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UndeddJester

UndeddJester

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UndeddJester
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  • Clown is my achilles heel... At least with Nurse or Blight, it's fun to try and juke or mind game them... when I get crushed each time by a God player it sucks, but at least I feel like I can try... with a Clown who really wants me dead, if there are no pallets or windows nearby I can't even really try and get away.

    Always seems to be my luck he has just reloaded, and even if I manage to avoid 3 bottles, the number of cut off paths means I'm going to take a hit... and even if I'm not surrounded, the need to keep trying to predict where he's gonna throw mind games myself right into his hands anyway. Totally a skill issue, but I have a complete mental block vs. Clown :D

  • Whilstsoever that damned achievement/trophy exists, anything one can come up with vs. these items is doomed to fail.

    How do you make an instant kill mechanic not so useless that getting this achievement is near impossible, while also not making it so busted that it oppresses every game?

    Tomestone piece is such a problem, but the core problem is the ability to straight up kill a survivor from full. Old school Mori's got nerfed away from this as this was a toxic element of the game, and changed to only allow it as a final coup de grace. You could do the same for Myers... but the what is the point of the addons doing it at all when it's basically the same as the Mori?

    Tbh... it probably wouldn't be the worst thing in the world to just make it an addon that works like a mori from standing... Activates after 6 or 7 hooks. Your next Evil Within 3 is permanent and you can Evil Within execute survivors from that point on, standing, downed, in lockers, or otherwise.

    At least then the rest of his kit can be looked at to be made not so crap, because he still has to be in a winning position to get this power.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3477220#Comment_3477220

    Oh yes, I've had those games haha make a potato move and watch everyone go down trying to fix it. I stupidly tried to save someone in basement today against a Trapper and went down. My last 2 team mates could have left but stuck around and thankfully it paid off. But I felt like such a novice, I literally walked into his trap at the door. The person I was trying to save even DC'd on hook when I got trapped, I feel like they were trying to tell me something lol

    Ahahahaha, into a basement Trapper, yikes xD

    If you lived, you got so lucky xD

    I recall one where I was so careful going in, cause I knew how easy it was to throw the game... got the unhook, ran upstairs thinking "just don't run blindly...". The Trapper came through the non pallet door and hit me... for some reason all that caution and acknowledgement of trap danger instantly disappeared, and I sprinted to Window straight into a trap.... as the person I saved also panic ran face first into the trap at pallet xD

    I'm trying to train a little voice in my head to say "they are hooked in Trappers basement... they're already dead... they just haven't caught up yet" xD

  • Pig was first killer and has a soft spot for me as a SAW fan... so gets to be my favourite by default...

    But I genuinely believe the best designed killer is Dredge. There are few killers that make me feel so unnerved to play against... and still holds the record as the only killer who genuinely made me jump out of my skin when he popped out of a locker in front of me during Nightfall...

    I catch myself with a devillish grin playing Dredge whenever Nightfall drops in anticipation of inflicting the same terror on someone else 🀣

  • Just yesterday we had 3 survivors at gate, 1 dead vs. A Nemmy. I was wounded but we were out...

    I stood on what I thought was the edge of the gate to give the Nemesis a gg free hit to belly flop across the finish line... Only I wasn't on the edge... I'd lined myself up with a beam a meter or so in.

    Nemmy smacked me, but I'd already half put down my controller... so I reacted too slow to realise I wasn't out, I got grabbed and he hit one of the other suvivors before carting me away to hook.

    These 2 brave souls tried to rescue me and managed to make the exchange, but both got slugged. They were both Dead on Hook... so he grabbed one and hooked him... I tried to res the other, but Nemmy pushed me off and forced me out of gate πŸ˜₯

    I had to go take a shower after that one πŸ˜–

  • You also need to wait for the last survivor to be fully sacrificed as well, so even 99ing is a risk, cause you cant pop it immediately after the last player is hooked. πŸ˜’

  • It's nasty for sure... I actually got super lucky and had the last gen at 90 as the last player died, so I committed for it.... got caught by the Demo, who took pity on me, let me finish and opened the gate to let me out.

    How you'd ever pull this off legit is beyond me... you'd need to run Sole Survivor every game and just hope the dominoes fall in place...

    I also hate Haemophobia... needing to get out without getting hit at all on Disturbed Ward... as a solo this is dire. I can't even guarantee getting to the map, and even then I have to play like a complete selfish a-hole for even an attempt...

    I've always much benigned achievements/trophies that encourage gameplay that is antithetical to the point of the game.

  • I was wondering if there was a poll from Jessie somewhere on what would be their top choices πŸ˜…

  • @Dustin said:

    There should be different types of chest in game and keys should instantly open chest or speed up opening them.

    We literally have a padlock we pry off of a chest to open chest currently why can we not open them with keys?


    I would like to see maps and keys made more useful. Currently they are too rare and too nuanced to be worth taking. I like the key unlock suggestion a lot. My changes would be:

    Maps (rename to journels/field notes?):

    • Buff: Increases hex totem cleansing speed by percentage based on rarity.
    • Buff: Increases boon totem blessing speed by percentage based on rarity.
    • Change: Add yellow tier to improve availability.

    Keys:

    • Buff: Keys increase unlock speed of chests by percentage based on rarity
    • Buff: Keys no longer take up an item slot, and can be carried at the same time as an item. Makes newly acquired items temporary items (like flashbangs) unless the key is dropped first.
    • Change: Broken key renamed "Bent Key" and moved to yellow tier. Can only open chests/hatch a single time, then breaks.
    • Change: Add rusty key as new green tier to increase availability. Rusty key can open chests/hatch, but breaks after 2 uses.

    Making maps more directly useful on Survivor time, actually makes them worth considering, especially if you're running a boon build. Making keys a Scavenger items means you're gambling on what you'll get in the trial, but you'll have a little extra utility from multiple items.

  • Should at least have the option to hide in lobbies, as there are people who target p100s and deliberately try to kill them off early.

    Less inclined to hide it in post game, as it's kinda anti social... one of those innocent until proven guilty things. Most people aren't jerks, and are just happy to see how they measure up vs. Experienced players...

    Hoooooooowever.... p100s do tend to get harassed at times in post game lobbies by the Sweaty Keyboard Gollums of the world... so can see why the option should be there.

  • If anything, I think they should make DC penalties worse.

    Also track the number of games a player dies on first hook after 3 immediate escape attempts and 0 skillchecks hit, and ban those suckers too.

    If you DC or SoH and deliberately leave your fellow survivors a player down because you cant be bothered, you're a selfish, childish brat who doesn't belong in the game.

    Having a bot replace you is not a free pass to carry on kicking your toys out of the pram.

  • Wholesale disagree.

    Regardless of whether bots are there or not, DCers are scumbags and should be punished accordingly.

    Suicide on hookers are scumbags too. Condemn your team cause you can't be bothered. I report every one I see, and can only hope it does something.

  • I found Thanatophobia from Nurse is pretty nasty on the Plague.

    Just keep contaminating and you really punish survivors who don't want to cleanse and give you your vomit power... and even if they do, you're now in wrecking crew mode and likely getting injuries/downs/hooks anyway.

  • Having re-watched the films recently, coupled with the fact I've always been a huge Jason Voorhees fan... I've had a lot of fun trying to think of my you'd bring him into the game... unlike Freddy, Ghostface or Myers who have pretty clear and consistent MOs, Jason is downright creative with his kills.

    While he ha his classic machete, which he does use obviously, but its not as often as you'd think... he uses pitchforks, hammers, axes, barb wire noose, tree snares, daggers, spears, harpoon guns, screw drivers, a hacksaw, a corkscrew, simply throwing someone out a window, choking with his bare hands, crushing skulls against walls with a palm thrust, folding a guys back backwards, using 1 persons body to beat another before swinging them like a bat face first into a tree... not to mention a lot of these kill aren't just stabbing and bludgeoning, he throws/shoots a lot of these things with an accuracy that rivals Huntress... he's kinda a savant of killing really...

    I have no idea how you'd get that in DbD... for one, maybe he could Slam the pallet on you xD

  • Well, as someone who works in the console gaming industry, its a little more tricky to get things like test builds out on console platforms.

    Usually there is no native mechanism for a "test build" perce', you kinda have yo work within the platform limitations.

    You may have to bundle it in with the main game package, or upload it as an entirely seperate package but discounted fully to players who own the base game. This can be a bit of a faff yo say the least.

    Typical consoles have also have stricter TRCs (Technical Requirements Checklist) to follow than PC, so it's a little more effort to actually get a test build on the store.

    It's not impossible, I seem to recall PUBG has a test build on PS4/5, and I assume it does on Xbox too, but the player base would have be large enough and provide substantial enough feedback for it to be worthwhile... so it's not impossible... but I wouldn't hold your breath either πŸ˜‰

  • Just 1 humble noobs opinion... As someone who bought a lot of the roster on both survivor and killer side, I'm kinda indifferent tbh.

    It quickly became apparent to me I liked this game, so I bought all the licensed killers to avoid repeats of missing Stranger Things. I then summarily found I REALLY like this game... so I bought the multi packs for the survivor and killer OCs, because I wanted to support the game.

    I don't see the grind as a big deal, DbD has a monster learning curb, playing characters with only a few perks and whatever add ons you can scrounge unlocked kinda simplifies your choices early on, and helps you actually learn each character with bare bones setups.

    I also don't think this suggestion would be pay to win, as if you get strong perks early, and don't actually learn how to play, you're not gonna make it far.

    That being said I wouldn't be too amiss if bloodpoint offering gave boosts to all players for each category like terrormisus. Even if not as strong at 50% bonus, that would be cool to bring new players in where their buddies, and even good guy killers can help give a newbie a headstart.

  • @HarryThePuppet said:

    To be honest, i think she needs to have 1 teleport and a huge temporary speed boost to 4.6 with (MAYBE but still OP)ability of flying through pallets while she has that boost but not a damn second tp, why do a hign risk-high reward killer has a chance of missing its power and correcting it, not even wasting addons, and she has addons that make even longer chain blinks, thats ridiculous.

    I've been playing Nurse with Spasmodic Breathe, where you have 2 blinks and upon hitting a blink, you move at 4.6m/s for 60s and are unable to blink during this time. I combine with Sloppy Butcher, Jolt, Nurse's Calling and Tinkerer, as after my first blink I'm a regular m1 killer.

    It's actually a lot of fun, I don't have the skill to pull crazy blinks repeatedly, but this means I can hit a blink once (Tinkerer helps gets the first hit), then finish off a down using normal gameplay means.

    Survivors similarly get to use windows and pallets again, chases last longer compared to God Nurse, but I can use m1 perks to make up the difference.

    I'm not saying everyone would be happy to be forced to play this way... and she'd probably get mulched vs. A competant gen rush SWF... but I've seem suggestions to make her a charge killer like Myers or Oni, where she gets her power for a brief time, then switches off and has to rebuild it.

    This play style gives some insight into how that would play out... I rather like it myself πŸ˜…

  • Digging the Goth Chick vibes eh? I gettit xD

    I dunno, she kinda has that Melina thing from MK going. Mostly normal looking with a couple of predominant features that are pretty freaky, namely the dripping ink from her mouth/hands/feet and her voidlike eyes.

    There is that skin that has the Cronenberg-esk mouth, removing her lower jaw and having teeth going all down into her neck... that looks absolutely badass...

  • @LobbyDodgerLeonidas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3473680#Comment_3473680

    When are we going to get healthy and solid changes to gen efficient sweat teams?

    Brand new part nerfs are a good start, no longer getting the huge returns on that.

    They are nerfing PT, whether PT was a problem perk or not is hard to say, but I think it may well have been, as one player taking it in a swf and organising with your teammates to ensure the teams gets max value from it is what sweat teams do.

    They also increased gen timers to 90% in previous patches, and Killers have a lot of perks available to assist vs. Gen rush.

    So yeah, I'd say that have been/already are combating sweaty gen rush teams.

  • Can't do everything all at once.

    The nerfs to Spirit were well placed nerfs that makes her much more fair, in line with community feedback. BHVR are clearly listening to the community, but they have to filter out the whine and salt from the genuine feedback.

    I've seen numerous threads already complaining about Sadako and Spirit changes, even though a lot of these changes are healthy and solid changes.

    Blight is the next real big one and must be on their radar, of that I have little doubt.

    P.S. before anyone starts slapping me about Sadako, the fact survivors using tapes on TVs disables her power for a longer duration than her own teleport cd does is a great change... currently you just ignore tapes completely, because why would you ever grab them? Why the hell that wasn't a thing to begin with is beyond me.

  • Interesting, kinda like the pallet equivalent of Lithe. My only concern might be those odd cases where chase goes a little weird.

    I was considering something similar such as:

    When you drop a pallet, Smash Hit activates and that pallet is highlighted. If that pallet stuns the killer or is broken, gain a 3 second 150% speed boost.

    This would mean utilising strong loops and good pallets would force the killer to break it, but gives you the boost to escape. Wouldn't help vs. Nurse or Wesker though.... so your version is a little more universally useful πŸ˜…

  • @[Deleted User] said:

    I like that she introduces a unique chase. She changes how you path as a survivor and how you use every tile. It's where most players go wrong against her. It's difficult to understand how to play against her unless you actually play as her at a good level. Most survivors try things that will never work and use that as evidence that nothing can work. It's like trying to hammer a nail with a screwdriver and then claiming there's no tool that exists to drive the nail in.

    She's a charged projectile. It's fun to use cover and try to dodge her.

    And I like playing as her because she's not tuned around complete baby survivors as opposed to killers like Singularity. There's a solid skill cap to hit with her, especially if the survivors know what they're doing. I'm not going to get screwed over by half the maps in the game, just the indoor ones.

    Good take. Even as a rookie Nurse I noticed that hopping windows and trying to use pallets gave me great windows to go for a hit. Even though I missed as many as I hit, avoiding predictable movement and being sneaky seems to be the way to go, and that makes her a special and interesting killer even to my uneducated opinion.

    Would you therefore be against reworking her at all to reign in that skill ceiling and/or lower that skill floor? Or do you have any thoughts on how her kit could be improved so it isn't quite so cerebral to use her?

  • Might have some potential if you go with Agitation, Mad Grit and Pain Res. You can see if anyone is trying to body block or go to sabo your scourge hooks from a greater distance and get potential chances to save your scourge hook...

    But yeah, likely to only be a meme build, never meta.

  • @AssortedSorting said:

    I like the mind games involved with her chase. At least for the first blink. Not a fan of the second blink that she can use to immediately negate any successful mind-game. But I assume it’s necessary given she’s a 97% movespeed Killer.

    I have to admit, I have been thinking throughout my games that having just the single blink with 110% movement speed from the Matchbox actually makes her a lot less oppressive, while also making her far more accessible.

    If you only have one chance to make a read with a wall clipping blink, you can get the players skilled at mind games and prediction to land their god dash, but you can't just blink to where you saw someone, then blink again on their face immediately.

    However I'm reluctant to suggest that as a change due to:

    • The "From the void she kills" achievement.
    • Being worried about Nurse main backlash.
    • A lot of reworking her add-ons would be very necessary...

  • @nars said:

    I know literally everyone in this post is just gonna talk about how their happy its over quickly, but I find shes very engaging for both sides. People only even think shes overpowered because they dont understand how to counter her effectively. If you lose to nurse 1v1, its because shes the better player.

    That is very much the impression I get considering mutiple sources and points of view. The consensus is she isn't as bad now as she was in her hey day, but the hatred seems to have stuck.

    @Yyys2ee3 said:

    It actually hurts my soul how many times I see and hear the whole console players can't do this and that argument. It is definitely more difficult but you can do practically everything with high levels of consistency. Blight is hardly any different between the two platforms, people just can't play him well and probably spend 50- hours on him and blame the fact they're not Lilith Omen or V1rtual on console. Flicking Blinks and Hatchets on Huntress and Nurse is a good bit harder especially flicking for Huntress hatchets though. The only killer who is legitimately seriously hampered imo is Oni on console as his flicks are tied most strongly to DPI increases and specific mouse movements that cannot be replicated on a controller.

    I see what you're saying, and you are of course correct, given enough time you can get consistent on console, however as you elude, playing a game like this on console is a lot harder than on PC. This is pretty common for FPS games, RTS game and alike, cause they all require quick and accurate aiming... PCs are better for this simply by virtue of how the controllers work... and given the Nurse is all about accuracy in all 3 dimensions, the right tool for the job is gonna win.

    On a mouse you simply move your invisible pointer far/fast enough to where you estimate you need it to be and stop; it's effectively mapping you mouse movements to your proprioception. On a controller on the other hand you don't have proprioception to help; you have to press and hold your stick in the direction you want to go and then let go when you think you've moved far enough for it to stop. The latter cannot be accelerated or deccelerated as you need, it's all timing based on the baseline movement your settings allow.

    There is a reason why a lot of games incorporate pretty strong aim assist and other tools to help bring console gamers up a couple of notches. If you've ever seen any organised competitions between competative teams across console, the PC players typically demolish the console players, and it isn't even close...

    So sure, a console player can get pretty good with practise and time, but take any time frame to practise like 100, 500 , 1k, 4k, 10k hours, and give them to both a PC player at DbD vs. a console player, the PC player will be stronger every single time. I have played console for all of my game time on PS5... I have played 1 game on PC and the ease of basic play and actions is night and day... ^^


  • @Phyrqc said:

    Nurse and "reasonable spot" in the same sentence... Lol. You better be a delusional Nurse main.

    I'm guessing you stopped reading there, cause my very next sentence then says she is still extremely strong, despite the fact that her kill rate is the lowest in the game because of the absurd skill floor/skill ceiling she has... ;)

    Also dude... I'm a newb in case that wasn't clear, that's why I'm asking other peoples opinions. :D

    I have only ever played against low level Nurses, or Nurses on console, you can imagine how effortless she is to beat at those levels... When I tried it myself I was blown away at just how hard it is to land anything on console Nurse. I can see how she has the reptuation has... if I COULD hit my blinks accurately, she'd be unbelievably strong... which very much seems to be the case for well practised PC players according to all evidence... this thread included.

    I am getting better on her... I am getting odd 2k and 3ks in my games... but usually that is cause my opposing survivors were not very good, and didn't make it hard for me by turning constantly as I blinked, or hugging tight loops and exploiting my slow movement speed and forcing me to blink accurately. I have simply heard that she is slightly less oppressive now given blink is now a special attack, meaning a number of perks that function off of basic attacks (such as STBFL or Jolt) she no longer gets benefits from. I've also heard from high level players that without her increased blink distance add-ons she loses a lot of her potency...

    However this thread does demonstrate that survivors generally don't like Nurse, and want her nerf batted or advocate for completely reworking the Nurse. Her identity as a blink killer is very interesting, but the goal of such a rework would be to make her more fun to play against, and much easier to pick up and play... but you don't want to completely demolish the skillset of the people that have put in the time, so posing the question of what elements of the burse should be preserved (if any) surely has value right? :D

  • @GannTM said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466015#Comment_3466015

    Against solo queue, you are far from correct. Unless you’re against a really good team with comms, killer isn’t that hard.

    The devs have officially communicated in streams that the game is balanced for SWF vs. Killer, not SoloQ. I disagree with this personally, but SWF is something that keeps the playerbase bigger, so is a necessary evil.

    Across the board the killer should be averaging a kill rate of 2.6.

    Considering in SoloQ one early death, which is very common in SoloQ becomes a 3 or 4k... what do you think that says about how good SWFs are vs. Killers?

    Killer vs. A decent SWF is brutally hard... and if you've never gone up against it yourself on an m1 killer without meta perks, you'll take the OPs position.

  • In this scenario or if we have a suicide on hook player, I usually play the game normally but go for 6 hooks evenly across the remaining 3.

    Anyone who is a teabagging I will kill, but unless I'm 1 pip from ranking up, and that DC will really hurt me, I'll let the others complete gens and escape.

  • In my experience from researching Pig mains from being an aspriring Pig main, is that the Pig's natural slowdown has potential, especially with the right add ons, to make the Pig pretty nasty... she is in a nice category where she can focus on more aggressive perks, because her gen slowdown is naturally part of her kit....

    However her main issue is she is fundamentally weak in chase, even with strong perks. Her ambush is really cool when you get to actually use it to mind gaming pallets... but any Survivor who knows what they're doing just ditches you and runs to the next loops...

    I remember Otzdarva in 6.7.0 video suggesting that her ambush needs to be made good in direct chase. Buff all the numbers so she crouches, moves, charges up and lunges faster. This is one approach.

    I've seen other suggestions of allowing her to break pallets or even be able to vault them with her ambush.

    All of these sound cool... of course one of Pig's issues is her natural slowdown has a tendency to really mess up off meta/low level players. She consistently kills high at low levels.... so any buffs to her high level MMR will widen the gulf at low MMR, so her slowdown would have to be toned down to compensate...

  • I would vote no.

    I'm a believer you shouldn't try and label or categorise people one way or another. People are people, your value in them or lack there of should not be tied to their sexual orientation, gender identity, race, age, sex, religious beliefs or otherwise.

    The moment you start labelling people as a particular demographic, you inevitably start making assumptions as they are part of that "group", which in turn leads to prejudice (positive or negative).

    Someone's sexual orientation is inconsequential to who they are as a person, not making a big deal of it is when you achieve genuine acceptance.

  • I'd contest the statement the game is killer sided tbh.... the game by an large is pretty even if both sides are going all out.... but yes, as far as solo queue players are concerned the game is rather killer sided.

    But, either way this should definitely be a thing. A 3 minutes minimum for teammates dying on hook/DCing where you can be de-ranked would alleviate a lot of this annoyance.

  • After a 3 man slugging and refusal to hook anyone Deathslinger that just sat and constantly BM'd through all our death timers... and altruistic bleed out option that you allowed you to quickly drain your health would be good.

    I'd also consider the idea of like a "Dying sprint", where you sacrifice bleed out time in favour for moving in a faster crawl.

    I love taking Tenacity just to crawl away when slugged, it's actually fun to try and escape while downed... having this at base kit would be cool πŸ˜…

  • @[Deleted User] said:

    The issue with using raw math to determine if a move speed perk is OP or not is that the game only directly matches the calculation if the survivor and killer are continuously running in a stick-straight line. How often is this actually the case?

    You’re honestly no better than the devs who look at spreadsheets to determine balance and go no further.


    You are aware the best case scenario for Killers is a survivor in a dead zone running in a straight line with no obstacles right?

    Killers have a larger hitbox that can't get around corners as easily, so turning around corners and vaulting windows/pallets is how survivors can mitigate their lower speed to help maintain distance... if you make the difference between movement speeds smaller, you mitigate the primary weakness the survivor has and amplify all these strengths...

    The killers answer to all of this is mind gaming, and tricking the survivor to taking a bad vault or throw pallets at the wrong time... but mind games go both ways... and because everything gets better with MFT, the mind gaming potential of survivor is stronger too. It even makes it easier to get away with just leaving the tile completely and head to a new tile while the killer bamboozles themselves.

    I'm really not sure I understand your argument... ofc the raw maths for a straight line is relevant for all other interactions... it makes them even stronger...

  • I get the impression watching various streamers that a skilled Singularity had the potential to be quite nasty pre EMP-buff, but his skill floor was high, and majority of players suffered as a result.

    Now I think he's much more accessible, and a skilled Singularity is actually very strong... I would worry that more buffs would turn him into the next Blight/Nurse at higher levels...

  • I think Wraith is a bit of a pub stomp character. He relies on ambushing, and when you surprise people you can really wreak havoc...

    I saved him until I got used to slower killers like Pig, Myers, Trapper, etc, as when I read his moment speed boost, I felt that would be a crutch for new player and slow diwn me learning the basics... but holy crap when I began running him I started brutalised teams.

    Then I went up against a strong WoO survivor with a lot of experience, and was more or less just in straight up chase without ambush... and he really gave me hard time. Even with my movement speed boost on decloak and chase down power, I just couldn't seem to find the right moment to catch him.

    So I can kinda see where Otz is coming from. I'm a scrub, but to me it seems Vs. a strong coordinated team, Wraith runs out of tricks quickly... however vs. the average Joe Schmoe, he feels very powerful πŸ€”

  • Bumping this, as over the past week through the masquerade I've encountered a lot more constant sweats, trolling players, DCs, and BM from both sides.

    I'm a big advocate for saying you need to let this wash off you back, but it gets difficult to keep yourself off tilt when you face constant negative behaviour repeatedly.

    Being able to thumbs up players who make the game a positive experience, and know that they see it, as well as getting your own thumbs up would do a lot to soften the frustration and toxicity of this game.

    Like getting a smiley face from a car speed monitor. It seems kinda dumb, but positive re-enforcement is way more effective than punishment.

  • Totally support this feature.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462746#Comment_3462746

    There literally is no reason to use dc when hook suicide exists, and no matter how much report they got, hook suicide can not be distinguished to literally just trying to escape and failing skill checks.

    that "gameplay decision" is pretty much meaningless anyway and doesn't even work for 99% of times, just remove it.

    Yeah OK I missed out the words hook suicides in my description, and I now more clearly see the point you're making of the difficulty distinguishing between legit and misused unhook attempts.

    My point is one would trust BHVR actually has a mechanism to track people who have a disproportionate number of reports from this kinda behaviour.

    You're right it would be hard to have event tracking where you see how frequently that person attempts escapes from hook and misses all the skill checks would be hard, but simply tracking when a player has a number of games below a certain death time threshold would be enough... as even the softest potatoes can live longer than a couple of minutes. You wouldn't get everyone, but you'd get enough.

    My point it you should not address the problem of players suiciding on hook, by removing the mechanisms to try and escape from hook. You should go after the players who are being regularly reported for doing it.

    This mechanism CAN and DOES save games. I've had at least 2 cases in the past 100 games where I've turned a 4k into a 2k because I managed to get off hook in a desperate gamble and forced the Killer to take a 50/50. Sadly it was me dead both times, but my sacrifice was not in vain. I don't feel this element of the game is worth sacrificing cause because a few self entitled jerks abuse it.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462007#Comment_3462007

    I doubt "Because there was a lot of report" is anything valid at all.

    If BHVR have no capability to distinguish whether people purposefully did it or not, the only logical change is to remove it.

    Well then we get into the realms of do you remove genuine gameplay decisions because a select group of players kick their toys out of the pram?

    There are methods to manage these kinds of things. If I were to spitball a tracking mechanism design (cause you don't want to start tracking people unless you need to):

    • Keep a small hidden list in the player profile that monitors number of DCs within the last 31 days. I
    • If over a certain threshold % of DCs per month out of games played, then enable report tracking.
    • If unsporting reports start to accumulate, and the DC list is long, you have strong evidence for a leaver. Issue bans accordingly.
  • Definitely would love more skins for Adam and Tapp. Diversity aside, Tapp is one of my favourite survivor characters from the licensed survivors... I also really like his perks... there are better out there, but they are really fun to make builds around.

    I would absolutely be grabbing my wallet if a Detective Murtaugh made an appearance xD

  • I'm in a weird place with it... I know people want to farm points for the event, and the abundance of bloodpoints is a temptation, but that makes me uncertai on whether I should actually try and play or not...

    If the Killer wants to farm, you may as well farm yourself cause you cant make him kill you.... if the Killer doesn't farm, then the hesitation on how the Killer will behave can get you killed.

    As Killer I'm in similar boat... do I go on tbe hunt and try for kills? Are my survivors gonna rush gens or clown around healing and trying for unhooks and pallet stuns? They're in tbe same boat, if they wait to see how I'm gonna play, then they too pout themselves at a disadvantage... Do I stop at 8 hooks? Do I try for a 4k? Go for 2? Which 2? I'm not sure what to do currently...

    It's a really cool event, and I've had a laugh goofing with people from time to time... but I try to ensure I'm not overly contributing to the overly competitive mutual disdain between survivors and killers by trying to be as fair as possible... but with the event going... I'm not sure if I should actually play the actual game of Dead By Daylight right now, or just be chill like everyone else... πŸ€”πŸ€”πŸ€”πŸ€”

    But the event itself is awesome regardless πŸ˜…

  • Wouldn't lose too much sleep if there were stronger penalties for DCing and suicide on hook.

    Suicide on hook needs to stay in the game, as if it's down to 2, you can suicide to give hatch. It's also not a bad thing to consider if gens are/almost done but you're hooked in basement that'll likely get 1, 2 or even 3 survivors killed trying to get you out.

    I think simply tracking regular suicides/DCs combined with an unsportsmanlike report to doll out harsher penalties is the most logical solution. Survivors should definitely report cause it just handed the Killer a huge advantage, and 3/4 reports in a game has to be a flag.

  • Really hoping Friday the 13th gets out of Legal purgatory and we could see Jason in trials... but I err on the side of not getting my hopes up.

    If we did get Jason... you have to pick a Jason though... he changed pretty much film to film... I'd vote Freddy vs. Jason though is the look I'd most favourably assign to him... there is no doubt or confusion in that film... its Jason.

  • @Chiky said:

    As a new player with Pig, I would actually like:

    -Traps can't be removed unless they are active.

    It's so annoying when the traps take like 20 seconds to be off the survivor and then you can't have more... At least make them worried a little while they search

    You can semi-achieve that with Ruleset No.2 addon. Jigsaw box auras are hidden until the traps are active.

    Her boxes/slowdown mechanic is largely fine, specially with the reduced randomness on how many jigsaw boxes you have to explore to remove. It should average out to be 3 most of the time.

    Pig's main issue is she is weak in chase. her ambush mechanics are cool, but survivors who know what they're doing will deny her ability to use it by simply running pallet to pallet, which is far to effective against her.... It is a shame, cause that "which way" ambush mind game is a lot of fun when you get to use it...

    A lot of people suggest a faster pallet break at base for the Pig as a solid improvement to make this less effective. That would work I think, but I'm trying to think of a way that the Pig can break pallets that still makes sense... Has to involve a mini saw of some kind right? :P

    However the ambush vault over pallet is a nice take too... she feels like a character that should be able to do it... combined with the crouch speed buff, it may be fine, I'd be concerned with the movement speed slowdown combined with the ambush charge time though to be able to make meaningful use out of it... would have to see how it works in practise. Faster crouching speed and ambush charge add-ons would be an ABSOLUTE requirement... Workshop Grease and Combat Straps would be GodTier here

  • I think you mean 20% not 25%... but otherwise checks out.

  • Adrenaline only activates once, so it needs to be powerful to have value, any nerf you'd impose on it would easily kill it.

    I'd prefer it be reworked to offer more interesting build opportunities instead of just a boring 5s movement speed though... I'd prefer instead it just recovers your exhaustion.

    That way you need an extra exhaustion perk to get value, but you get to choose the form your adrenaline perk takes. SB is the obvious contender, but you could consider Lithe if you prefer the general gameplay consistency, BL and DH if you want the versatility... you could even run Head On if you were an absolute nutbar xD

    It also adds a small element of skill/knowledge for everyone else to get value from, as the perk will only benefit players who are exhausted. This means you would consider sprinting early to the gate (if you knew where it was) to use your exhaustion perk of choiceto trigger again when the gen pops... rather than causing a mass sprint exodus towards the exit.

  • @slizzle said:

    I know the basics of the game. I am trying to loop killer etc. But sometimes hiding is the most fun thing for me. When i think i outsmart killer when i hide. It turns out the killer have perks to show where the survivors are. In my opinion any kind of killer perk that show where are the survivors is ridiculous. As a new player when i got spotted like that is nightmare. I am open to suggestions too, how can i avoid those kind of situations. For example

    I am doing my generator on a building 2nd floor and my friend got hooked. Then heartbeat is rising and i think killer just passing by. But the killers know where i am because of the perk and i got no chance...

    I'd also consider going for this gem of a build if you like hiding:

    https://youtu.be/UsV2fBv0UOk https://youtu.be/GIb-knL8iAk

    Good luck 🀘😁🀘

  • @LapisInfernalis said:

    I pity you new players with all the perks that exist nowadays. When I started there were like 4 aura perks in total and also a lot less to learn.

    Like the people in the posts above said: Distortion from Jeff Johansen is a great perk. It has 3 tokens at the beginning of the match and every time the killer would see your aura you will stay hidden, leave no scratch marks for 10s and lose one token. You regain tokens by being hidden in the killer's terror radius. Even more experienced players use this.

    Off The Record from Zarina Kassir is also a good perk. It helps you when you get unhooked by making you completely silent, having endurance and hiding your aura for 80s. (keep in mind endurance is lost when healing, doing gens etc).

    Boon: Shadowstep from Mikaela Reid let's you bless a dull totem. Inside its radius your aura and scratch marks will be hidden.

    If you don't have those perks it takes some time to get used to guessing what perks the killer might have. A difficult task for a new player but the more you face certain perks the better and sooner you will notice them an can act accordingly.

    The killer finds you at the start? Lethal Pursuer.

    The killer comes to you after a hook? BBQ (hint: you can hide in lockers before the hook. It will hide your aura. Just count to 6 after hear the sound effect before leaving)

    The killer comes to you when healing near him? Nurse's Calling.

    The killer finds you after kicking a Gen? Nowhere to hide. (here it just helps to go into lockers and hope they don't check them, or leave the area until they leave again)

    There are many different aura perks nowadays and I really recommend Distortion as it also tells you what perks the killer has by hiding you.

    The more advanced version of this would be Object of Obsession from Laurie Strode which gives you the same information but does not hide you and even shows you to the killer every 30s.

    General tip: Do not be afraid of the killer. If you get chased try to last als long as possible. Hiding is nice, but there will be the time where you need to be good in chase. Try to do all aspects of the game.

    All excellent advice.

    I'd also recommend playing killer yourself on occasion, maybe a few games when the bloodpoint rewards are 100%. It will give you insight into what the killer is thinking, how they track players, and when their auras activate/provide value.

    I always play whichever is offering more BP... which seems to have made me a killer main... but its surprising how well I do at my level as survivor just by virtue of the fact I understand what the killer is trying to do and how their powers/perks actually work.

  • I'm still learning this game, but I watch a lot of streamers to help me learn the game, and I would be against hook stages being on HUD for the killer.

    I think if you're playing the game properly on Killer, you don't need a counter, its part of the game to track downs on killer. You should be actively tracking hook stages in your mind to decide which of your targets are more valuable to you. That isn't necessarily a tunneling strategy, but it is important to keep it in your mind so you can effectively pressure by proxy of "you guys should be helping this survivor get away from me because he is down a hook" so that I chase them instead".

    The principle I take on tunneling is I try to avoid doing it, but:

    • Getting your first hook is a no mercy situation at all times. After hooks you should always move to pressure gens...
    • If someone unhooks in your face, or has been stalking you for the unhook and does it while you are close by, let the unhooked survivor go and take the exchange. Another survivor will need to heal them, so that's 3 gens not being repaired currently.
    • The unhooked survivor gets a 20s grace period where I will prioritise chasing the unhooker if I see them. If they linger around to help with flashy saves or pallets instead of getting away to heal, they are fair game and I take their second hook.
    • Similarly if the unhooking survivor manages to completely remain out of my sight, they should be trying to get my attention to save their teammate, so if all i csn is the unhooked survivor, that is also fair game, I will take their second hook.
    • Once at 2 hooks, this survivor should be playing safely, not making risky plays. I will pressure gens and chase other survivors, I will even avoid them if I run into them off hook when they couldn't reasonably help it. However if they are going for saves, trying to rush gens, doing risky heals, or generally running around in the open or into my arms, once again they are fair game.

    The best piece of gameplay advice I learned thus far in this game came from Otz, and its the principle that if you are dead on hook, staying hidden and quiet, not doing much but staying alive is much better than playing risky and getting killed. The fact all 4 players are alive means they MIGHT be doing gens, so passively continuing to exist creates pressure on the killer.

    My point is tracking downs on survivors is a huge part of the killers game plan. If you add it on HUD, you encourage tunneling from all killers, and you rob the killer of an important skill in tracking and decision making.

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