'm gonna have to disagree on that one. At least with Freddy's Mori to survivors, he phases in and out like a nightmare. Granted, it's not MUCH better than Skull Merchant, but still.
Well... I would argue the mori on SM is not that bad... just a little predicatable, and doesn't make a huge amount of sense what the survivor is doing is all.... I would have preferred her sneaking up on the survivor made a little more sense with the drone being in alert mode and buzzing around the survivor on her approach to sell the idea she snuck up on them while distracted. I'd have also preferred the gear powered arm blades doing something a little more interesting than just stab through the chest and call it day...
With Freddy, the concept is fine, and pretty true to the films... however... the animation on it sucks.
Ofc I would prefer the lead in if he dragged his claws across the pipes from his nightmare but realise that requires more assets to be loaded into the map, but at the very least him mockingly smiling and feathering his knives before the full unsheath and stab would be a little more character approriate... ironically... exactly what Skull Merchant does...
However my main complaint is Freddy's stab itself is pretty ass... there is no weight to it at all. His arm just kind goes through them, they scream late, and then they just flop... At least Skull Merchants actually looks and sounds how stabbing 2 blades through someones torso full force would, and the sound twisting of the blades as the survivor's feet twitch makes it look pretty good imo.
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I see the argument, and you do make sense, but I am strongly against any leeway afforded to selfish players like this.
I see this as what reporting for griefing/assisting the enemy team is for. Combined with the updates to provide feedback you get for reporting players, this is the direction I'd prefer to go.
Yes it is frustrating as a survivor/killer, but the short term sacrifice is this annoyance of not getting a bot to replace, for the long term gain of slowly pushing these types of players out of the game.
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@DaddyMyers_Mori said:
With last two Mori, I wonder who the hell made Mori for Skully....
I dunno, it's better than Freddy's xD
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I consider tunneling a part of the game. If you are being tunneled it's important to get away off hooks as best you can and hide, make it hard for the killer to find you. Similarly if an ally is being tunneled, as a survivor you should try and help with body blocks, flashlight saves, sabo's etc.
Though, survivors could use some help in this department. The general community consensus, even from killer side is to bring back DS 5s stun as the anti-tunnel perk.... or at least 4s.
The other nerfs were very much warranted, and DS is setup to very much be a fair anti-tunnel perk, but the 3s stun nerf was overkill and made the perks value plummet to being barely usable.... if you don't get tunneled it does nothing, and it doesn't really have a massive value if you do get tunneled.
Even if it isn't the stun duration, the conditions and single use on it make it pretty damned hard to abuse... but it needs something extra to really give the survivor a strong chance of getting away after the stun.
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One thing I still don't get is why people keep complaining about 1 hr games.
People act like there is no escape without DC... except there is... if you want out of a SM game, play super reckless and ignore her while you work on the 3 gen.
She'll have to down you to stop you, then you bleed out if she camps you and someone else repairs another gen. If not, then someone can possibly make a save, and you carry on doing the gen. Likely you'll die, but that inflates her kill rate, which us what you want to get her nerfed.
It's only a 1 hr game if you constantly play her game and don't commit.
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Mechanic? I assume you mean the hooked survivors having a hitbox, and not the mechanic of clicking m1 to attack?
Yes, there is a purpose. It means the killer has to actually hit the unhooking survivor, and the unhook survivor can use the hooked survivor as a shield block hit attempts... or more likely force the killer to move around to the same side as them to get a hit.
Especially important vs. characters such as Huntress
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@GolbezGarlandGabrant said:
Honestly I'd report for not playing as intended. Not sure why the onus is on survivor to progress the game and not the killer who is right there.
I mean the killer is progressing the game, by preventing the survivors from saving their teammates.
I suppose I look at that room as a danger room, when I play survivor, I hate being in that room, cause I am shitting bricks the entire time.
Do you take the risk early to try and get it done while its safer to do so, or risk having to do it end game, where you might be in a nasty 3 gen? It's quite isolated, so takes the killer time to guard it, but if you're caught in there wounded, or against an expose/instant down killer, that was the risk you took trying to get that gen done...
This scenario is one where... tbh... the survivors gambled and lost really hard...
It would be funny if there was a really slow elevator in that room under the drop that you could hop on and start, going up there takes a good 25s, but any killer coming into that room would easily catch... but then you get into how do you pick up questions, and also blocking the drop questions xD
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I guess the point is that there is some inherent stakes to the game. After all, trying to rank up is an incentive to play for the win, avoiding a rank down is a reason not to give up on a game, even if it is going badly.
The one thing that irks me is I've had a few times in Iri rank where I've 4ked, but not done enough to warrant a single pip, even though I couldn't really do more. As an example:
I've had games where I got a great start and hooked 2 people after a really short chase, but their team didnt stop gens to try and save them (I go on the hunt almost always, and don't really camp unless its really important I do), and 1 of them got to stage 2 before being unhooked, and the other ended up suiciding on hook... because I basically missed out on a whole additional set of chases and hooks, then lost the hatch dice roll, the game deemed I didn't do enough to be considered high enough rank so I don't pip.
This isn't so bad until you're 1 away from rank up, and this or similar happens a few times in a row (4 is my record games 1 block from +1 pip), you get absolutely rinsed next game, and lose your pip, even though you won the last 4 games through horrible survivor mistakes and got nothing.
This means the pip system kinda encourages you to farm, rather than play to win... and since your ability to farm relies on playing against people weaker than you... which the MMR system can swing wildly either way, ranking up is kinda a crap shoot.
In some ways is good as a natural deterent to camping and tunneling I suppose, which I try not to do anyway... but it's annoying to keep winning games and through no fault of your own... miss a pip... then get roasted snd lose a pip.
I dont think the pip system is bad... I agree with ranking up having stakes, any changes to this system will probably make it worse... it's just annoying in those tough games where you can still win, but not have done enough in the eyes if the pip system, only to get duckered next game...
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Considering Trapper mains would massively disagree with you about the size of said weeds... I'm kinda on the fence leaning towards not an issue.
Personally I can't say I have a problem with the view of Pig crouch, but I'm willing to hear the argument.
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Board Game ratings panel....
God damn it Clown xD
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Unfortunately it's the negative feedback loop.
I as killer like the chases and mind games... Typically I play serious until I have 2k (while trying not to camp or tunnel), then if people played honourably a lot of the time I give up hatch or let 1 or 2 of the last survivors escape.
However a lot of the time as Killer you are handicapping yourself if you play like this, and you will get slapped by a 4m SWF, or sweaty build survivors, and will have games you barely even hit 2 hooks cause you're so massively outskilled/outplayed/outperked. You get to end game and you have literally nothing, and you dont even get the satisfaction of making it a tense game... It's a very bitter pill. Like a 7 hook 4 man escape is like sure, whatever, at least they worked for it, but games where you're running like a dog none stop and keep getting nothing... it feels really bad.
You cap that off with cocky survivors being a-holes, it's not a difficult path to becoming a merciless sweaty killer.
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Hilarious to me how everyone is so fixated on the fact the game finished on a 3k, they are completely ignoring the actual point being made.
The point isn't about who won or lost, the point was at this players level (at 6k hours you'd expect a fair bit of skill at the game), this is the kind of loadouts he goes up against regularly... if you showed that set of loadouts to any killer before the match started, they'd ######### a brick.
Everyone here I'm sure is smart enough to see that a Trapper, on this map, against these loadouts should have lost... easily. The ONLY way to have even sniffed at a game with more than maybe 3 hooks is if the Survivors made a whole bunch of catastrophic mistakes. We have to take his word they played bad... but I'd definitely expect survivors to win here...
The point of the post is to highlight these kinda builds are common at high levels, so why on earth would you not run significantly stronger killers vs. This sort of thing?
I'm a noob, the fact I can understand it better than most is kinda poor.
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507585#Comment_3507585
How would those groups ever get a match then?
I believe he was being facetious 😅
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Likely a limitation.
Maybe a PlayStation only define in the game code to add 5 to the achievement counter instead of 1 😏
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While I severely doubt it was a perfect game, the point is valid...
The skill difference of players in this game can be absolutely breath-taking sometimes.
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Doesn't seem like a bad contender for a straight up hex perk...
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Outside of MFT, all of these perks seem fine to me.
Posted this regularly in a few threads this idea now, but the one change I really want to see is Adrenaline reworked to recover from Exhaustion rather than grant the 5s of 150% Haste... solely for the reason it makes the perk more interestimg and allows you to take your exhaustion perk of choice for the end game effect you want.
It'll probably be Sprint Burst for effectively the same effect it has now (which is also free with Adrenaline from Meg, so no Bamboozle), but you still have the need to actively trigger your exhaustion perk, and it does mean anyone not in chase gets a little less value if they don't preemptively burn their exhaustion perk.
I don't consider the loss of 2s a nerf, because you also don't have to use it immediately, so it allows you to play for an exhaustion use when you need it.
Otherwise, everything else on this list is fine.
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@sizzlingmario4 said:
3-stack SWFs would be able to just bully any solo queue teammate they want if this was in the game.
Literally my immediate first thought...
Also people tend to overreact when in the full throngs of gaming, when tempers are high and someone drops a pallet at a wrong time, or accidently sandbags a teammate, you can bet you'll get a vote kick for it.
The end game chat is toxic enough already without allowing it to bleed into games spamming vote kicks too 😅
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In truth, I did read this patch note with a:
I guess the logic is that this perk was modified as an accessibility perk for survivors with hearing difficulties... this means it disproportionately used in regards to the perks strength, making it's usage tracking more difficult...
Maybe if its usage drops enough, it'll get the effect readded?
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@Seraphor said:
Why is every suggested MFT nerf something that completely obliterates the perk?
Do you want Sprint Burst and Lithe to be the only Exhaustion perks you ever see?
- Make MFT a true Exhaustion perk. While injured you're exhausted, so you can no longer combo MFT into another Exhaustion perk.
- Make MFT only trigger during chase. So that you can't gain distance with it before you trigger a chase and you will shave off a little distance from pre-running. This also gives killers a work around besides Bloodlust, drop chase. This predominantly helps stealth killers who are all M1 killers.
- Drop the value from 3% down to 2% haste. Instead of extending any given chase by 20%, you'll extend it by 13%, far more manageable but still useful in the hands of a skilled looper. (while you're at it, buff Dark Theory to 3% in return)
Any two of these would be a fair nerf, while still maintaining MFT as a new meta perk. All three might be a bit too much.
Tbh, even just points 2 and 3 would probably be enough... really good suggestion.
+ yeah, totally agree a lot of attempts to nerf MFT go WAAAAY overboard. The point is to balance the perk, not throw it off the scales.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506348#Comment_3506348
I mean, if Killers would not think this way we would not have several of them throwing a tantrum whenever a good Perk for Survivors is released. The last good Perk before Made For This was Circle of Healing and while this was too strong on Release, it got nerfed into uselessness over time. Reassurance did not even leave the PTB because suddenly Killer Mains were worried that
they cannot camp anymoreabout Survivors being held hostage by other Survivors...And before this we have Mettle of Man which was released long ago... And before this, basically Dead Hard or DS (I dont know which one was earlier, I think DS was earlier, so DH was released later). Both of them also nerfed quite heavily and not really useful anymore.
I mean... you can dump on your opposing side if you wish...
All of the perks you've listed there were absolutely game breakingly strong, you had a number of Survivors advocating for them to be nerfed or refusing to use them cause they were so boring and easy to use.
- COH - Why ever heal each other when you could just do it yourself, and do it really fast. Even with self healing removed, is still a solid perk to this day.
- Reassurance - Still a really strong perk in an organised team even to this day... some would say one of the best.
- MoM - Really weird hill to die on... this was so obviously broken on release, especially when healing was so piss easy. Now it's a bit of a meme perk, negatively hit harder by the healing nerfs... but not totally unusable.
- Dead Hard - Strong just because it existed, Killers baited out DH even on people who weren't running it. Even now with its harsh activation conditions, it still finds itself in builds and is far from a dead perk.
Seems a little disingenuous to say Killers are whiners when there were not a shortage of Survivors who tended to agree these perks were overturned, and the usual counter was "well Killer have this broken perk, so its fine".
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It's the permamanent haste effect specifically screwing over m1 killers that you get for free that I'm not a fan of.
If we're putting a timer on it in this form, this becomes a weaker version of Overcome.
I fully support a rework of Made for This, I don't want to nuke it from orbit, but it's weak vs. Strong killers and strong vs. Weak killers place right now really sucks. However it depends really on what it's identity should be.
- Is it an anti-slug perk?
- A looping perk?
- A healing safety perk?
- A duo team killer trolling perk?
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There it is. Was waiting for this one.
The push for "motion sick mode" is increasing... I suppose more accurately it should be "minimise screen effects mode" to minimise headaches and motion sickness.
Thus far the list by my count is: -
- Killer light blind splash
- Clown intoxication effects
- Boon circles effect
- Doctor madness effects
- Nurse lookdown
- General Killer look down on m1 attacks
- Dredge darkness effects
Though not sure how you'd fix these, as my main lean was making the screen dark in these cases to address a lot of these issues... but Dredge Darkness causes people headaches too... 🤔
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Hahahahha, that's one answer to getting usage out of the lowest of low tier perks....
You got a 5th perk slot... but it can only be used for these perks... you get 1 free crap perk xD
Seriously though, would need a lot of careful thought and reworking of core game elements to accomplish.
There is already the challenge of juggling the insane number of perk combos we have. No Mither has those downsides to compensate for the benefits it brings... now whether those benefits are worth it is a different question... but thats how a perk like that is meant to work.
Having the ability to add more effects to change your build either needs to be small enough to have a minimal effect, or be used exclusively for meme purposes to prevent even more broken interactions we already struggle to balance...
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@I_CAME said:
I will never understand why people want to make the penalty even harsher than it already is. People who don't want to participate aren't going to. Stacking the penalty even higher will just make them start trolling and throwing a fit. It's only hurting the rest of the team.
Harsher penalties means DCers are less likely to play the game in the first place.
As stated by @Nazzzak, that isn't conducive to BHVRs goal, footfall is money in games. However as a player, with the assumption there are still enough players playing, having these toddlers who constantly kick their toys out of the pram pushed out is healthier for the game as a whole.
It may not be a realistic dream, but it is a pleasant one.
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You post a lot about being allowed to DC with no penalty... it's a little concerning...
In any case, have endured a game of being 4 man slugged and all left on the floor to bleed out by a killer who refused to hook anyone.
Having an option to succumb to bleed out at 50% wouldn't be the worst thing ever...or adding a "desperate crawl", where you crawl 25% faster, but lose bleed out twice as fast (making it 2 minutes) as a natural anti-slug basekit element (though l personally have no issue with genuine slugging outside of this troll).
However I am in the "Nuke DCers from orbit camp".
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505819#Comment_3505819
hangman trick was like 10 second to repair a broken hook and still nobody used it. it is already been tested to be very bad perk with a pointless effect.
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I still don't feel like this version is worth using because BBQ exists. If i want to fill in gap of BBQ, I would just run wesker's awaken awareness perk which reveals survivors within 20 meters of carrying distance. most of the time where your carrying a survivor, you want to hook them.
this perk almost encourages opposite. it encourages picking up the survivor, looking around and dropping them. it is like slugging perk but there exists a perk that does that job better. Infectious fright. While infectious fright does not work map-wide, if a survivor is 50+ meters and you see them, you cannot do anything with that information for the majority of killers.
I cannot speak for other killers, but my suggestion for me to use this perk would be to make perk work all the time. Aura's of survivors are revealed in 8/9/10 meter radius when near a scourge hook. that would be unique effect that other aura perks cannot replace.
Good shout regarding Awaken Awareness, currently the superior version of Hangman's Trick. I'd forgotten about that perk, but this change was gonna try and get away from being a carry centric perk.
Not sure I agree this version is still weak. The big issue I see with Hangman's myself is that even if you spot someone with it, you have to remember where they are and where they are going, then look away as you hook and turn back to them, now with no info. So you've wasted at least 2 seconds of the value revealing their aura got you.
Interesting you call out BBQ and Chilli, one consideration I had was to actually have SH:HT be like a reverse version of B&C.
Buff: On hooking a survivor on a scourge hook, reveals all survivors withing a 32m of the scourge hook for ~6s.
That will show you anyone nearby, rather than far away... but as that is less common... I figured it would still need something, but also thought stacking the linger effect and this might be too much... especially if you put B&C on for basically omnipotence for 6 sxD
Getting SH:HT up to the very tippy top of the meta isn't really my goal... but a permanent aura around the hook would start to cross into busted territory 😅
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505540#Comment_3505540
15 seconds seems a little fast, it may as well be instant.
I would make it at least 60 seconds. You are after all regaining a Scourge hook, it's not just any hook it's a valuable perk resource that should be depleted. This would basically be the Undying of Scourge perks.
Alternatively... actually make it a 'trick'. Have it in line with other Pig perks as being a 'game' the survivor chooses to play. In addition to the auras revealed 12m around a Scourge Hook, if a survivor does successfully sabotage a Scourge Hook while you're carrying someone, that survivor has their aura revealed for around 30-45 seconds.
I like a lot of the ideas here, but this sabotague game idea is pretty cool 😎
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@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3505122#Comment_3505122
i understand it may seem that way, and it definitely seems like it. like, an excuse for the devs to nerf the bottle visuals. but please believe me on this, if i only wanted them to just nerf the bottles i would've rather target the more annoying thing which is the bottles locking you out of a fast vault. but the actual visuals from the bottle just make me feel literally sick, like how back in the day flashlights actually blinded both the killer and the killer player. motion sickness depends on who the person is, as some have it worse than others.
S'all good dude! I was just found the idea that all the motion sick people in the world also happen to be PvP horror game fans a funny thought xD
I genuinely didn't mean anything by it 😁🤘
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@GroßusSchmiedus said:
It won't work, even a short glance of their history and stock prices over the last years and you'll realize they are allergic to good business decisions. Returning the ST chapter to DBD would benefit everyone and that seems to be the reason they won't do it.
Netflix makes me think that Walter White is real and gives everyone even closely associated with Netflix a ton of free meth.
Free meth? There is no way Walter goes for that, nah Netflix is liquidating their company to buy blue 😁
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A Dredge-esk darken effect to the same degree might be an option that can be enabled in accessibilty options.
I get the feeling in general there is need for "motion sickness mode" in accessibility options to alter a number of effects people seem to suffer with in this game.
A mode for it seems called for with seeming epidemic of motion sick people in dbd... 😏
I know that sounds like me being a jackass 😁... I'm not, I believe these issues are genuine. I just find it amusing as someone who has always had issues with motion sickness from the age of 5 that I get no issues in dbd, yet I see the words "motion sickness" constantly in the forums... just weird 🙂
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I feel broken is in the don't touch camp, along with exhaustion and exposed. As I say, you have to be really careful, however I feel like careful use of more general statuses has potential...
E.g. Healing with <perk> the Haemorrhage timer is paused, and the effect of Haemorrhage is disabled for 30s.
E.g. A medkit addon that bypasses Mangled but gets half the additional heal charges.
E.g. When blinded, your aura reading range is limited to 12m instead of being disabled. (I'd call that Sixth Sense... has cool locker potential).
Taking a restrained approach could see some pretty interesting perks pop up.
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Definitely yes.
Been considering posting this when I get back off holiday and can check my controls properly.
When you realise just how stuffed you can be with the base controls in certain scenarios, you rebind pretty damned fast. What works for me best:
- LB/L1 - Action/Skill Check
- LT/R2 - Sprint
- RB/R1 - Interact
- RT/R2 - Use Item
- Y/Triangle - Pick Up/Drop Item
- B/Circle - Crouch
Everything else default. This prevents pretty much all crossovers in interactions.
The bumper buttons are used for time critical buttons for vaults, pallet drops and skill checks.
The triggers are for less time critical actions that you need to press and hold.
The face buttons are for rare/specific usage cases.
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People respond about 5 times stronger to losing something than gaining something.
An overpowered strong perk that gets hard nerfed will cause people to rage their ass off and curse the dev team into the fiery pits of Hades for months... such as people complaining about Dead Hard.
An underpowered weak perk that gets monster buffed by the same degree will cause people to smile and laugh, but barely say a positive word about it... such as people happy about the buffs to Buckle Up.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3504561#Comment_3504561
The point is, if perk is really busted you will see pickrate is so high on stats. This was fact for Dead Hard. It was very busted perk and it was almost in all matches.
MfT has no case like that. It's sure seen in trials but it's not even top 10. If it was busted like some people are making it, you would see it in almost all trials. Like Dead Hard.
I don't know what to say more lol.
Statistics conclusions are only as good as the data you choose to ignore.
As Winston Churchill once said. There are lies, there are damned lies, and there are statistics. If you decide to ignore select parts of the data, you can prove anything you want.
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Welcome to game development.
Deadlines in games are brutal, and in typical software development about half your development budget should be dedicated to test alone... unfortunately in games, about half your development budget is also needed just for marketing/licensing alone...
Needless to say the games industry is so cutthroat and fast paced, you don't need a maths degree to see that just isn't feasible.
Even if the QA team finds bugs, chances are it simply isn't even possible to halt the release to fix it... the cost incurred delaying the release us faaaaar bigger than the cost if the fallout not fixing it.
That's why so many games are released as early access, or stay in beta for half a decade.
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Centralising traps in the map is a fine idea.
I also like Otz idea of having Trapper being able to open a locker to grab a trap, which will cause the furthest unopened trap away from him to dematerialize.
I don't see that complicating Trapper... any more than trying to pick up a trap when you already have 2 in your hands. Having an advanced QOL mechanic doesn’t make him complicated, players ate smarter than that. He has entry level abilities that you can build upon as you learn the game more.
Ultimately it's BHVRs decision, but I feel it is greater value in making the face of the game decent, than it is to have him be simple, but ultimately keep him in a place where everyone says "Yeah don't play him, cause he sucks".
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Not a bad idea, probability is 11.6% of escaping on 3 attempts currently. I like the current system, but it is unfortunately exploitable, since as per usual we can't have nice things cause of bad actors. I'd obviously probably allow an attempt when all survivors are hooked/dying as well.
Regards to players going and getting hooked again by the killer... good. They still took up more of the killers time, and the killer can even decide to leave them slugged on the floor for being a #########, which I would certainly do. Combined with an inarguable report for assisting the enemy team, that's a win in my book.
I still maintain there is no excuse for suicide on hook. I hold no ill will towards the killer, no matter how sweaty, try hard or lame they play, even face camping Bubbas. If you want out of the game, the least you can do is play risky and try to waste as much of the killers time as possible.
The mechanic to escape is not bad in of itself, but it's ruined by bad actors, so making it a really big pain in the ass to get out without incurring the DC penalty, makes it so you're almost better trying to make a game of it.
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Nurse has been such a hot topic, you can read opinions on her spanning years. Its quite an interesting timeline.
After reading a lot of these experiences, playing both against her and as her a number of times (admittedly I'm a pretty new player without an enormous number of games, but who has been crushed by, and has crushed on both sides), Nurse is getting there, she is still overtuned, but the gap is closing... I can't point to any times personally where I felt I made the perfect play and still got caught by the Nurse. I've usually felt like the Nurse made a very good read when I got caught.
The best takes (as in those that seemed to have good evidence and argumentation) I've seen/read tend to agree that:
She does have good counterplay, but the biggest issues for most players is she is so different to the rest of the cast, that your normal strategies and habits are ineffective against her, and actively getting you killed. There are strategies to employ against her, but you get so few chances to learn them, it's really difficult to keep up with Nurses at your level.
If you get a friend playing Nurse in a 1-on-1 game, and spend time practising between you, you can get pretty good at countering her ability with good mind games.
A lot of such consensus since her blink attacks were made soecial attacks also indicates that:
Nurses who don't take the extra blink distance add-ons tend to struggle more and perform rather mediocre compared to those that do.
This makes sense. The Nurse's strength at countering loops is what makes her strong in chase, but the Clown does that, and he is hardly a tier 1 killer.
The Blight is also strong at countering loops, but just like a Nurse with extra blink distance, it's the combination of fast map traversal AND strong chase that makes a killer strong.
I'm not an expert player by any means, but I watch and learn from a lot of people who are... and based on their argumentation, the Nurse seems almost fine... at most needing an addon pass to reduce map traversal power.
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As others have said, this wouldn't work, as this is an asymmetric PvP game. A 5th perk slot means:
- 1 extra perk for killer
- 4 extra perks for survivors
Like many modern competative games, developers tend to include mechanisms that allow they to tweak and shake up the game meta. In DBD this is most prominent with perks, as we can see with the recent perk buff/nerf pass.
Perks as they are is pretty fundamental to keep us lab rats in the maze 😏
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@Alice_pbg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502296#Comment_3502296
me having literally just played a few matches... "######### are my buttons again?"
seriously... I know them all while playing, but I'm like... "what do I hold to run?"
Ahahahaha, I feel like trying to describe your controls without the controller in your hand is not far off amputees trying to describe how it feels to have phantom limbs... 🤣
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@jamally093 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502296#Comment_3502296
I would but I've played with default since 2018 and I would basically have to try leaning the controls all over again.
I hear you... it'll be a pain for like 4 or 5 games... but trust me... it'll revolutionise your life 😁
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Well, not management, but this was a bug fix listed in the patch notes, so this is intended.
Fast vaults were not moving as far as they should have been, so lot of those hits you were having before you shouldn't have had.
The survivor has to move out to fast vault, so your gosl is to mind game the survivor successfully to force a slow vault where you'll get your old hits, or catch them taking too long to fast vault.
Perks like Bamboozle of Hex:Crowd Control help if you're struggling
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Drink salty tears like the wine of victory my friend.
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@tippy2k2 said:
Anyone who has the CE version, do the extra killers and whatnot change the game? I'd assume yes but that would really suck to feel "forced" to pay more than double for that to get the full game, especially since it seems like your only option is that (no like..."DLC" boardgame to add to the base edition).
Every single Killer has a unique power, with varying degrees of complexity, so having extra killers in the roster from the CE inherently mixes up the game. All the killers I've tried have had their powers translated pretty well, and play quite differently.
Also:
In basic mode every single killer/survivor has unique perks to them. So you get more variety in survivor perks and team compositions.
In advanced mode, all perks from all characters can be drafted, so you get more variety from the CE for both killer and survivor.
In expert mode you can all specifically craft your builds for both sides, so having the CE can be pretty nutty...
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Sadly this isolated to DbD, its a problem in gaming culture in general.
In some ways it's a good thing. Teaches you to have thick skin... it helps when you know you can be 10 times more toxic back if you were to sink to that level 😏
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Working my way through the roster still, but the ones I've always have fun playing win or lose are:
- Pig
- Trapper
- Spirit
One's I'd occasionally pick up when I'm in the mood:
- Dredge
- Huntress
- Legion
- Wraith
- Nemesis
- Hillbilly
- Nurse (specifically Spasmodic Breath add-on).
- Plague
Ones I enjoyed but probably won't play often:
- Bubba
- Doctor
- Shape
- Hag
- Knight
Not had a Killer yet I actually despised playing.
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Ah are you on a controller?
If so you'll want to rebind your buttons ASAP to separate the Action and Interact buttons... you'll get caught on a lot of things like this... Pinhead being the worst.
My own settings (I think off top of my head) are: -
- L2 for Sprint
- R2 for Use Item
- L1 for Action
- R1 for Interact
- Triangle for Pick Up item
- Circle for crouch.
Doing this will stop a lot of interactions you don't want from crossing over.
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I partially agree.... but...
The reason de-pipping exists is because without it, reaching iridescent 1 literally means nothing, because you're literally just grinding it out. The chance of losing a pip places actual stakes in winning the game, or at least trying to do as much as possible.
While I see value in that gaming decision... What makes de-pipping frustrating though is pipping and sometimes de-piping is not always conducive to the result of the game. Winning the game isn't enough, instead it kinda encourages you to farm blood points for the pip.
E g. As Killer when I was trying to get to Iri 3 last month, I won 4 games back to back with 4ks, but because I usually had 1 survivor I ignored while hooking the other 3, it only took 1 suicide on hook, or 1 DC, or a couple of survivors I couldn't catch easily and only won by downing them both for first hooks at the same time, and I couldn't get my last pip... I just couldn't score enough to rank up.
Instead I had to deliberately stall out the game, let survivors escape from my carry, ignore them to unhook a first stage suvivor so I can carry on chasing and hooking for more points, leave players dead on hook slugged so the survivor I wanted came out of hiding for the heal. There are a number of instances I have to "play with my food" in order to get enough points to pip, all the while running this risk of the game getting away from me and losing.
This is the only thing that makes de-pipping annoying... the need to play in a weird way to score points... not wins.
I wouldn't let new killers be discouraged from playing myself. I believe you have a separate MMR for each killer, so you go against other low level players on your new killers.
If you are worried, you can rank up a tier, then try your new killer when you're at 0 for a rank with no penalty... you'll probably find it easier to rank up with a new killer tbh xD
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@Meepy13 said:
Bruh let me delete posts I withdraw this statement
No need to delete dude.
You argued your point, others argued theirs, and if your view point changed as a result, then you got the full benefit of discussing your opinion in a public forum, learned and grew as a player.
Everyone in here has at least a few isntancs where they said something at some point they would now consider stupid. Nothing shameful there.

