YamamuraVideoRentals
YamamuraVideoRentals
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The anti-camp mechanic still doesn't really do anything. As long as the killer is able to hang around in close proximity and clearly see anyone who might be approaching for the save, they can still pretty much guarantee the tunnel or trade. It's especially bad with clown's slowdown, STBFL, and other instadown abilities.
What they might want to consider, instead of some self-unhook mechanic, is slowing down the sacrifice progress or pausing it altogether. That would at least KINDA get a bit more use for the hooked victim.
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Problem is RNG, really.
A lot of time when playing killer and I have a single hex totem, it spawns across the map. Also has a high chance of being out in the open somewhere completely exposed, or right next to a generator. Sometimes survivors even spawn right next to them. And this is unacceptable.
Boons also suffer from some RNG elements because sometimes it's just hard to find totems without maps or certain perks, and then sometimes the spot isn't even that good. Sometimes the totem spots ARE good, though, and a complete annoyance for killers who sometimes have to take up to 30 seconds going out of their way to snuff it. This has happened to me on ironworks of misery with a totem spawn in upstairs main building...
I'd personally say, add more dull totems on the map. Let killers light up their own hex perks so that they can at least choose when and where to have them. And make shattered hope (minus aura reading) base kit.
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@TieBreaker said:
My guess is that it's because it would eliminate some of the creativity for survivors, making gameplay more stale than it already is. Things like the CJ Tech would no longer work and you'd never see a killer accidently vault out a second story window.
But this isn't "creativity". It's abusing bad game design.
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It's powerful, but your only real chance at escaping when all your team is dead is hatch. If the killer finds hatch first, gg.
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I was really confused what everyone meant about this "bubble" but reading the context I figured it out. The whole big black circle that completely covers up a generator, and like a 5th of your screen, and all auras in that vicinity? Yes, it is obnoxious and it should not exist.
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@flotaku said:
https://forums.bhvr.com/dead-by-daylight/discussion/405704/stop-pig-nerf
They literally JUST revealed the average kill rate, how are people still saying this game is survivor sided, when the official stats show that the average kill rate is above 50%, meaning that more than 2 survivors get killed on average,
Maybe because getting the whole team out alive is supposed to be a legitimate challenge, and dare I say, a scary or thrilling experience?
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If you can somehow prove the bleed out is completely unnecessary, griefing, and undeserved, sure. But I don't think you can, and I wouldn't trust the developers to attempt to code that.
Most of the time, however, I am pretty sure if survivors are getting bled out on the ground, there's a reason for it.
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True! Let me suggest these. I'm just spitballing things that seem thematic or that might synergize with their other perks, but of course other effects are certainly possible. I was also thinking that each survivor might even have a special advantage vs one certain killer (for instance ripley vs alien, thalita vs skull merchant, yoichi vs sadako) but I don't think I'll get into that yet...
Dwight: +3% generator repair speed to other survivors repairing the same generator as him.
Meg: when she gets a haste boost, the effect last 1 second longer.
Claudette: +10% healing speed to heal other survivors.
Jake: +20% sabotage speed.
Nea: scratch mark duration -15%.
Laurie: increased chances of being the obsession, either via start of match or perks that change obsession.
Ace: passive personal minor luck boost.
Bill: +10% crawl speed, and +1 minute of bleedout timer.
Feng: all vault action speeds increased by 5%.
David: endurance effects last 20% longer (max increase of +4 seconds).
Quentin: healing other survivors slightly decreases their status effect duration. (One full heal = 15% duration).
Tapp: perceives killer terror radius and generator, totem, and chest auras from +10% distance away.
Kate: delays killer notification of rushed actions by 1 second.
Adam: healing other survivors increases second phase struggle time. (+3 seconds per each survivor fully healed, to a max of +15 seconds).
Jeff: decreases killer aura reading range on himself by 10%.
Jane: other survivors can see your aura from +10% distance away.
Ash: +15% killer stun duration.
Nancy: cleanse totems and search chests 10% faster.
Steve: basekit borrowed time increased by 5 seconds when unhooking other survivors.
Yui: +30% faster pallet drop speed.
Zarina: Heal other survivors +25% faster, at the cost of injuring herself by a small amount.
Cheryl: gain +1% haste when affected by a hex. (my personal opinion is that haste bonuses shouldn't stack though)
Felix: item consumption decreases by 15%.
Elodie: sees auras of lockers from 10m away.
Yun-Jin: When other survivors take damage, gain a 6% speed boost to all actions for 5 seconds.
Jill: traps placed on pallets and generators last 20% longer.
Leon: ignores the first failed skill check of the trial.
Mikaela: +20% faster totem blessing speed.
Jonah: receives enhanced HUD visual which shows how many seconds are left to complete each action, down to 100ths of seconds.
Yoichi: fog appears clearer for himself personally (as if using a clear reagent).
Haddie: +20% faster totem cleansing speed.
Ada: the first time her aura would be revealed to the killer, it isn't.
Rebecca: increase great skill check size by 7%.
Vittorio: when seeing auras, they are revealed for one additional second.
Thalita: Grants team members within 12m of Thalita a 1% speed bonus, so long as she isn't injured.
Renato: Injured team members within 12m of Renato reduce sounds of pain by 25%.
Gabriel: slightly higher chance of finding higher quality items in chests.
Nicolas Cage: Unlocks the ability to Scream while standing still and pressing E. Cooldown of 15 seconds for the sake of everyone's sanity.
Ripley: Interacts with killer-specific objects 15% faster.
Alan Wake: flashlight blinds on killers last 20% longer.
Sable Ward: her scratch marks last half as long inside the basement and 5m from the basement entrance.
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I play survivor with friends a lot recently. One person is always making terrible decisions, the other logged on high af.
No, SWF doesn't automatically mean a huge advantage. But for those who play the game competitively and more seriously than they probably should, IT IS.
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https://www.youtube.com/watch?v=UCm3c5d2tL8
The power is too ridiculously easy to counter. Survivors should NOT be seeing auras of the TVs.
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@Krazzik said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653445#Comment_3653445
She can still tunnel, yes, but if she does that she's not getting any use from her traps anyway so the nerf surely wouldn't matter at all.
This change makes it harder for her to simply decide to check boxes and make it impossible for a survivor to remove their bear trap should she choose, which is miserable for survivor and can result in literally unwinnable games for survivors.
Still disagree though, because even as a survivor playing against pigs, while the prospect of having to go and search boxes knowing the pig might just sneak up to me in the middle of it and ruin my day, it still felt exciting.
When you have a trap on your head, you are put into survival mode. You can't go full on bully mode or potato mode anymore. I have often prioritized getting the RBTs off, but not in obvious ways, like as soon as getting unhooked I go for the closest box. I have often got heals first if the trap wasn't already active, and gone for boxes further away first so the pig is less likely to find me.
With these upcoming changes to RBT, it just feels like there's no extra risk at all anymore. Literally just run to 1-4 boxes, do the skill checks. It is still "slowdown" as it has always been, but that's just it. Boring slowdown, and making an already weak killer weaker.
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They can't really call these changes a "buff". It's more like a "rework". Seeing as pig wasn't in a good spot to begin with, the nerf to her RBT power was completely unnecessary.
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Only thing we're missing now is adding in Basekit unbreakable.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3653445#Comment_3653445
remove that loud obnoxious growling noise pig makes when beginning an ambush
Don't you dare...
Noone is removing my oinks!
Sure the oinking is cute, but do you want to be cute, or do you want to be deadly and have an "ambush" ability that is actually an ambush?
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@Krazzik said:
To be fair if they were ever going to buff her Ambush/Crouch, they needed to nerf her traps since even now they can be very problematic on certain maps and with certain addons.
This change stops Pig from being able to just follow someone trying to remove their trap and ruining the game for them which was incredibly unhealthy. I would have preferred some nerfs to her trap addons instead of just a longer duration but it does the same thing.
Also, the trap is supposed to be slowdown rather than actually getting headpops, so the increased duration shouldn't really matter for good Pig players.
This change stops nothing of the sort. As a killer, you can always tunnel, no matter how many little tweaks and basekit perks bhvr throws in.
The only thing that stops tunneling are the other teammates intervening, and the killer either losing that one survivor they were trying to tunnel, or taking more interest in the other survivors.
Want some real advice, Behavior? Revert all the RBT changes you just made, keep the stealth/ambush changes, and remove that loud obnoxious growling noise pig makes when beginning an ambush. Then maybe it will actually be good.
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I have noticed the double basements on Lery's in lights out mode. And there's no offerings in that mode! It doesn't happen all the time, but I saw it happen twice.
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The great thing about games and fictional stories is that they don't have to obey the laws of nature.
There is always going to be a meta in a game. The question is, is it actually fun to play (or go against) and moreover, is it unbalanced to the point of being broken?
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Without botany knowledge, a survivor can heal themselves to full with one medkit.
WITH botany knowledge, it just doesn't work, and you can't heal yourself with the same medkit. Makes no sense.
They need to redo some math and reduce the penalty slightly so that it's still possible to heal yourself with a medkit.
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No amount of skill can guarantee a 4k without some form of slugging, even if it's brief.
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I think the system is working fine. If you're still struggling with getting 3genned as a survivor, I'd say you're doing something wrong:
- Try running deja vu. Try to knock out the gens that are closer to the middle of the map, or the middle one of the highlighted. As you keep doing this, risk of 3gen decreases.
- Otherwise, experience with the maps and map sense can help you determine which gens you should probably try focusing on.
- Save your toolboxes for the LAST GENS, don't waste them on the first gen you see.
- If in a 3gen scenario, just aim for making the gen stop regressing. Killer will have to waste another kick on it after that.
- Do other gens. The killer will probably start getting in the mindset of everyone focusing on one particular generator if they see survivor hovering around it and trying to repair it all the time. However, this can be faked simply by making it not regress anymore, and you could start working on other generators.
I know the 3gen scenario still isn't easy to deal with, but it's one of those problems that's far easier to prevent than it is to cure.
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This is a great idea I was going to suggest myself.
All these ideas could just be in an accessibility section of the menu. It would be nice to set the default auras for generators, totems, killers, survivors, chests, hooks, gates, basically just tweak the aura color of all objects to your liking.
Oh right, and I forgot about scratch marks. The ability to change the color of scratch marks is also important, especially for the color blind.
Then, in the loadout section, each perk that reveals auras could have its own little option button (when applicable), such that...
For instance, you could set default generator auras to white. Eruption highlights the kicked generators in green. And discordance highlights them in magenta. Either a large selection of predefined colors, or just a big RBG wheel would be nice.
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At the very least, survivors should start getting crows if they haven't done anything meaningful for an extended period of time. Punish people who do nothing but hide and wait for their team to die.
As for what to do about the 1v4 and hatch itself, I don't know. A final chase at the end sounds interesting. Heal the survivor to full, give them exhausted, killer sees their location with killer instinct for 20 seconds? If they survive for X amount of time, the entity gives them the hatch.
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@CammyChameleon said:
Iri Tape with what it does for being a pink add on is INSANE.
Look at plagues Brown Meme add on. You can't puke on survivors but you get another somewhat strong effect. THIS IS BROWN.
At most the iri tape ability should be a brown add on for the memes.
Why is a meme add on taking up an Iri slot?
Also small plead. Please bring Reiko's Watch back to 50%
I also agree. Iri addons typically change killer gameplay in a very significant way, but they also should be OBJECTIVELY GOOD.
The way it is now with TV auras visible, easy to shut off, and easy to return tapes, this is no good. It's easy to just disable her power, and with the current iri addon that means when a survivor shuts off a TV it's gone for 84 seconds. 84 seconds!
If you don't plan on fixing this issue where survivors can counter Sadako's power too easily, then this addon at least needs a change in the other direction. Make the TVs that are shutoff come back 20% sooner.
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Funny thing is I've played against at least 3-4 xenomorph and the whole team's gotten destroyed by them. Then again, I doubt any of us were experts at looping, especially in the dark.
This mode seems way more in favor of killer. Even with no scratch marks.. well, let's be honest, scratch marks are usually very little help in the regular game mode anyway. Any killer can now sneak up to generators and get a free hit or grab. They all pretty much have basekit insidious. Once survivors are injured, it's much easier to track them in the dark by sound.
Keep in mind, while the killer gets no perks or addons, neither do the survivors, so you don't have to deal with garbage like iron will, decisive strike, dead hard, lithe, off the record, or any other number of second chance perks. Overall, this is mainly the reason why I say the game mode is more killer sided.
I still do find it fun though. It's a real challenge for survivor, that's for sure.
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What's sad is that murky reagents don't even stack, despite the item description saying it does.
Would be cool if 4-5 of those made the games as dark as lights out mode is now. Although honestly seeing a game where even 2 of those are played is rare.
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TV auras are the #1 BIGGEST issue with this new iteration.
I thought on paper that overall Onryo 3.0 is superior to Onryo 1.0 in every way, EXCEPT, after I played many games, I realized that these TV auras are far too powerful, allowing survivors to counter Sadako's power too easily. It has already been pointed out how survivors can simply turn off TVs near generators, denying Sadako of her power. Spending a few seconds running up to a TV, and one second to turn it off is far too easy. Next, after you're done slamming out a gen that Sadako can no longer teleport to, you can just run across the map, turning off TVs as you go, return your tape to its target TV, and then start working on the generator near that. It's very problematic because her power is too easy to disable, it's too easy to relieve condemn, she has quite a poor stealth ability despite being a "stealth killer" (more on that) and is just a M1 killer in chase.
I have played and seen many games recently where within the first minute of the match, Sadako teleports to one TV, chases one survivor, then three more TVs are shut off in quick succession. That's 4/7 TVs shutoff at the beginning of the match, and there's simply no way to quickly go over there to disrupt the survivors who shut off those TVs. Can't stop them from working on gens. Can't inflict any condemned on them. Your only reasonable options are to continue trying to chase one guy with no chase power, or drop that chase. Guaranteed they'll just run up to another TV, shut it off, and start working on the generator near that as well.
It's also been pointed out that survivors seeing the auras of TVs is also detrimental because this means they also see their auras when they shut off. That means instant verification of if she has teleported to you (using VCR addon or not!) and survivors can also easily tell when you try to teleport ahead of them. They can simply turn around, and you've lost even more distance.
A big part of what made Sadako fun was the ability to teleport to survivors mid-chase.
Here are changes I would suggest for potentially the most fun and balanced Sadako:
- NEVER show TV auras by default. Survivors may briefly see the aura of a TV near them when they get a stack of condemned from it.
- Only reveal the aura of their target TV briefly when they first pick up their tape, and when within 16m of it.
- Powered TVs put heavier static on the survivor's screen when they are at risk of receiving condemned stacks. They also emit audio cues to help survivors find them.
- It takes three seconds to get a tape from a TV and shut it off. Realistically, let's say it takes some time to make a copy.
- If you already have a tape, it also takes three seconds to shut off another TV, and you get ANOTHER tape.
- Each extra video tape you acquire grants you an additional stack of condemn.
- It only takes one second to return a tape to your target TV. However, that's a one-second animation PER TAPE you have picked up.
- You relieve three stacks of condemn once ALL your tapes have been inserted into the target TV.
- While near a powered TV or holding a cursed tape, you hear and are affected by Sadako's lullaby.
TLDR what should this accomplish? TVs are harder for survivors to find, but not frustratingly difficult (minus multistory shenanigans). Disrupting Sadako's power takes a bit more time investment, but far better to attempt this before you are in trouble, not after she's found you. You can still quickly return tapes, but if you have been cocky and shut off more TVs than necessary, you might pay for it. Holding onto a tape or leaving a nearby TV powered has additional risks, as she might be able to sneak up to you demanifested.