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YamamuraVideoRentals

YamamuraVideoRentals

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  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981394#Comment_3981394

    The hit scan free injury isn't a problem, Legion and Plague have been in the game for ages. Neither of them are an average survivor's favorite to go against, but they also aren't really problematic at all.

    Even the mobility aspect of his power isn't really a problem imo. I think it's good that there's a killer who punishes mindless W-holding and encourages staying at loops.

    It's the fact he has basically 0 fatigue for canceling power and he has old manual Scamper, an ability which was widely deemed as frustrating and unfair and necessitated a soft rework of Chucky, yet it's on a killer who is stronger than Chucky ever was with it.

    It makes him the only killer who gets free injuries against whom you absolutely must heal against. Healing against Legion is usually a waste of time, but Legion can't use his power to get downs outside of that addon which lets him break pallets with it. Healing against Plague is a tactical decision that you do if you feel the benefit of it is worth the risk of giving her power, and if survivors don't give her power, she's just an M1 killer.

    If you don't heal versus Ghoul, he can just slide up on you from across the map with very little warning and down you if you don't have a window or pallet directly next to you. So Ghoul gets lots of free slowdown from forcing survivors to heal against him despite the fact he gets free injuries, insane map mobility, and an extremely oppressive chase power.

    So what happens when that window finally blocks after vaulting it three times, or after that pallet is dropped? Then you HAVE to leave the loop one way or another. And then guess what happens….

  • Kaneki is "just a M1 killer" that can:

    • zoom across the entire map in three seconds
    • vault over pallets and windows, while also simultaneously locking survivors in an animation
    • DAMAGE those survivors with power if they are close enough to said windows and pallets
    • close distances extremely quickly and get a hit in by canceling power
    • zone you out of getting to the next loop or window by literally jumping in front of you and body blocking
    • put any survivor into the injured+mending state for free just by looking at them

    Yeah. Just a "M1 killer". 🤣

  • Either way, it's not really wrong. Hex totem placements are absolutely atrocious and they need to be revamped. If the devs are very concerned with taking excessive RNG out of the game, they have to address this. Tweaking numbers and percentages doesn't change this.

    Devour Hope and NOED also continue to be problematic. If devour isn't luckily found early in the match, then it gets the killer more free downs and easily wins them the game.

    It's really the same thing for NOED. What seemed to be a somewhat easy game suddenly turns into a struggle at end game. The anti-camp meter no longer works, and if that one survivor is "unskilled" enough to have been instadowned right next to the totem, they are SOL because the killer can simply camp both. Unless the survivors find and cleanse that totem, no one can get the save. The whole team also needs to be reset and have a gate already opened, or that one survivor on the hook (or someone else) is still guaranteed to not escape. In closer games where one or two survivors have already died and the others may be injured, it pretty much guarantees the three kills.

  • I only read the title and immediately upvoted!

    In a weird way, I think if the blood web was as difficult as it was to level up ten years ago as it was initially released, and good items were actually really rare, then maybe.. just MAYBE chest perks would be worth it??

    But I still don't know.

  • So in comparison to the old system:

    • All keys have the gold/eroded token function, to varying degrees depending on rarity. It's basically a free use of the Bond perk.
    • Most new key addons only make basic improvements like use speed, charges, aura time…
    • Blood amber nerfed to allowing the killer to see your aura as well.
    • You can fast unlock chests and get better items.
    • Addons to keep keys when dying or unlocking the hatch have been removed. Yet they are still rare items.

    As for maps on the other hand:

    • Most previous map functionality is gone. Maps now act as the Windows of Opportunity perk with obscenely excessive range.
    • Most new offerings increase charge, aura time, or distance further.
    • One addon does allow totems to be seen again.
    • Another addon will reveal the killers aura in close proximity to the beam for a mere 6 seconds. Hardly long enough to be useful.
    • You can't track hatch or exit gates anymore, and you can't share the aura reading with your teammates either.

    All in all, the new way is different but I wouldn't say it's in a better place. I think new functionalities could have been added to the existing items without completely redoing the entire system.

  • So apparently easily getting a 4k in 99% of your matches without having to think is what qualifies a killer as "playable" now….

  • Doesn't this already exist? Otherwise bubba would instantly down a survivor off of hook with endurance. Right now it takes a whole three seconds!

  • Franklins is absolutely fine in the place it is at now.

    You do NOT need to completely destroy a survivor's item every time you hit them to get value out of this perk.

  • For the Iri tape, they could make a simple change to it: reverse the bonus into a penalty, allowing the TV to return much sooner. And whenever survivors turn off a TV, regardless of how they do it, they gain an additional stack of condemn.

    So that means:

    • disable first TV near a generator and gain 1 condemn along with your video tape.
    • disable a TV on the way to your target and gain 2 condemn
    • disable another unnecessary TV and gain 2 condemn. Now at 5.
    • deposit tape into target TV (which is on). condemn goes down by 3 and THEN increases by 1.

    Even after doing all this and pretty much disabling 4 of Sadako's TVs for a long time, that survivor is still only at 3 stacks of condemn. But it's still a much better tradeoff than how it was before.

  • I'd love it if human greed worked with Sadako's TVs. Count me in on the gravy train! Choo choo!

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976511#Comment_3976511

    It's same distance as before. You got hindred - 15 % now Clown gets haste (usually uses add on) of 15 %. The yellow bottles were never weak or anything. Pink bottles just needed some aim. Yellow bottles can be now thrown at your legs to instantly get haste, so in term of Clown being harder to deal with, it hasn't truly changed as you were never able to make bigger distance. Just the "pink botlle to slow" hit requirement is gone and so the Clown is way easier to play. Not stronger, not more lethal.

    It's more of you got slowed for 2s, but Clown is now hasted for whole game. Making it that basically everyone is hindred whenever he wants, mathematically.

    Yeah but 2 seconds of slowdown for the survivor that might be dodged isn't really comparable to a guaranteed 6 seconds of speedup for the killer. And now the clown has so many bottles and can refresh them so fast that missing bottles and wasting them is completely meaningless.

  • Yeah the haste clown is definitely a problem. It's been way overtuned. Now clown has decent map mobility and a much easier time looping.. if survivors can even get to a loop or pallet. But they cannot even make it from a filler pallet to a tile before they get hit now.

  • But you see: overhauling the code and organizing it in a much cleaner way so as not to break a dozen things when one line is changed is time consuming and costly. But a new chapter with new characters and perks? Easy money!

    I hope bhvr can hunker down and actually fix their long term problems, because focusing only on the short term will not end well.

  • I probably said this on some other thread, but I think they also just need to make it so that Vigil does not stack at the very least. And I'd also suggest making it so that you have to stay still and crouched for it to have any effect.

  • Don't worry everyone. If you're sick of Kaneki, speed clown is here to zoom around the map and make all loops trivial.

  • I feel like we should have just gotten a game mode that had 100 zombies, and a time limit before a bot Nemesis came to wreck everyone.

  • @TabiPlaysKiller said:

    I was playing earlier and I had like 3 or 4 players running dead hard, decisive strike, and some sort of speed perk, problem was no matter what I did I could never catch them, and every time I failed against looping them they tea bag, am i just bad or have survivors gotten too comfortable being a powerhouse

    Also could be a game design issue. Currently there's a perk combo that allows two survivors to move extremely fast when they heal each other and stay together. And keep in mind, some months ago we were told haste would no longer stack….

    Cheating is also another very reasonable possibility. I can't say that is what really happened, but hacking is apparently easy in this game if you pay the right people… So a lot of times even veteran players are second guessing themselves if the hackers are subtle about it.

  • I think a bigger problem in this game is use of perks like fixated and champion of light to abuse the chase mechanics and get chases to drop prematurely. It's really a broken system that needs to be fixed.. and especially so now with this latest patch because sometimes the chases simply do not even start until you hit a survivor.

  • @RodanThrelos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972950#Comment_3972950

    Is that the requirement for nerfing perks? Because I have seen plenty of "childish players" use Basekit BT, DS, and Head-on with an intent to be toxic. Waiting for the nerfs to those to match the nerfs to Franklin's.

    Well if hitting a killer with headon actually caused them to lose their addons for that match, maybe we'd have a real comparison….

  • @Emeal said:

    Idk why you guys think its weird or odd that the most popular characters get the most skins.

    Seems 100% intuitive to me.

    Or maybe a character that isn't played as much might get a skin that looks really cool, thus incentivizing people to play that character more, or even buying it if they don't have it!

  • I also have this same issue with chases not starting.

    PLATFORM: PC - Steam

    STEP BY STEP INSTRUCTIONS ON HOW THE ISSUE OCCURRED:

    I don't think I did anything special. I just noticed that chase was starting to drop a lot during one game with Onryo in Forgotten ruins, and then chase simply would not start at all until I hit a survivor.

    I will also upload a log.

    DeadByDaylight.log

    Hope you can figure out what is wrong and fix this soon!

  • Most of you seem to be forgetting that this is the same dev team that handed out 25k bp during most anniversary logins, awarded a mere 5k bp for each extra rift level beyond 100, and who tries to peddle 100k bp for a whopping 2,000 iridescent shards (or more!) in the shrine of secrets.

    I don't mean to be overly negative here, but even though a 2.5m bp giveaway is the most they've EVER given away, it would be foolish to keep very high expectations…

  • I feel as though, like for pretty much every other item, they should have a limited number of uses. This is in addition to the cooldown.

    As for how effective they are, I have yet to even play this new patch yet, but I think at the very least a set number of uses per trial would be common sense.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972310#Comment_3972310

    A perk cannot be "toxic". Behaviors are or are not toxic. Not game mechanics.

    Franklin's was a mid tier perk unnecessarily gutted. Killer perk slots are extremely valuable and spending a slot to maybe counter items was absolutely fine. That's one less slot for aura reading(which survivors hate) or game stall.

    The fairness or fun of the perk means nothing. Your enjoyment inherently comes with the frustration of your opponents. Are you having fun staring at a gen that got hit with dead man's switch? Are you having fun getting your shred negated by dead hard on demo? Of course not. But that stuff is enabling your opponent to have fun. The only objective measure is looking at how strong a perk is in comparison to it's peers and Franklin's was low B tier at best.

    Okay, well maybe the phrase "unhealthy for the game" is more appropriate, but there is no doubt that childish players with ill intent and a willfulness to be "toxic" would utilize this perk to its fullest.

    Even with the nerf, it's still great for countering survivor items. They have to waste their time going all the way back to retrieve their item. In addition to that time lost, this could also put them in a vulnerable position.

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972326#Comment_3972326

    excuse me but how am i as pig supposed to down a survivor on gideon in 16 seconds????

    idk. Win a mind game? In any case, a protracted debate about a different killer on a map filled with god pallets derails this topic completely.

    Oh. I also forgot that even with nerfed franklins, this isn't an issue. How is a survivor going to use their syringe when their medkit is on the floor two rooms back???????? 🤣

  • I think you're spending way too much of your attention on the "flick" and not taking into account that now Oni can pretty much curve around any obstacle with very little issue…

  • @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972310#Comment_3972310

    how is franklins toxic? and if it is then id dare say srynges/bnps/styptics etc are toxic aswel since we now have 0 counter to those

    Completely apples to oranges. Syringes, you better down before they heal. You have plenty of time. Styptic, you count to five. BNP is extremely nerfed and not even worthy of a mention here honestly.

    Franklins just delete your item. Typically between the time you receive your first hit, get hit again and go down, get hooked, and get rescued, all the charges on your item are completely dead. So it's really not fun, no fair at all.

  • Nope. Franklins was just toxic how it was, and clown? If you want to talk about "dumbed down", it was literally just a simple formula of: throw yellow bottle when too far away to catch up in chase. throw purple bottle to get your free hit at a loop. Throw yellow bottle at your feat and camp hook with wall hacks. Rinse and repeat.

  • @Choaron said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3971605#Comment_3971605

    Twins already is a killer truly works in pair. Charlotte's inert body bodyblocks windows/pallets and can catch vaulters when placed well, that's how you do it. There's already Knight and Nemesis if you want to work along an AI.

    Yes, ideally you would want to use the two character's placements tactically… but unfortunately 99.9% of twins games are victor slugging everyone, and charlotte on cleanup duty hooking the survivors. Or… literally, everyone slugged on the floor bleeding out, no hooks required.

    If that does not indicate to bhvr that there is a massive design failure, then I don't know what else would get through to them. This cannot be as simple as looking at kill/escape statistics.

  • It is a pretty OP and unfun perk to go against. Especially when combined with those killers with high mobility, or perks that force you to let go of a generator.

    There really aren't many workarounds to it.. once I tried running over to some other gen to get potential energy off of it, which I could then put back, or waste some other time playing bardic inspiration during the block time. But even the idea of "just run to a 0% gen and tap it" is about as fair and balanced of a counter as "just take your item all the way to the corner of the map" for the franklins/weave debacle.

  • If they really wanted to go with this "twins" concept, that of being two places at once, they need to really make the advantage only THAT: being two places at once. One or the other shouldn't be overpowered or significantly stronger than the other.

    So I would propose that Charlotte moves at 110, and she can toggle her power to either summon Victor as normal, or shoot him out of her stomach, which acts much like Victor's leap we have now.

    Victor on the other hand really needs the most rework. There's two options I could see happening. Either he retains his speed and his leap, but is not nearly as lethal and cannot actually down anyone. Or the devs slow Victor down significantly and make him actually vulnerable at all times… In return, victor should have the ability to slowly drag a downed survivor along the ground and hook them.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969535#Comment_3969535

    Built to last takes time to use versus just being on the gen already. Preference choice honestly. I just don't want to keep going into the locker over and over. Also 3 charges. Scavenger. Infinite. Exultation once your item is maxed rarity no longer fills up your item, so it wasn't worth it for me. I like the idea of the item. Maybe its bugged. I dont know.

    You will have to hit 5 GREAT skill checks… and that alone can take time. Maybe you'll actually get enough skill checks, but will you land all the greats as well? And then, if you blow up the gen, might as well kiss all the benefit you were trying to get from another toolbox goodbye. But on top of that, the -50% penalty to repair speeds?? Why?? That alone feels like it completely guts the entire purpose of the perk. Unless… I don't know. You really just wanted to use it to refill a sabo toolbox??

  • @Falcao said:

    nerf ghoul plz.

    Survivor mains! We have heard your prayers! We understand now that you don't like killers with high mobility, nor the mending status!

    Therefore, we have reduced The Pig's ambush speed down to 4.04 m/s and killswitched the Interlocking Razor addon. You're welcome!

  • Ask yourself this: why use Scavenger when you could just use Built To Last?

    If you wanted to refill your toolbox and get more value, I think even Exultation does a better job…

  • @RodanThrelos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969019#Comment_3969019

    ????

    Are you somehow surprised that in a team game, you're reliant on your teammates to play intelligently? "I have bad teammates" isn't a justification for nerfing killers or adding these "anti-" systems that people keep begging for…

    No. I'm just surprised that for YEARS killer mains keep insisting that the team just needs to get good and deal with the tunnel… when in reality either way the killer is getting an early kill or tons of free pressure.

  • It's armchair philosophy advice.

    "Just play smarter." - Yeah, that's what most of us are already TRYING to do. Everyone makes mistakes one way or another. But EVENTUALLY someone is found, and eventually, someone goes down. That's just how it always is.

    Which then leads to the second nitpick. The first chase doesn't possibly count as a tunnel. It's the second chase and onward that count as tunnels.

    Last, expecting teammates to come and help is… well, it's a pretty dead freaking argument. Even on comms it can be hard to locate someone, and then not sandbag them. This pretty much feels like deeply-ingrained propaganda at this point. Yeah. FEED the killer free health states and free slugs! So they are still rewarded for tunneling….

    I cannot count how many times anymore, when someone was getting tunneled out and one or more people tried to help. Be it body blocking, or trying to get some kind of flashlight or pallet save. Then the killer just happens to know they are there, and now there's two survivors on the ground. It's pretty much a lose-lose situation unless you get insanely lucky and the killer is bad. Someone gets tunneled out and the game turns into a 3v1. OR, everyone throws trying to save this one person, and the killer still wins because the whole survivor team stopped doing their gens, and they threw the game completely, just for everyone to die.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967826#Comment_3967826

    Well, the mechanic isn't there to impact "camping".

    It's anti FACE camping.

    Maybe, if you're actually worried about "not camping", there are at least 2 survivors doing gens that you could leave the hook and actually go chase and this wouldn't be a concern at all.

    Okay I had to like reread this and the comment it was replying to like three times. xD

    So anyway. Yeah, the "anti-camp" mechanic only really works when the killer is face camping, or they keep patrolling too close to the hook.

    But regardless, it still doesn't activate when killers are blatantly proxy camping. They can be twenty meters away from hook even, with a clear view of it. As soon as they see ANYONE trying to go for a save, they close in so they can get their free trade.

  • I don't even think it's the terror radius. They just know when the killer is close. Have a huge terror radius with Wesker on a small map and they will still get things done… so it HAS to be distance.

    I think this means undetectable cannot fool them ever, either.

  • @CrossTheSholf said:

    Use a carrot not a stick.

    Feels like bhvr has tried and tried to offer some incentives via perks, yet many killers still prefer the crunchy fiber of the stick because the easy 3v1 after is still such a nice dessert.

  • @Shinkiro said:

    If we're going to punish killers for more optimal objective gameplay then we're going to punish survivors for optimal objective gameplay right? Right?

    Did you ever consider that when survivors complete generators, that means there's less locations that the killer has to patrol in order to find them? And if the survivors are REALLY bad and thoughtless and just rush gens that seem easy to do at the corners of the map… then they DO get punished hard for 3genning themselves.

    So yes. You asked for punishing survivors for doing their objective? There you have it.

  • Yes, the bots have wall hacks.. but their movements can be easily manipulated into quickly vaulting a window to block it, or corralled into corners and dead zones. And they get too scared when the killer is in close proximity.

    I feel like for higher MMR lobbies, they need to at least try to stick to the task they are doing if it is almost done, and instead of just running away from the killer, they try to run towards some kind of tile where they might be able to loop.. assuming they can at least take one hit to make distance to get there.

  • @Daniel_Silva04 said:

    They don't need to make tunneling less effective, they need to make tunneling less necessary. That's the solution.

    As long as there are players just bad at the game, struggling to make good tactical decisions, struggling in chase, or struggling to use their power effectively, there will always be people who will resort to "I need to tunnel!!"

    So no. Just making the game easier overall for killers does not solve this issue.

  • I wrote a big long post earlier about fixing all kinds of problems with dbd all at once…

    @YamamuraVideoRentals said:

    Bugs aside, newly released content that is imbalanced aside…

    DbD has glaring balance issues - the same ones for years on end. We've slowly come a long way since the game's first inception, like fixing hatch standoffs and infinite loops, but there is still much work to be done, and the game mechanics allow others to make the game extremely unfun and unfair for others. Just a quick list of issues (and there's probably more I'm forgetting):

    1. Generator speeds way too fast
    2. Camping and tunneling
    3. MMR
    4. Offering dodging
    5. Survivors hiding when they've clearly lost
    6. Killers slugging and bleeding everyone out
    7. Other QoL issues

    Issue 1, 2, and 3 are all closely related imo.

    #1 Generator speed is a common complaint from killers. As their MMR goes up and they start facing more skilled survivors, or at least, survivors who don't crouch in a corner the entire time wetting their pants, suddenly it feels like there's a million pallets and windows on the map, and organized teams will quickly finish 1-3 gens by time you down the first person. Slowdown perks were very popular for a reason, but many of them were gutted, and in compensation, the time to complete a generator was extended by a mere 10 seconds. Far too little, too late my friends. Because generators can be done so quickly, this causes many killers to resort to other less savory tactics in order to "apply pressure". See item 2.

    #2 Camping and tunneling are even more common complaints from survivors. It's not fun being tunneled out of the game. It's not fair. The basekit borrowed time everyone gets hardly does anything, as most people from ages four and up know how to count to ten. The anti-camp mechanic we have currently is a terrible joke. Only people who are genuinely bad at playing killer will get this to trigger unintentionally. Many killers have some ability, be it a ranged attack, a form of teleportation or high mobility, or other zone control that makes proxy camping extremely easy. And even if a killer does not have any such power, all they have to do is stay a certain distance from the hook (which isn't much).

    We have been told that "camping and tunneling are valid strategies" for years, but this is bullcrap. I interpret this as meaning they are not bannable offenses (which would be insane) but nonetheless these practices are not healthy for the game. It's up to the devs to change the overall feel and mechanics of their game so that these strategies are not so easy and rewarding. Below, after discussing MMR a bit, I have some solutions to these issues.

    #3 MMR has always been controversial since its release, and frankly, it isn't implemented very well. In fact, it's been implemented very lazily. Looking ONLY at kills and escapes provides the least information, and can be wildly inaccurate. The old ranking system we had was somewhat more ideal, but even building from that, the emblem system we currently have is great for keeping track of all the things a player has done during the match. Killers get points for preventing the generators from being repaired, for chasing survivors and hitting them, for hooking and killing survivors, and for skillful use of their power. Survivors get points for repairing generators, running from the killer and avoiding being hit, unhooking and healing other survivors, and simply surviving as long as possible, or escaping.

    These were pretty simple systems that kept track of all the things players have done in a match, and the overall kills and escapes can certainly weigh in heavily to determine an overall team performance. When we look at MMR, ideally a team of survivors vs a killer of equal MMR should expect to see around 8-10 hooks, or 2 kills. When adjusting MMR, look at the overall team scores, look at each player's contribution and performance, and decide if their MMR goes up, down or stays the same. Research how chess ratings are calculated and do a system like that.

    Finally, swinging back to issues 1 and 2, I propose this: Once MMR has been properly sorted out, we'll do the following to balance the game:

    -Matches with high survivor MMR take longer to complete generators. Make the additional time up to a whopping +30 or +40 seconds at maximum. Sounds like a lot? It is. But a good team shouldn't have any issue doing this. Remember that even at maximum, this is not +200 seconds to a match. With three survivors each on a different generator, it would ideally be only +80 seconds.

    -Matches with high survivor MMR take longer to open exit gates. At highest MMRs, up to +10 additional seconds maximum to open the gate. This should make getting everyone out challenging, and not a guaranteed open gate just because one person was ready at the switch right when the last generator was completed.

    -Matches with high killer MMR take longer to sacrifice survivors. It can take up to +30 seconds maximum for a survivor to progress to the next hook stage. Therefore, if the killer is camping, this gives more opportunity for the joke self-unhook timer to fill up more, and more time for the other team to reset, reposition, or even just do gens.

    -Matches with high killer MMR have slightly more windows and pallets. This will make the killer's job harder, just as the survivors' objectives have been made harder.

    -Matches with high killer MMR grant survivors longer haste and endurance times when unhooked. Up to +20 seconds maximum just based off of MMR alone, which should be plenty of time to get to another loop or tile.

    -Matches with high killer MMR have increased anti-camp system ranges. Up to +12 meters at higher MMRs. But of course, other survivors in this increased range also foil the system and will prevent the bar from going up.

    Final anti-camp and anti-tunnel adjustments: When a survivor is on hook, or unhooked, the server checks how many hook states that survivor has compared to other survivors. Example: Dwight has been hooked for the first time, and Meg, Jake, and Claudette haven't been hooked at all. Dwight has one hook state, the others have zero. That's a difference of one hook state compared to each survivor, and therefore, three total. While Dwight is hooked, the anti-camp system actually has a +30% additional range, and the bar fills up +30% faster. When Dwight is unhooked, his endurance and haste effects will last +30% longer, and the haste effect is +30% stronger.

    Then, let's say Meg is hooked next. Dwight has 1 hook state, Meg has 1 hook state, the others have zero. So she'll get those same bonuses, but only at +20%. Then, let's suppose Dwight is hooked again. He now has 2 hook states, which is 1 more than Meg, and 2 more than Jake and Claudette. This will therefore further increase the effects of the anti-camp and anti-tunnel system by +50%.

    Other changes: The anti-camp system still works during end game. If a survivor is hooked in the basement, the entrance of the basement is used to determine "camping distance" if it is closer.

    Lastly: because I also know such tools are used "offensively", the endurance effect granted from unhooking shall be negated if that survivor were to take a protection hit (grace period 5 seconds from being unhooked).

    #4 Offering dodging. We have all probably seen this done by streamers, or done it, or at least had many of our own games prematurely end before they even began. I don't think there's any proper way to prevent this, other than keeping all offerings hidden. Let them be revealed after the game map loads (check offerings and perks with ESC), and people who choose to disconnect after the fact will receive proper punishment, as they should.

    #5 Survivors hiding/AFK. There have been many topics about this already. When the game is just about over and the survivors have clearly lost, sometimes they all tend to be "rats" and continually hide and stall the game. At this point, they aren't even trying to complete objectives. They're just hiding, doing nothing, hoping the other person gets caught first. Well, we need crows. The current system won't give survivors crows who are continually moving around but doing nothing, nor will it give survivors crows who hop from one locker to the next. Simply put, what we need is a system that keeps track of what the survivors have accomplished recently. In two minutes, they will need to either heal another survivor, cleanse a totem, open a chest, open a gate, repair 20% of a generator, or interact with a select few number of killer items.. or start getting crows.

    #6 The 4k slug and bleedout is just toxic and wastes everyone's time. Give survivors the ability to pick themselves up. Or give survivors a surrender option. Or do that thing you had years ago where the match just ends and everyone gets morid. I don't care what you do, just don't make everyone wait 4 minutes for the most boring and anti-climactic end of what I'm sure was a very "fun" match.

    #7 Various Quality of Life issues:

    1. skill checks: Ever notice how like 80% of the time you're about to leave a generator, then a skill check decides to happen and blows it up? This has got to stop. Seriously.
    2. Hit boxes: Be it wonky ranged attack hit boxes, killers being fat shamed, invisible sky boxes, getting slowed down and caught on literally nothing, and really strange collisions, all our game maps need to be polished to the point where this never happens and isn't a source of immersion breaking and frustration.
    3. Totem locations: It really isn't good when totems are right next to generators in plain view, you know that? There is supposed to be a risk/reward to totem perks, but the reason most people either don't bother with them, or feel they must also run Undying is because often times totems are way too obvious and found too early in the games. At the very least, they should not be in plain view of generators, not completely out in the open next to a rock, and survivors should not spawn right next to them.
    4. Chests and killer item locations: This is one of those situations where again, I feel the coding was either very lazy or very poorly thought out. Killers like Onryo and Xenomorph in particular need their items in the best strategic places. Regardless, the placement of chests should not be prioritized over other objects that are far more impactful to the game.
    5. Colorblind settings: The game has been out for 8 years now, and all we have are some filters that don't actually do anything to help. Scratch marks and auras are the very big issues here. Give us a system in the menus to customize what color the scratch marks are, and also to customize the aura colors of various perks. This will be very helpful in the case that there is overlap.

    But to here's what I wrote on the subject:

    When a survivor is on hook, or unhooked, the server checks how many hook states that survivor has compared to other survivors. Example: Dwight has been hooked for the first time, and Meg, Jake, and Claudette haven't been hooked at all. Dwight has one hook state, the others have zero. That's a difference of one hook state compared to each survivor, and therefore, three total. While Dwight is hooked, the anti-camp system actually has a +30% additional range, and the bar fills up +30% faster. When Dwight is unhooked, his endurance and haste effects will last +30% longer, and the haste effect is +30% stronger.

    Then, let's say Meg is hooked next. Dwight has 1 hook state, Meg has 1 hook state, the others have zero. So she'll get those same bonuses, but only at +20%. Then, let's suppose Dwight is hooked again. He now has 2 hook states, which is 1 more than Meg, and 2 more than Jake and Claudette. This will therefore further increase the effects of the anti-camp and anti-tunnel system by +50%.

    TLDR: the more hook states a survivor has compared to their teammates, the more effective the anti-camp system is, and the more powerful the borrowed time effect off of hook.

    I ALSO think, in addition to this, that the unhooked survivor's scratch marks, pools of blood, and grunts of pain, and aura should be completely disabled for that duration, and they ALSO lose collision with the killer. So that will prevent the killer from trying to block them from going up basement stairs for instance. It will also prevent the survivor from trying to get in the way of the killer and take a hit for their teammate.

  • I find it very hard to take the surveys seriously these days. Imagine me asking feedback on this post that I am writing, except it is never asked in a simple way and is instead framed in a very awkward questionnaire.

    The content of this post is agreeable.

    Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree

    I had fun reading this post.

    Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree

    How likely are you to quote this post?

    Very Unlikely, Unlikely, Neutral, Likely, Very Unlikely

    Reading this post felt like a valuable use of my time.

    Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree

    Like, what is this? Nobody likes these kinds of questions, and I can't imagine that anyone is getting any kind of valuable insight back at the company HQ.

  • @Stibfa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967007#Comment_3967007

    Yeah you want to back that claim up?

    https://us.v-cdn.net/6030815/uploads/8Q1G2BNEFIBS/1000025923.gif

    If ghouls skill ceilling is so low please Post a clip of you bodyblocking survivors mid loop like this. Hes easy right? So it wouldnt be an issue. Just play a game and get a clip!

    I don't know. Haven't played ghoul myself, but honestly just looks like you vaguely clicked near the ceiling in the general direction you wanted to go, then clicked on the pallet. So I can't really tell if what you did was indeed "skillful" or not.

    But just thought I'd point out that you could also have just kept chasing Laurie, baited her into dropping the pallet, and simply leaped over it while locking her in place.

    So it's basically like you did a 360 on huntress and still nailed your shot. "Look how skilled I am!" Debatable, but unnecessary.

  • @UndeddJester said:

    The problem with the "Kaneki is an m1 killer" argument, is that if the Kaneki is good, that is only true at trash loops... which bear in mind, you're automatically injured.

    What makes strong loops strong is the fact that walking around them takes time. Killers are normally forced to break these tiles and taking the time to break allows the survivor to leave to the next tile. If Kaneki does this then Kaneki isn't that hard to deal with at all...

    A good Kaneki however, won't break the tile, as Kaneki can grab you over a loop with his enraged leaps. It is not hard to hit at all, because a good Ghoul will not let you leave the tile and will instead keep zoning you until he can grab you and vault. When he does, he heavily hinders you for a moment while he in turn also has the fastest recovering vault in the game, beating both Legion and Wesker...

    What this means is if you're at any decent length tile, he can just grab you over the tile and gets a free m1, so traditionally strong tiles for survivors become weak tiles... no "m1 killer" can subvert strong tiles in this way.

    The only place his vault isn't a problem is at already weak, crappy tiles... which he can just keep 50/50 mind gaming until you lose... you still can't leave tile cause he just catches you... and nobody can win 50/50s forever, and since you're auto injured, our "m1 killer" is basically playing like you're perma-exposed...

    So basically playing against Ghoul tends to feel monstrously unfair. The only place you can fight back is at crap tiles, that you will eventually lose anyway against even the weakest of M1 killers. It just takes one decent fake from the Ghoul and that's it.

    His nerfs at least make it so that trash Ghouls get run over... we don't have a Skull Merchant situation when a terrible player still often runs over much stronger players for free...

    However a good Ghoul who is accurate and really knows what he's doing, it's like playing against Nurse... there isn't a lot you can realistically do, especially when he takes perks to make loops even less safe like Blood Favour and Bamboozle.

    This is very well said, and the scary part is Kaneki's insane map mobility hasn't even been mentioned in this post yet.

    So on top of everything else, basically he gets his hook, typically runs something like bbq or alien instinct or friends to the end, spidermans across the entire map and right to that survivor in like 5 seconds. This will force survivors off of the gen and then typically activate dead man's switch. AND THEN, even if that ghoul happens to fail to get another down fairly quickly, once their first victim is saved from hook, they can just leap all the way back and proceed to tunnel them out.

    @Eon said:

    The thing is, you have no right to nerf killers that are under blight and nurse that do much more dmg to matches, until those dont get reduced, reducing others killers power level wont help in the big picture. And as a killer main…, hes is strong, and annoying needs a nerf, as well as nurse and blight, but those 2 need it much more urgently.

    Honestly, this killer is right up there with nurse and blight. Probably stronger in some situations. So a nerf is still very much deserved.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3966467#Comment_3966467

    Can you please test it and be sure it's working then? I've seen people do it and I have also been able to do it in customs.

    You might just want to see if doing absolutely nothing still summons crows around your head. Could be people are dropping and picking up items due to old habits or what they thought was correct information, but maybe it's "working" simply because the whole crow system was disabled.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/451559/the-tunneling-needs-to-stop

    "To everyone who says 'tunneling is a valid strategy' … no, it's not. That is a circular argument. This is only a valid strategy so long as the devs leave it untouched. The minute they put their foot down and say no more and put in a meaningful change to stop this nonsense from happening every other game, then it will no longer be a valid strategy."

    First of all what's that for a increadible useless part to read? Of course it's only valid as long as it's accepted by the developers. If it wasn't accepted (by them actually saying themself it's a valid strategy) it wasn't valid - that's what people are usually leaning on and makes also a lot of sense. This part is just a pile of hollow words.

    Second: yes people tunnel because the killer is at a disadvantage with 4 survivors alive, and they don't have any reason to not tunnel - it would only make it harder for yourself without anything you gain by it. The best thing to do would be to even it out so that you're actually able to not rush the first kill, and at the same time make it that survivors don't instantly lose as soon as they are 3 people or less - then you make it impossible to camp or tunnel (or make it increadible unattractive) and you're basically all set to actually reach what people want. This system would need constant finetuning to work, it would also make the game feel a lot more plain probably - it would drag games that are not even on the playerskill longer than it has to, and make you lose games sometimes that you wouldn't. (If you want a example look at 2vs8, the system there was pretty similar but with a too high scaling, it felt really bad from time to time because you made yourself lose by being to fast).

    Speaking of useless and hollow….

    All I am reading here is yet more circular arguments.

  • I mean, we already have some perks like Grim Embrace, No Way Out, None Are Free, and Pain Resonance….

    The problem is that the killer can still tunnel someone out early game and then STILL get value from these perks after that. So if your idea is to reward killers for hooking a different person, then maybe they should completely miss out on any further rewards if they then hook the same person again.

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