Avatar

YOURFRIEND

YOURFRIEND

About

Username
YOURFRIEND
Joined
Visits
0
Last Active
—

Comments

  • It should destroy both portals and put a moderate cooldown on his ability to place more, but sure.

  • Minute long killer queues? Absolutely not. I never wait for longer than maybe twenty seconds. It used to be during the day it could take several minutes but that no longer seems to be the case.

  • I don't think this cute part of DBD culture needs to be codified in the game.

  • It's exactly as annoying before for the same reasons. Hug survivor's ass for year until they press E. Spin spin spin spin E. Greed loop then press E.

  • Distortion does very little for me vs. lethal because I spawn with teammates. When the killer goes after them, they tend to find me as well.

    Which is fine. It's just odd how my experience contrasts with OPs of spawning alone and getting singled out. I'd much rather spawn by myself.

  • Literally every game? When you grossly exaggerate the point you're trying to make like that, you merely undermine it. It implies that you don't really have a grasp of what facecamping is if you see it that often.

  • No, it's merely confirmation bias. You remember the games where you are countered because they're notable to you. Like I'd remember a game with calm spirit because who runs that perk? Getting countered by plague would be quite common because healing builds are very strong and common. Your memory glosses over dozens of unremarkable games.

    For the record unless you're playing Dr with a huge terror radius, calm spirit doesn't counter him. You can extrapolate where they are when you see the score event. Sort of like discount Whispers.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295094#Comment_3295094

    It's a very recent thing. Pinhead can either stand on top of the box or stand in a doorway entrance like rpd library and block people from solving the box. It's an exploit

    To what end? To mildly inconvenience survivors while they do gens?

  • ..... What? I've never even heard of this, much less seen it.

  • @VillainousTurtles said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3272006#Comment_3272006

    You must not have played many online games.

    BHVR uses fairly high quality server hosts. I never experience much lag at all.

    I'm in my thirties, friend. I've played hundreds of online games and these are among the worst. No exaggeration. I'm not talking about lag, I'm talking about the abysmally variable tickrate they run at. They're inconsistent at relaying information to and from the client in a way that strongly suggests they are underpowered for the task they are assigned. I extrapolated further in a post a little ways up.

  • @Malkraz said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3272006#Comment_3272006

    What Peanits described is literally standard for all online pvp systems.

    Uh huh. One of the community managers for the company doesn't admit any fault and says everything is in fact, hunky dory? You don't say. Unprecedented.

    I don't care about dead hard. What I care about is that behavior interactive rents the most bottom-dollar servers with the most inconsistent tickrate they can find. When I down a survivor and they pop up on the ground anywhere from half a foot to two feet away from where my screen showed I downed them? The servers have such difficulty processing input that having more than two AI zombies taxes them. These things are just navigating on simple barebones nodes. They should not be computationally taxing at all. This stuff has a knock-on effect for everything in the game. It's responsible not only for dead hard feeling bad, but inconsistent hits through pallets and windows and projectile powers missing or hitting where they should or should not.

    So yeah, lag is a thing. Expecting behavior interactive to circumvent the speed of light and physics to provide a better video game is obviously ridiculous. What they could do however is invest in anything but the cheapest, most underwhelming servers they possibly can.

  • Went from ruin undying pop to aura perks and gen kick perks. This is unequivocally a shift. Your entire post is based on a flat lie. I'm embarrassed on your behalf.

  • @MrKrabsArgArgArg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293656#Comment_3293656

    I don't think all of the changes should be added, however I think the first and last, with some changes to the add-ons as needed would be nice. It's kind of lame to have 3 add-ons that all do the exact same thing don't you think?

    I also don't really see a single way that the standard system in it's current form can really be justified without a downside. There is no downside to picking up the standard, only upsides. I think the actual buffs applied could be changed, however in it's current form, the standard should not be a free getaway

    The speed changes, while a bit ambitious, you can't tell me they aren't a joke, I mean at a minimum they should go 4.2 and at least tie to the slowest killers in the game

    The standard is irrelevant. Either knight gets the hit or the guard gets the hit by the time it comes out. Otherwise it's used to curtail a patrol....which is absolutely fine. If you're in a loop where it spawns simply pressure the survivor away from it where they will inevitably be hit by the guard. Survivors have no other way of interacting with the power.

    110% move speed is still faster than survivors and is incredibly oppressive for an ability the knight can just poot out at will. Again this just makes his boring bits worse.

    I'm not sure your realize the incredible action compression kicking everything automatically gives just for brushing an orb by it. While I'd love to break all the walls and kick the gen in the dead dawg main building with no effort on my part, I'm also certain it's terribly imbalanced.

  • This is pretty inarguable. Should definitely be how it works.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293663#Comment_3293663

    All I can say is that some people here have a very different memory of the old event than I do. I played killer, almost exclusively at that point, and I extremely rarely saw a snowman even be useful for survivors, let alone enough value to warrant these kinds of comments.

    Even in theory, snowmen weren't unbalanced without ignoring key aspects of them.

    Oh, it's you. You absolutely have to change your avatar back.

    I only saw it toward the end of the event, after people figured out that snowmen were actually quite useful to buy time. It's hardly theory when it was reality.

  • Same as before for me, except the solo queue whining grows exponentially by the day.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3293642#Comment_3293642

    The heck do survivor players have to do with this?

    Anyway, IF you were fully in the snowman, you did not lose a health state... until about five seconds later when the killer turns around and hits you again, because you got no distance and the killer only had to wait for their weapon wipe to be done. Not a third health state a la Dead Hard, but much more like a protection hit if you were standing still when the teammate was hit.

    Add on to that the fact that you need a pretty noticeable head start to be fully in the snowman before the killer could hit you, and the things were damn near useless in chase.

    You're really stretching here to pretend like snowmen weren't an additional health state. They absolutely were. If you think the weapon wiping animation isn't enough to get to a fresh loop after connecting with a snowman you're delusional.

  • If the killer short-lunges halfway through the pallet drop animation they'll usually get a hit. The pallet isn't meant to make you invulnerable during the entire animation, if you drop it too late you'll still get hit.

  • Why on earth would knight need these admittedly insane buffs? These are just significant buffs on top of his playstyle of "drop guard, get hit". They don't mitigate the uninteractive and uninteresting aspects of his kit. He doesn't need these kinds of changes.

  • I also think they look terrible on mobile. Everything is so spread out. The information density is poor.

  • You aren't entitled to your conception of "fun" because you purchased a product. What you're entitled to is to play the video game. That's it. Fun is what you make of it, it's entirely subjective. "Camping and tunneling" are also largely subjective with no steady and consistent definition. Everybody's got their own ide of what that stuff is. Many have a very very loose interpretation of what it is.

  • Yes. I play whatever role has the shortest queues and the incentives were a great shorthand for it.

  • I have always thought this should be the case. Give camped survivors a stacking distraction bonus for every second the killer is near the hook. It's way better than the insane punitive measures people come up with for killer.

  • His power is a chase power. What more do you wanna give him? The ability to hurt his sword like a huntress hatchet?

  • @Lovez600 said:

    All bhvr has to do is make hooks teloport similar to pyramid heads cage. Camping is now instantly fixed. All the borrowed time buffs, and added perks are unnecessary.

    Make survivors invincible for 100 seconds after an unhook. Making tunneling impossible. The unhooked survivor can't repair gens during the 100 seconds. When another survivor is hooked the effect goes away.

    Those two things fix the issue instantly.

    The solution is so easy, but bhvr keeps trying all this extra stuff.

    Yeah, because they want killers to be able to tunnel as a strategy. In a pinch sometimes you have to.

  • I've always thought that if the killer is camping and tunneling (as voted on by the survivors with an in-game poll) then the killer should be teleported to the bad boy box in the middle of the map until the game ends. Then the survivors can go to the bad boy box and wag their fingers at the killer for being a big ole meanie and playing in ways they do not like.

  • The information it provides is inconsistent at best, unactionable at worst. It's a perk that takes time investment from the killer and can be disabled in under a second by a survivor merely tapping a gen. That's why it's got the information bit. To make at least some aspect of it consistent.

  • Where's the rework idea tho?

  • Oh heavens no. Making her a 1:1 wraith knockoff is absolutely not the way to go.

  • @GrimReaperJr1232 said:

    Let's go at it one at a time...

    BBQ - Pointless. I'm all for encouraging spreading hooks but actively punishing tunneling like that? No.

    Beast of Prey - Not much to say considering how awful it's current state is, anything is an improvement.

    Blood Echo - This... actually feels more like a nerf. Exhaustion is shorter (30 vs 45), needs to be a Scourge Hook, still requires them to be injured, and the only killers that can keep a team injured (Legion and Plague) don't care much for Hemorrhage.

    Claustrophobia - same as Beast of Prey, although I imagine this can be pretty nasty on Legion, especially with Blood Favor.

    Deathbound - Eh, still has a major problem of only working on altruistic heals in a self heal meta so there's very little that can make this perk work.

    Dragon's Grip - I'm already having nightmares about a Nurse or Spirit with this and Overcharge. Touch it? You scream with Exposed and possibly miss an Overcharge skillcheck. Don't touch it? Dragon's and Overcharge nuke it.

    Eruption - How much hindered? Because Hindered ranges from 3% to a brutal 20%.

    Fire Up - Not sure how to feel about this. I feel the mechanics of Fire Up are fine but the percentages are too low.

    Grim Embrace - Sounds a bit overly complicated with percentages to keep track of when you'll only see an icon on the bottom right of your screen..

    Hanged Man's - Sounds like a combo of current and previous iteration of the perk, which is pretty nice.

    Maiden - I think Maiden is fine. It's a niche perk but it does its niche well enough.

    Monitor - I don't like the idea of having something that adds movement speed during a chase. It's number isn't huge but the lack of risk or conditions makes me dislike it, especially when it's already a decent perk.

    Predator - I'd rather just rework the perk entirely....

    Shadowborn - Add an FOV Slider!

    Territorial - So, still only good if you're a MYC Demo/Dredge...

    Trail - 1% of regression? 1% of a gen is 0.9 seconds and gens regress at 0.25c/s. So, to get 1 extra second, you'd need to wait 3.6 seconds. So... it's not really extending the timer.

    I.... literally agree with everything this poster said. So I'm just gonna quote it. Except I'll add that your BBQ punishes killers who just can't find anyone else. Sometimes survivors stealth and you get unlucky and have to hook the same person a couple times in a row. Sometimes a team has a dedicated chaser and they're the only person you really get to hook for most of the game. The killer can do little about the except hard throw.

    Your blood echo is also a nerf. Which is weird. Who wants to nerf blood echo?

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/357305/please-buff-feral-frenzy-from-legion-is-too-short

    Legion is kind of unfair now actually because they made his power extremely easy and rewarding to use to chain hits.

    Before they buffed him it was very easy to "pre run" so he only got 1-2 hits per chain but now it is very easy to routinely chain 3 or more hits.

    Overall he's just not a very good killer unless you use the pink button. Also they nerfed Bamboozle making him vault faster which is stupid (so I dont play him anymore).

    No it's not. The effective duration is shorter even with the speed boost. If you "pre run" they effectively don't have a power.

  • This would just be an entirely different game.

  • Oh God. A legion thread. Brace for complaints

  • For being "one of the stronger perks in the game" I haven't seen it in months. Strange, that.

  • @danielmaster87 said:

    Alchemist's Ring is fine as is for a purple. The counterplay to Blight's rush is as apparent with his second rush attack as it is with his first. You just have to find a safe position sooner, rather than later when the chase has already gone on far too long for him.

    Ah, the counterplay is simply not to get hit. Vs. The killer with insane speed, mobility and an enhanced lunge. Fascinating insight.

  • Probably never. Going from a game with 90+ FoV to this one is very disorienting for a few games.

  • @ProveKa said:

    BHVR's decision that 5 seconds of DS duration is too much for the killer, but 24 seconds is ok for the survivors.Healthy decisions made as a result of very long tests and studies

    How are these things remotely equivalent? They're two different perks with different effects and activation requirements. It's like being offended that trail of torment gives undetectable for kicking a gen yet distortion requires you to be near the killer. They're entirely different things.

  • Eruption certainly is. Call of brine is fine, with clear and simple counterplay from survivors.

  • I like how you immediately lead with some pearl clutching us-vs-them nonsense immediately. Really makes your idea seem unbiased and worth considering.

    That being said, a single survivor perk that can nullify an entire suite of killer perks is patently ridiculous. You could have saved yourself a lot of time and just written a capslock post about how killers are op and they need to be gutted blah blah blah. Same effect.

  • I don't understand the purpose of this or what it actually changes.

  • @Mandy said:

    Yes reporting does actually do something!

    Reporting things like DC's - no, because this system is now automated and we have the DC penalty in place.

    Chat offences only require the report to be made in-game as this flags the chat for us.

    Other offences, so for things happening in game, such as teaming as you mentioned - would require an in-game report plus a support ticket with video evidence.

    Remove the option to even report non-chat things then. Whenever someone sends a report that requires external proof tell them that they need to take further steps in order for action to be taken.

    The report function feels like a placebo and afterthought. Give better feedback if you want people to engage with it.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3284054#Comment_3284054

    If that's true then why haven't you changed SWF to have less of an advantage?

    One simple rule change could make SWF still be fun to play but limited so that solo queue is not an equal or perhaps in some ways "better"

    Limit SWF with two simple rules:

    1. No character, item, perk or offering repeats.
    2. Once the group queues for a game their loadouts become locked but they can change their costume.

    Add a UI interface that shows all the perks the other characters are using in real time so you can better strategize with your team.

    You cannot make playing with your friends punitive. Absolutely ridiculous.

  • A better question is should the devs listen to the community. I see a lot of really awful ideas with huge ramifications for the game thrown around casually. People don't think things through.

  • I haven't even seen noed in ages.

  • This would be a very cute idea of hexes weren't absolutely worthless right now. Your shattered hope hex would, ironically, just get booned twenty seconds into the match.

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3282815#Comment_3282815

    I think that would kill the perk. Even a very small window to react would lead to every survivor dodging the effect 100% of the time if they have half a brain cell.

    Beats the piss out of just unequivocally gutting it, like what's inevitably going to happen.

  • I've seen a few ideas that let survivors react to the perk within half a second or so to let go. I think that's a good direction for it.

1 … 14 15 16 17 18 … 61