Xernoton
Xernoton
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The gameplay loop and licenses. DBD is the Smash Bros. of horror and the gameplay is quite unique too. When you find yourself on a map with 4 survivors and you know:
that's when the real fun begins. This is also what makes survivor fun to me. The feeling of taking on an insurmountable task and still coming out on top is incredibly rewarding.
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I'll probably buy the chapter eventually but I'm not hyped for it. I'm not super excited about Vecna's power and the survivors and perks are fine but not really a huge selling point for me either.
Overall, the chapter is fine but I don't care that much about it because nothing really stands out to me.
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There really is no good reason to remove it again. It's already been proven to be fully functional, players love it, it doesn't take away from the main game and it also helps with the stale meta that many players get so tired off. Please, let it stay. This has been the most fun I have had in DBD in a long time.
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@ZE8ERDEE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731450#Comment_3731450
it doesn’t work and normally just punishes you for dodging absolute cancer matches or when your internet dies. There is also no system in place to encourage people staying aside from bloodpoints which don’t matter. People dc all the time anyway even with the system it’s pointless
It does work though. The devs have experimented with turning the dc penalties off and it has always been horrible. People disconnect at the slightest inconvenience.
Killer gets an early hook? Dc. I was found first? Dc. It's XYZ killer? Dc. It's not XYZ killer? Dc. A perk I don't like? Dc. A map I don't like? Dc. An offering I don't like? Dc. My team mate messed up a flashlight save? Dc. I got outplayed? Dc. There is an insanely strong set up on the map? Dc. There is no insanely strong set up? Dc. Someone brought an item or addon I don't like? Dc…
I could go on but you get the idea. No matter what it is, someone will take that as a reason to disconnect. If anything, the disconnect penalties should be turned up to disincentivise people from rage quitting even more. It's way too convenient for people to just immediately leave any game that doesn't play out in exactly the way they want it to. It doesn't even matter, if they're winning or not. Someone will always find a reason to disconnect.
@ZE8ERDEE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731489#Comment_3731489
Counterpoint how about the game gets changed and fixed so it is fun? Or maybe add stuff to work towards or provide incentives for actually playing that aren’t paywalled? The game can be fun that’s why a lot of us tolerate it’s glaring list of issues
Good luck with that. Make any number of changes you want and the game will still be the most miserable thing imaginable for the people that don't actually want to play the game, which are the same people that disconnect regularly. The game has issues, yes. But you can endure them without disconnecting. Not every game is going to be the most amazing experience you can imagine. That doesn't mean you should dc.
Name just one multiplayer game that is always fun and that never has frustrating moments. You won't find one. If you can't take a bad game, then don't queue up. You know that this can happen and you know that you disconnecting is going to ruin the game for 4 other players. There are a bunch of single player games readily available, that you can play and it doesn't matter if you rage quit in any of them.
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@HansLollos2 said:
Just a Button would be fine, it doesn't need to stay as a seperate Mode. Just a big highlighted simple Button in the Perk Menu and slap a BP Bonus on it when you use it. Please Devs.
Yes, please! Random perks are pretty much exactly what the game needs. Most games are very predictable when it comes to perks so this really brings in a breath of fresh air.
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@VomitMommy said:
Just went to custom and Nemesis can't hit a survivor crouching behind window and most structures (tables / fences). He is going to hit you over pallet if he is tier I, if he is tier II pallet is going to break instead.
That part about pallets is incorrect. Depending on how he places himself he can hit you over a pallet. If he tries to hit over the lower side of the pallet, you can't crouch it (unless your far enough to the side). It doesn't matter whether or not he is in tier 1. If he tries to hit you over the higher side and you crouch, he will always hit the pallet (though he won't break it in tier 1).
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@Crazewtboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731370#Comment_3731370
Yeah I've been saying for a while that a secondary objective would be the best course of action. The only issue is if the objective is not mandatory, people will just ignore it like the totems and then nothing changes
I think, such a second objective should not be mandatory. However, the benefits should be so enticing that survivors will do it regardless. This would allow for more strategic gameplay (possibility to ignore it at a risk) and it could give us the best of both worlds when it comes to chase time vs gen time. Survivors want longer chases and killers want longer matches. You can't have one or the other. It's both or neither.
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No. I don't use slowdown but I wouldn't take that trade. 120 seconds on a gen would be the most mind numbing experience imaginable for survivors. A game should be fun and spending 120 seconds holding M1 and occasionally pressing space is not.
Also, it would take away quite a few fun perks like Huntress Lullaby.
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I think touching gen times again is not a good idea. 90 seconds for a gen already doesn't feel great. Have you seen the impact that Thanatophobia has on some survivor players? It's not a good perk, if you can't keep all 4 people injured but just seeing that red progress bar is awful. Giving them the feeling that they progress even slower is not good. There is also the issue, that this scales massively with slowdown perks, which are already super meta.
Instead, I think survivors need a worthwile side objective. I had suggested this a few times already but I think it would be really nice, if they looked at The Game and its mechanical doors for reference. These doors open when the gens next to them are powered. It would be nice, if instead of gens, the requirements were something different (like finding a key for a locked door or whatever) and it came with the payoff to make a part of the map accessible for survivors and open up some strong loops. Likewise, there could also be spots where survivors could close and lock doors which would then work as breakable walls with a window right next to them.
This would allow for more resources on maps, which makes chases a bit more interesting especially against stronger killers but it would also reduce the pace of the game slightly. The problem is that this would take an insane amount of work and a lot of balance changes to perks as well.
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Keys are underrated. Not for the actual item but the addons that you can use on them.
As for your suggestion: No. I played back when hatch still worked like that and it was ridiculous. You basically had to watch out for anyone who might have a key, hope they're solo and tunnel them out before the key could be used. Otherwise you would be punished for doing your own objective as well as not doing your objective. Either they got the gens done and escaped like that or you got a kill and the survivors had an easier time opening hatch to escape.
This should never return. As funny as it was getting 4 people to escape through the hatch, it was stupid too. There is a reason why survivors don't escape as soon as the last gen is done but actually have to open the gates and it make it out. This mechanic just completely skipped that part. And that's the best case scenario for the killer. If someone died before that, that was 1 gen less they had to repair before the hatch spawned.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730634#Comment_3730634
It doesn't work while you're doing any objective yourself.
It does work while you're being healed by someone else though.
Good to know. Thanks. I was a bit worried about that since I didn't get to test it on the PTB. Still it remains a perk with a lot of potential.
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@Rudjohns said:
Use Knock Out + some perks and add-ons that cause blindness and always slug
You dont need buffs to sabotaging to play like that
I promise you, its way easier than focusing on hooks
You may only lose if you are versing a really good 4 SWF team, but you would still have a hard time against them playing for hooks anyway
The question is; why are we making this the more effective way to play? 3 meta perks that all required the killer to hook are nerfed and toolboxes are buffed for sabo plays. Shouldn't hooking be the way to play killer?
I agree that hardcore slugging is already too strong. Anything that further incentivises it or even buffs it (like Knockout) should be looked at. But the devs have refused to do that for years, so maybe this needs to become a more prevalent issue.
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Doesn't Still Sight work when you're working on a gen as well? I don't think it will be as strong as old OoO but the ability to gain aura vision on the killer almost on command should not be underestimated. Especially, if you combine it with Open Handed and increase the range to 40 metres. That's a lot.
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These names are hilarious! I have no idea who a third of them actually are but I can't stop laughing. Who is "My last 2 brain cells"? And who is "######### can't even swim"? I need to know. 😂
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This is pretty horrifying:
'Nough said.
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They all have their individual issues that they absolutely don't have the time to solve because the game dies before they even understand what's wrong.
Think back to the early days of DBD. The game had some massive issues back then too. But it was a completely new take on the genre and so it survived. Until they got the Halloween license, which definitely boosted this game and helped it stand out above its competitors. Wanna play Michael Myers or Laurie Strode? Well, you can. Buy DBD and the Halloween dlc today.
This gave the game enough longevity to fix some of its early issues and pump out new content. Some of the other games were doomed from the start because the very concept was too flawed for the game to survive but probably the biggest reason is that these games die significantly faster thanks to DBD's existence.
It's always the same. Some new game is released, a bunch of players from DBD go over there and claim "This game will kill DBD." only to then realise that this game has its own issues and come back a month later. This makes the game skyrocket in popularity and then suddenly die down as people start to leave and because of that immediate popularity any issues the game might have will be much less forgivable.
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It's not that indoor maps in general are a bad thing. It's just that the execution often leaves much to be desired.
Look at The Game for example. Who wants to play on a map that is always one-sided, allows for no interactive gameplay on either side and on top of that scales with the most nasty killer builds? If I want to win, I don't send myself to Midwich. I use an offering for The Game, play Doctor with Restraint and Calm addons and then I start slugging with Knockout, Brutal Strength, Surge and whatever I feel like. You lose 2-3 gens and then you win. Because as soon as you get some pallets out of the way and have everyone in madness 3 all the time, they just don't get anything done anymore.
But when I play Freddy with a fun build on that map it's an immediate loss. Try playing around 30 god pallets as a M1 killer with basically no anti loop. It's horrible.
The other indoor maps, I don't mind when it comes to balancing. Yes, Midwich is killer-sided but it's manageable (as long as you're not playing against a Nurse that is). Though, I'll be honest, if I get RPD 5/7 matches, then I start to hate that map too.
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I main Hillbilly. He is too precious not be my profile picture too and since they don't have the milkman as an option, I'll settle for his beautiful face.
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I don't play Singularity for that reason. It's not very fun for me to play a killer that is so hard, that nothing I do will work unless I play perfectly, which honestly should not be expected because my opponents don't play perfect either. Most of us play games to have fun and relax. This is not relaxing and different to other difficult killers it can't be automated.
After a while, you'll stop thinking about how you play Nurse, Blight, Billy, Huntress etc. because you've done this a million times already. For Singularity that doesn't happen because it always depends on how the survivors play and needs to be adapted every time. This is also true for Unknown, I feel.
There is also a difference between a killer that is mechanically difficult and a killer a that is mentally difficult. Having to play a bit strategic is fine but when you need to go into the game like it's chess against a grand master, that's not very accessible for many people. Because building that type of skill takes a lot of time and effort as well as focus. You can't just sit back, relax and learn through trial and error because everything you do can work, just not in that exact situation.
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Same reason the P100, quad meta Nurse with the best addons and a map offering for Midwich gets mad when she loses. It hurts their ego.
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Isn't that obvious? All killer abilities can be divided into 4 categories. Mobility, slowdown, anti loop and information.
Every killer has some kind of chase power / anti loop. In order for a high tier killer to not rely on any of the other 3, they would need to be so incredibly busted in loops, that they'd become insufferable to play against. We're talking Nurse's level of anti loop here.
Information is also a bit tricky because it can quickly turn into a chasing tool as well. So they always try to give the killer only a little information in their kit. Doctor for example reveals the survivors' location but only if they are in his TR, he uses Static Blast (60 seconds cooldown) and they don't go into a locker or use Calm Spirit (not a good perk but a possible counter).
Slowdown is also quite tricky. Too much and it allows the killer to simply camp one survivor or tunnel someone out of the game with pretty much no risk and too little and the killer needs to rely on the other 3. Legion is a great example of a killer that is based on slowdown. But because of that, Legion is also not very good in the second half of a chase, which makes them vulnerable to strong loops.
Mobility is something that is pretty easy to balance. As long as it's not completely unrestricted and doesn't lead to free hits it's fine and it allows them to put less power into the chase mechanic while still maintaining a high strength level. High mobility killers are also generally more versatile in the things they can do in a match. They can switch targets, if necessary, defend a larger area and are usually a bit more forgiving because they don't lose as much time traversing the map.
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I wouldn't say he's necessarily easier on PC but he has more potential because mouse movement can be much more accurate and responsive and allow for stronger curves (greater angles). On console however, you are quite consistent because controller sensitivity doesn't change but mouse movements do. This is why many Hillbilly players (myself included) tie turning to Q&E to make this more consistent.
This however only allows for a specific type of curves and is not usable on round tiles (it's impossible to time the key inputs to achieve the same results). If you use both Q&E and mouse for curves that is a bit more that you need to learn, so you could argue that it makes him harder.
Limited space for mouse movement is not really a big factor here because curving is based on the increased sensitivity that he gets for the first second of a chainsaw sprint. It might get in the way when playing DriftKing Billy but again you can use Q&E and it's no issue.
Overall, Hillbilly is easier on whatever you feel more comfortable with. For me that's mouse and keyboard. But I did try to play him with a controller and although it was very awkward, I got used to it pretty quickly and was able to hit most of the curves I'd hit with Q&E as well.
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@SentinelCaptain said:
It was a stun save and the dropped survivor immediately stunned too, ridiculous.
I assume, that you were stunned with a pallet while carrying a survivor on your shoulder. But in that case, you're only stunned once because multiple stuns cannot stack (at least not without a bug). Meaning, you get the stun for a survivor wiggling off but not the pallet stun itself. This is important because this stun is not affected by perks and addons.
After the stun, you can immediately look up or down (I prefer looking down, because you see more that way and you can also follow blood and scratch marks) to avoid a second blind. If it is timed perfectly you will get blinded a second time regardless but this is hardly an issue. Blinds do not take that long, you can move, change your camera angle and you also have your ears to rely on during that time. Unless you are hearing impaired in which case it sucks but then again the entire game is not very forgiving towards this kind of disability.
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I agree that the game needs some adjustments for newer players. Mainly, the progression system (it's better than it used to be but it still takes forever) and the tutorials. The tutorials don't really explain different mechanics in enough detail and they also don't tell you how the game is typically played. There is nothing about looping in there, they don't tell you to watch out for the killer's perks, if you can and you only go against Trapper with no explanation to anything other than "Don't step into bear trap. You can disarm bear trap."
For killers this is not quite so bad because the killer role is a bit more intuitive. When you start playing it's just: "Find survivor, run after survivor, down and hook survivor, repeat." Survivors on the other hand will be more inclined to try and hide every time they hear the TR, which slows them down greatly, position themselves near the edge of the map as to not get found, which puts them at a disadvantage, if the killer does find them and just run instead of actually trying to loop, to the point where they will drop pallets when the killer isn't anywhere near them. They also won't know how to play around all the different killer powers yet.
This section really needs a complete overhaul. The community however is not so bad. It's the internet, so you have some people that are complete jerks but for the most part, this community is pretty decent with lots of people that are actually willing to give you advice, if you ask them. Try that in CoD or whatever and your chances of getting yelled at in 5 different languages and learning new things about your family history are way higher.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728606#Comment_3728606
On average for sure, but I just think in some games you might be fast enough to still do so, despite playing decent, without doing anything spectacular.
I would say it also gets severely limited depending on the killers perks, it could only be achieved if the killer does not bring specific slowdown perks. But yeah maybe I am overestimating how quick people could be ^^ (Kind of funny, I typed that before reading your thrid paragraph ^^)
On average for sure, but I just think in some games you might be fast enough to still do so, despite playing decent, without doing anything spectacular.
Yeah. But calling 4 BNPs gen rush has kind of the same issue. I have had survivors that used pretty much everything they could to speed up gens and they were still progressing at a snail's pace.
There is no perfect definition for gen rush I am affraid. It can happen without toolboxes or medkits and it can happen despite slowdown as well. These are things that can have a big impact on a match but just as a SWF doesn't turn 4 casual players into tournament winning basement dwellers, this doesn't mean the match will take more or less than a certain amount of time.
I remember a match not too long ago in which I was playing Nemesis on Midwich with Eruption. Despite Eruption giving me a ton of value and the survivors not having anything too extreme (some normal toolboxes and I think 1 Deja Vu), the match ended in under 5 minutes with all of them escaping. They were extremely efficient though and they also stopped healing and just put everything into doing the gens faster. Of course I consider that gen rush.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728521#Comment_3728521
Oh so stuff that extends chases is now genrush as well? At this point I have to seriously ask which perks you don't classify as gen rush perks? Because currently we have healing, gen speed, chase perks and what not… That rules out almost every category of perks that exists. When you have such a wide definition then everything is genrush, playing against better players is also genrush, because the loop you for longer…
I mean sure, you obvoiusly don't want to leave the opponent alone for the entire match, but you can still aim for it, a little bit of harassment here and there so you get the upper hand economically speaking and then your goal is to win around x minutes, but that is just not something you can do in dbd, sure starcraft also has limited ressources, but not close to how limited they are in DBD…
That's not how it works though. Your average game goes way longer than 5 minutes. That is because, the survivors and killer are somewhat equal in skill, which means, that the killer will reduce the survivors' efficiency greatly by hitting, hooking and chasing. If I can't get quick downs I will probably lose. But I sure as hell am not going in under 5 minutes. Because all it takes to reduce survivor efficiency is constantly being on them.
5 minutes games only happen due to either bad matchmaking, someone afk (can be either a survivor or a killer), or gen rush. You do not achieve that level of efficiency by just playing on the same level as your opponent. Even if you're noticeably better, that is something that is very unlikely. To achieve that kind of pace, you need to bring something into the match, that really speeds up progression ⇒ gen rush. Even when CoH was super meta, my games weren't this short without something to speed up gen progress.
I think you underestimate how little 5 minutes actually are. A long game of DBD is around the 12-15 minutes mark. Normal games can take from about 7-11 minutes. 5-6 minutes is what I would consider fast but not rushed. Both sides have a lot of things that greatly reduce their efficiency, which limits their ability to rush their objective. Unfortunately however killers currently have less limitations (see tunneling).
Edit: Typo
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We need a little more information here. Does that really happen every time? What platform do you play on? Does this issue persist when you're not in chase? Is it possible your hand moves when going for the attack (this can be unconscious and depending on how high your sensitivity is it can be a possible cause for this issue). On which killers have you had this issue exactly?
There is aim dressing in this game but this wouldn't cause your camera to flick every time. It is more designed to nudge your camera in the right direction and while it can lead to attacks hitting obstacles instead, it won't happen when that survivor is running in a straight line. Hence my first question.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728408#Comment_3728408
So you consider it genrushed when the killer is chasing one guy for 5 minutes and cannot catch him, while his teammates just do all the gens? Which should take them 4-5 min? Is that gen rushing then? (3 survivors on 3 gens, 85-90 sec each (great skillchecks included) then maybe 20 sec of walking and another 90 sec for the remaining 2 generators, 1 duo one solo gen, so we are at roughly 3.5 minutes now… That's even faster than what you proclaimed, but is this really gen rush? Like what else are those guys supposed to do in this situation when the killer does nothing.
You're right. I should have explained this a bit better. When the killer performs average to good and the gens are still done in 5 minutes, that is gen rush. This means the killer isn't afk, they don't play like a bot, they aren't a complete beginner and they do get some hooks (at least 3).
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If all 5 gens are done in less than 5 minutes, I consider that gen rush. Anything else is fine (more or less).
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Let's not do that. We already see what happens when survivors have a convenient way to leave the match. Let's not do the same on killer. At some point most of us would like to have a real match without either the killer leaving, or a survivor giving up early.
There is an infinite number of things one could consider unfun to play against. The best advice I can give you is to learn how to deal with it. Keep in mind, this is only a game. It's not your life, your family does not get locked into the basement, if you lose and your landlord isn't going to set your flat on fire either. It stings to lose but that's all. You cannot win every single time. If that's what you need to have fun, then there are a lot of single player games that you can play.
If all you want is not to get bullied, then use Lightborn, Iron Grasp, Agitation and Mad Grit for a while on a killer you feel confident with. It covers pretty much everything other than pallet saves, which are mostly avoidable by checking for other survivors around. This is not a build that's designed to make you win matches but to ensure that the worst case scenario of you getting bullied cannot happen.
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@Starrseed said:
in before people start saying its cause female skins get bought more so its a smart buisness move.
why do you think female skins get bought more? cause females have the better skins wich mean they bring more money wich means they get more good skins. repeat at infinitum
That's only partially true. It's not like male survivors don't have any good cosmetics. There is something for everyone, really. But female survivors are more popular.
This might have something to do with many of them being rather pleasant to look at (basic human psychology), perks (if you haven't unlocked a perk yet, then you'll have to play that survivor to use that perk and after that you might as well continue to play them because you already put some BP into them) and lore.
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@HexHuntressThighs said:
There is genuinely no reason for slinger to be 110. He’s C tier with a single shot weapon and a 32 meter TR. it’s time to make him 115 already. They did it with Trickster and Trickster kill rate barely increased.
Bringing Trickster up to 115% was a mistake. They took a killer with very limited counterplay and reduced that even more. The reason why his kill rate didn't change much is fairly simple: MMR. When players start to perform better, they get put against better opponents, which means that their kill rates will go down again until they reach about 60%.
I think Deathslinger should remain a 110% killer but his chain should break a bit slower. It might also be nice to give him slightly increased sensitivity while aiming because right now, you can barely adjust the aim but you also can't really quick scope because they removed that years ago. Maybe his movement speed while reloading could also be slightly increased.
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You mistake blinds for stuns. You actually can move though and depending on the survivor's timing you can look away before they get the second blind. It's not a big deal. The only time a blind causes you to get stunned is when you carry a survivor and they get free because of it. This counts as if they just wiggled out normally, so you do get the stun penalty. But other than that you can move just fine.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727838#Comment_3727838
well what other reason would you have to run petrified oaks if not for generating non-hookable situations? XD Thats litteraly what petrified oaks are for.
And it only ever worked on midwich when i did it with my swf. Probably works on hawkins too as this map is absolutely bad to play on for both sides.It also works on Badham, if you make sure the basement spawns in shack. It used to work on Ormond as well but they put a hook on the upper floor to counter this (thank god they did). The asylum is prone to this issue too.
On other maps you'll need a bit of luck and possibly sabo toolboxes to get the same results consistently but it is achievable.
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@alpha5 said:
Survivors should also spawn on hooks.
Survivors shouldn't spawn at all. Why leave it to chance? Someone might get a 4% kobe. 😉
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Task 1: Write down the perk descriptions of all 140 survivor perks.
Task 2: The killer got an insta down. Name all possible causes.
Task 3: Name all totem spawns on each individual map.
I have a few thousand hours in this game and I guarantee I wouldn't make it through. Not even close. 😂
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Because otherwise the offerings create huge areas without any hooks, which means, that the killer has no way to progress the game by hooking. This is not fair. I mean, you basically expect to win the game by using a specific loadout. There is no middle ground.
On some maps there are a few fixed hook spawns to avoid this issue and depending on what map you got this might actually be what happened. Although, I'll be honest, the only case of 3 hooks within a 10 metres range that I know of is the basement. Typically it's closer to 15 metres and more.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727732#Comment_3727732
Not necessarily because it probably does not fit griefing, as that is technically only possible for players of the same team.
Because basically it is the killers job to be annoying and chase the survivors and eventually to kill them. Bleeding them out is just one option to do so... When you play a slug heavy build for example on Twins it can happen fairly easily that people bleed out on the floor. And if it is obviously allowed under that circumstances then it is allowed as a general Behaviour, and since we cannot punish intention it is not griefing.
Because basically it is the killers job to be annoying and chase the survivors and eventually to kill them.
That is a good point. I have no counter argument to this because looking at the site I linked above I also found that they made exceptions for some of their rules in order to cover things that also fall under allowed strategies. However, bleeding survivors out is not on there. So technically you are correct that it could be considered fair game after all.
However, the lines get a bit blurry here. While it is the killer's job to "annoy" survivors in the sense that they should make progressing harder and pose a threat, it is not their job to go out of their way to be a dick, which bleeding everyone out for the sole purpose of bleeding everyone out is. It's also unsportsmanlike conduct, which is another reportable offense.
It would be nice to know whether or not they do consider this as a valid strategy or not. Personally, I think they shouldn't but I am not the one who makes the rules.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727704#Comment_3727704
If something is reportable but nothing happens no matter what then it is not reportable... Otherwise anything is reportable... I can report people for being Spanish and I know nothing will happen, the same with reporting for t bagging or what not. Something being reportable means it has to have the option to succeed, otherwise the word would have no meaning because technically you can write whatever you want into the report. In that case why does it have any relevance whether or not something is reportable?
Then that's still on the devs and not on me because by your logic they would be lying. When you select to report a player, it lets you choose between four different categories. Griefing is one of them. Being Spanish doesn't fit in any of those categories, so it would not be a reportable offense either way.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727577#Comment_3727577
Yeah, no. Bleeding out is progressing the game state just like being hooked is. There's a timer and it is going down. You will die at some point. Killing survivors is not griefing. Sorry.
Moreover if the wraith is that hungry for a 4k there's reasons to not hook one of the last two survivors. They can 4%. Deliverance can be in play. There could simply be no nearby hooks.
And using the exploit with toolboxes and Potential Energy was also progressing the game. Still it was an exploit. See how 2 things can be true at once? This is why everything has to be looked at on a case by case basis. When you have all 4 survivors on the ground and you make sure they all bleed out, instead of simply killing them, then that's still griefing. If someone bleeds out because your entire strategy was slugging and they just so happened to die before the others were down as well, then that's a different case and as disgusting as it is, it's not griefing.
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727577#Comment_3727577
That's a little bit of a logical flaw… You cannot say it counts as griefing, and griefing is reportable, but it does not get enforced and is therefore not reportable… You can argue that it should be reportable, but slugging/bleeding out is not reportable.
I don't see the flawed logic on my part.
It's similar to how they handle exploits. It is a reportable offense, they just don't do anything about it. The game clearly states that you can report people for abusing exploits and griefing though.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727534#Comment_3727534
It's not reportable.
Griefing: Deliberately and intentionally irritating, harassing, annoying or trolling other players.
Bleeding survivors out for no reason other than wasting their time qualifies as griefing. Griefing is a reportable offense. It's just that BHVR don't enforce it, which is an entirely different problem.
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This is not holding the game hostage. As bad as it is, they are still progressing.
However, it is definitely griefing which is a reportable offense too. There doesn't need to be a mechanic dedicated to it. They just need to actually do something about the reports.
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Play well, do what they do (which is smart macro gameplay) and hope for the best. You can beat a SWF even with this kind of coordination. It's just one big advantage they have but it doesn't decide the game on its own. If they don't do well in chase, then all the coordination in the world is not going to help them.
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10 seconds is too long. There is a point where punishing something goes too far. I mean, at that point it would just feel terrible while not even making much of a difference to a smaller stun, since you get away in either case. The killer also doesn't go into a match to get stunned for 10 seconds. Even complete invincibility would be a better option than this.
But we also have the problem that this supposed anti tunnel perk is not actually used as an anti tunnel perk. People use it to become meat shields for their team mates. So buffing DS without further restrictions is only going to make that issue worse.
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It's not ranks but grades. It has nothing to do with matchmaking, which is why there is no use in displaying it to begin with. The prestige icons are the only reward for prestiging a character, so that should at least be an option. If someone wants to hide it, then fine but otherwise this is kind of the reason why you level a character.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726808#Comment_3726808
So our question is "How is it boring?"
Exactly. This argument could be made with anything in the game, which is why it's pretty weak without any further explanation.
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You might want to give us a bit more here. Are you talking about the upcoming nerf to slowdown perks or is it about the recent Adrenaline nerf? Or is it about STBFL? There have been many meta perks that were nerfed over the last year.
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Yes, let's dumb down the survivor role. Let's have every chase be the exact same and have all survivors run on auto pilot. Can't see how that might backfire. Oh wait… It already does with WoO as a perk without cooldown.
This perk is not healthy as is because it turns any survivor that uses it into a bot. They play the exact same on every map and it makes the game repetitive, predictable and boring for both sides because skill doesn't matter when every pallet has to be broken because the survivor has a manual that tells them where to go and how to chain loops. The only thing that could make it even more ridiculous is an auto play button. Which kind of is in the game already because a survivor is replaced by a bot, if they dc.
Jokes aside, this is a terrible idea. Complexity and skill expression both mechanically and in terms of knowledge are what keeps players in the game once they have a grasp on the basics. The more this is dumbed down, the less reason these players have to stay in the game because anyone can do what they do without any effort, which means that there is nothing to learn or work towards.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/415360/so-whats-the-right-play-here
What you do is stop taking bad perks like batteries, rapid, haunted, and retribution, and bring 4 slowdown perks so you never get to that point to begin with.
So your suggestion is to counter BS with more BS? I'm not convinced.
Buckle Up + FTP should have been nerfed months ago. I guess they were too busy messing up Twins and nerfing STBFL though.

