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YamamuraVideoRentals

YamamuraVideoRentals

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  • @Zuiphrode said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949560#Comment_3949560

    Why aren't you doing gens while the killer stares pointlessly at a hook?

    I'm sure you'll be among the first to rush to the forums to cry about gen rushing.

  • @melissayeti said:

    they missed the opportunity to have a pirate ship/island map with Houndmaster release.

    Yeah, absolutely! But hey, who says we can't have another pirate themed killer later! xD

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949574#Comment_3949574

    Yep "No Way Out" sorry, I was mixed up 😅, and yeh i tried to be stealthy but obviously with crows I couldn't be. But going back to my point, at end game with No Way Out, what can I do? I think crows need toning down.

    The system definitely needs tweaks, and I guess you can continue sending feedback.

    But one thing you might try is finding a dull totem to cleanse, or a chest to open in the mean time.

  • @KA149108 said:

    I had a crow in one of my games while trying to power the gate while waiting out "no where to hide" and the killer came over because of the crows. But yeh fair update apparently 🙄😒

    Or do you mean the perk "No Way Out"?

    FYI, the killer receives a notification when a survivor attempts to open the gates for the first time, and it wouldn't be unreasonable for them to come over there and search around for a survivor trying to be stealthy.

  • Get better internet? Maybe if you do use a VPN, use one that is either very close to where you live, or where the dedicated server is?

  • @Zuiphrode said:

    Why should you be entitled to a 100% safe unhook?

    Why should the killer be entitled to a 100% secured kill, and/or more free downs and hooks just because they hooked ONE survivor?

  • He still has practically no cooldown when hitting a survivor with the fire axe. AND THEN he becomes 115% speed! Too overpowered. And his stealth ability when exiting a door lasts for too long.

    Otherwise I think he would be okay.

  • @IrisLP said:

    This is the second time this story has happened to me.The randoms are letting themselves die anyway, bringing a lucky offering (or using slippery meat) and killing themselves on the hook. What happened? I'll narrate one of the games.

    Situation: We were 3 left with 2 gens. The map: Forgotten Ruins.

    I finished a gen (1 gen left to repair). There's a survivor hanging below, but he's already giving up the game, so he uses his attempts in the first phase (he put a lucky offering and starts using his attempts to reach the second phase, and he succeeds). I see through Empathy that my other teammate is going to rescue him, so I proceed to look for another gen, but surprise, my teammate is right in front of the killer, so I CANT touch another gen. I have to go down to my teammate on the hook, but I have to go around because the chase is on the tower stairs, so I have to use the portal behind the tower to go down because there's no other way. I go down as fast as I can, because it obviously takes a long time, and the teammate still lets themselves die (the teammate failed all the skill checks in the second phase). What happened then? Not only did the teammate let themselves die, but I ALSO got a crow on my head because the game thinks I haven't done anything in 10 seconds of gameplay. I mean, running around the map, evading chase at the only entrance to the place, going through a portal to reach a teammate who let themselves die, and then a crow pops up because they think I just stood there doing nothing in 10 seconds... So... either devs extend the time it takes for the AFK Crow to appear or they add to the game that it NOTICES when a player is doing more actions (including running, which leaves scratch marks; running isn't free).

    Long story short, something similar happened in the basement of Gideon Meat Plant.

    I don't think it's fair that a player trying to get through the game should be punished, while the player who let himself die should be fine anyway (and even if they if they punish them, it doesn't help me at all, because I'll find more teammates like this, and that doesn't make the games any more enjoyable).

    And for the record, I've said it before, those kinds of people don't care about losing BPs or ranks, they don't care about that, that's not a punishment for them.

    *As a note, I did report this teammate, so I hope to see some feedback soon. But like I said, this isn't going to do any good.

    Regarding the latest developments in the title, I'll simply say that I've already seen people leaving others on the hook for failing skill checks or simply not doing something they consider "appropriate" for the game. They do this because they know those on the hook can't even try to free themselves. In fact, when I took someone off the hook who the others didn't want to be taken off, it was my turn to stay on the hook because I "dared" to take down an "unwelcome" companion that previously failed a gen skill check.
    I suppose this is also reportable...

    Well in your first example, if you already knew your teammate was trying to give up, and you know how long it takes to go get there, there was pretty much no point going all the way down trying to get the save. You might as well have just hopped on the other generator immediately and you could have even completed it if the other guy had a good chase.

    But also something else to point out. A single crow flapping around your head isn't the end of the world. It's merely a warning.

  • But then if I down one survivor, and I know exactly where the other one is, and it takes more than 20 seconds to hunt them down, you just get to get up for free?

    If we do add in some kind of unbreakable feature with only 2 survivors remaining, the recovery time should be slower if anything. But then again, I feel like this will really only exacerbate the problem. If the killer really wanted to slug for the 4k, and now you are picking yourself up only to go hiding again, this only drags out the game more.

  • The system just needs a few tweaks. I think there's already a comprehensive list of suggestions somewhere.

    If you are afraid of getting crows and can't find a gen, you can also try cleansing a dull totem or opening a chest. I think that will hold you over for a while.

  • Probably needs to be rewarded these points also when:

    • Hitting a survivor within ten seconds of exiting a security door. Maybe longer, depending on how long the devs want to allow him to retain undetectable.
    • Hitting a survivor with an axe OVER a very tall obstacle, such as a jungle gym wall. Or maybe simply at a very far distance and a high arc.
    • Grabbing a survivor with an axe stuck in them, AFTER they have already dropped chase.
  • I think we still have this issue on Midwich. I just played a game on Midwich as survivor. When you slow vault the window near the drop in the OP video, you also tend to get stuck against the wall. It's not "infinite" but it can take some seconds to stop dragging against the wall and finally hit the ground.

    It really seems like the map creators put a tiny ledge up there which… simply put, should not be there as there's no reason to have it. Such a tiny feature is insignificant and is only causing bugs.

    DeadByDaylight.log
  • The funny thing is, if people never just quit matches or otherwise sabotaged their own internet, there wouldn't be a need for the DC penalties in the first place. So honest players end up being punished a bit more (or a lot more, depending on circumstances) than the people who caused the need for penalties in the first place.

  • The change doesn't completely need to be reverted. But if there is only one other player left, being able to die much faster really helps find hatch. Especially now with the crows. By time all the animations finish, the last survivor is most likely going to have crows on them unless they've been touching a gen the whole time the other survivor has been on hook.

  • I think it would be much more aesthetically pleasing if the doors actually looked like they were attached to walls.

  • That's true. I think some code needs to be added where if a survivor comes into close proximity with a blocked object, or is forced off of an interaction because it just became blocked, that it gives them credits towards NOT being "afk".

  • @theTARNavsky said:

    I have a similar issue with the same quest, on PS5. However it's not only that I can't progress or pin it, but I actually had it complete before the new chapter release. It was on 200/200 and on the chapter release day it reverted to 60/200, making my completed quests lower.

    Same issue for me. At least the thread here:

    https://forums.bhvr.com/dead-by-daylight/discussion/448591/quest-wont-progress

    says a fix is upcoming.

  • I wasn't sure if this was a "bug" or a "feature" to be honest… though I suppose this feature removes some of the utility of the mother's comb.

  • I've had like zero issues with unfair crows with all of my games so far.

  • How about Jar Jar Binks as a killer.

  • But I've had mostly the opposite experience.

    Seems a lot of downs I have seen are unfair seeing how there is pretty much no cooldown nor slowdown between throwing an axe and being able to land an M1 attack.

  • This is a very bugged quest which I had already completed. I had done all the quests up until this latest week was released.. and now suddenly this one from week 6 is back, and you can't pin it, and it never gets progress….

  • I think this is more of a problem with how the game registers the killer being in a chase.

  • @UndeddJester said:

    Just wanna point out... that this issue happens to benefit Pig, as it pushes her boxes further apart and makes the time to reach them longer for survivors...

    So if this gets changed... that's technically a Pig nerf ;🐽;

    Not really. If anything it makes pig stronger. Because if all the boxes end up being next to generators, then the pig can both be checking boxes AND generators at the same time. imo a fairly designed pig will have boxes that are not close to generators.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/447571/make-moris-count-for-hook-emblems

    Lore-wise it makes sense, as "kill by your own hand" is not offering up a sacrifice to the Entity. The suffering on the hook feeding them and such.

    I actually forgot it doesn't count towards that Emblem (or achievements/adepts) as I see moris so rarely.

    Either way, what is the point of designing a killer power for example Onryo that is LITERALLY to directly kill survivors, if it just ends up punishing them in the emblem system?

  • Biggest problems with the ghoul is that the auto-aim hitscan feature of their power even allows them to locate survivors in their peripherals or obscured by things like bushes easily. The first hit they get also feels way too free.

    So it's basically like legion, but with much, much higher mobility, the ability to body block survivors, and heck, even a form of ranged attack that can hit survivors up on a different level if there is a clear line of sight.

  • Feels like it would take 4-5 killer games for a killer that relies only on their M1 to deal damage.

    Any other killer that uses special attacks would take much, much longer….

  • @Lixadonna said:

    Have people thought about what they are asking for? There is so many ways things can generate. If this was to happen then it could lead to things like: inability to teleport to those Generators since a Survivor will take the tape. Useless TVs after the Generator completes. more spread Hooks. Stronger tiles for Survivors.

    Yes.

  • Also, when a TV is spawned near a generator, can the TV actually be facing somewhat in a useful direction, not like, with the generator behind where you come out and with a wall blocking it to boot?

  • @SvarturSteinn said:

    I'm honestly astonished that they would allow this to go unchecked since 2018;

    Then again we're fully aware that BHVR has a severe allergic reaction to anything that even has the smallest chance of buffing Pig.

    Determine layout > Populate Generators > Populate Killer Interactable > Populate chests > Determine Spawn Points.

    Hm. Maybe it could be they don't want Jigsaw boxes right next to generators? But still either way. They should be prioritizing each killer item in whatever way they feel is appropriate. The Onryo tip as the game loads even says that TVs are near generators, so when the devs say it's not a bug, that is reaaaally dumb.

  • Singularity is singlehandedly the most broken and strongest killer in the game.

    Tell me gamers.. what is the point of running to a crate, printing an EMP, running over to find your ally being chased, and charging up the EMP to remove slipstream, if all Singularity has to do is throw down another pod and can instantly undo all of that in half a second?

    There is simply no counterplay to his power while in chase.

  • Give the survivor off the record, and have Entity claws come out and lash out at the killer, stunning them for 10 seconds!

  • @bnork said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937456#Comment_3937456

    i assure you the small pink line is not the reason you're getting found

    You have no idea what you are talking about. This isn't a small pink line. It's a significantly-sized graphic that depicts an open mouth when a survivor can be auto-aimed.

  • @bnork said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3937384#Comment_3937384

    nah these are both poor ideas, the grab attack wasn't designed to be a dodgeable attack, as explained by the devs, they prioritized the mobility aspect of the kit feeling smooth, rather then the projectile based, changing this would require a rework to the entire system, which largely serves no purpose. as for the info graphic, that takes away information from the ghoul player, does nothing about the strength of the ability, and doesn't really do anything about the problem you mention, if the killer is that close to you, they'd hit you regardless of any change you make to the ability, these issues aren't balance, they are personal grievances.

    No.. they would NOT hit me if they do not know I am there in the first place.

  • Another really frustrating thing with the ghoul is you can't really hide from him.

    I've been in many situations, hiding behind a rock, pallet, wall, bush, or some place pretty much 90% of killer players will miss as they run off to some other objective they are chasing. Then ghoul uses their power for mobility, and that BIG GLARING MOUTH GRAPHICS lights up and rats out my location like a spotlight.

    Just remove that stupid graphic that gives them free intel, and let them figure out for themselves when they have a valid survivor target. Also you know what would also be great? Treat it like a projectile, not a hitscan.

  • I main Sadako and would appreciate this.

    The code should be also very easy to fix. Every map already has your list of potential chest spawns, so you just check what killer it is, spawn their items FIRST, and THEN you can fill in the rest of the gaps randomly with chests.

  • Here was my pet idea for no mither:

    -Start the game healthy.

    -When you are downed, you have the option to use it once at like 95% recovery.

    -If you do activate no mither, you THEN are permanently broken for the rest of the game. After this you can still keep picking yourself up from the ground when slugged.

    -Plus other buffs the perk already has.

  • I keep voting no, don't bring it back, but the majority always want it. lol

  • At the very least, I find the new shade of blue nice. So is the green. Was the green always that way, or is it a little deeper now?

  • @LockerLurk said:

    Frankly just make the gates regress a little bit basekit and call it a day, no need for a perk for it.

    Yup. Seems BHVR does not learn from their old mistakes, and changes which should be made to normal gameplay are instead ported off into perks. Which might seem like a decent idea at first, until you realize there's probably a dozen things that need a nice overhaul or rebalancing, and there are only four perk slots.

    • Like, imagine if there was a perk that allowed killers to grab a survivor who was in the middle of a healing animation…
    • Or a perk that blocked a window a survivor vaulted three times while in chase….
    • Or a perk that increased the time it took to make a gen stop regressing (from instant)
    • Or a perk that made totem spawns less garbage…
    • Or a perk that allowed you to close the hatch on a survivor's face even if they were standing on it….
    • Or a perk that allowed survivors to self-unhook if the killer hung around too closely for too long….
    • Or a perk that caused all survivors to simply die three minutes after the exit gates were open…
    • Or a perk that summoned crows around survivors who had not touched an objective for a minute…
    • Or a perk that removed those big black bubbles that appear whenever gens are done or survivors are hooked….
    • Or a perk that changed the color of scratch marks to green, or blue, or white, or some other color of your choosing…

    Some of these are merely hypothetical perks that could be useful. Some are features that have already been added to the game. Anyone here pro enough to tell the difference?

  • Alright, so what… just remove the haste entirely from this idea?

  • @Lexilogo said:

    I actually think this version would be quite strong, thanks to the Haste. I think it would turn some safe/semisafe pallets into totally unsafe pallets against M1 Killers- If the Survivor has no good option to run away, you just stand still for a bit to proc Insidious, then use the Haste to break the loop. I'm not sure how common it would actually be, it could end up being overpowered or not very good, but worth giving some thought.

    Anyway, I approve of the concept. The idea of being able to use Insidious to proc a temporary Undetectable on command and walk with it for a short time as a mindgaming tool is what I have wanted Insidious to get buffed to for a long time.

    I think to be fair, pig crouch/ambush and chucky slice and dice would be way more powerful than this insidious buff at a loop.

    Now could there be times the survivor loses track of the killer and can't see them over a maze of walls, and doesn't simply leave the tile? Yeah that's also true, and in this case, I think it would be perfectly reasonable for a perk like this to shine. This buff I was suggesting was mainly made to make it easier to genuinely surprise and grab survivors busy doing something though.

  • This also affects Onryo once a survivor has got seven stacks of condemn.

  • DeadByDaylight.log

    I can confirm this as well. I have the same issue with Onryo. If a survivor is hiding in a locker when they get their 7th stack of condemn, you can hear the heartbeat and even tell what direction it is, kind of, but you don't actually see the bloody web indicator.

    Have a log file for you as well. However, a lot of games on this, and only did 2 killer games, near the end.

  • @Ragna_Rock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932813#Comment_3932813

    If oni's teammate is doing well that means he is out playing the survs no? Meaning effort has been put in and in 2v8 the 2 killers need to work together for better results. If the oni is on one side of the map while his teammate is on the other all the orbs clump up on one side making so oni has to go far for his power, I see people (me included ) who run to a corner to heal to make his orbs more difficult to reach. And as for slugging there is built in anti-slug he can max slug 4 people if they are not paying attention. 2 is the most common.

    If oni has his power all game that is a skill issue on your TEAMS part.

    What you're saying might seem true, but experience actually playing the game trumps everything.

  • @Ragna_Rock said:

    First, 2v8 is slated towards survivors off the bat 1v4 = 5gens 2v8 = 8 so to make up for this killers get base kit buffs to down faster to compensate ok.

    Now for Oni his power is supposed to be strong as it takes effort to charge it, to counter this Oni is M1 at base so is easy to loop, the best way to play against him is to not get hit and play super safe as Oni's thing is snowballing when he has his power. If he gets it split up he cannot slug too much due to the anti-slug built into 2v8.

    If Legion is a problem you can 99 the mend, body block or just force a stun at a pallet denying his power and if they are together starving the oni.

    I get this is not always obvious to people especially with the chaos 2v8 brings but there is counter play.

    Yeah but in 2v8 there's no effort to charging his power. Oni has a teammate who also gets downs and injures, so every 2v8 game I have been in, Oni has pretty much always been in power, and always running around slugging people.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931558#Comment_3931558

    You're telling the truth but you will be downvoted for it, why?

    Because people simply need to believe this Killer can never be good, or it shatters their idea that maybe they're wrong about M1 Killers, not playing this one correctly, or not very good at stealth Killers in general. They did it with Sadako, they did it with Wraith long ago, and now it's simply Ghostface's turn to be crapped on. They also did it when Chucky got the MINOREST of tweaks to make him more fair in chase, and the community instantly started screaming "OMG HE'S TRASH NOW HE'S A C TIER" when he wasn't. Frankly the constant complaints are probably because most people try to play Ghostface and other Stealth Killers the way you would most M1s. You cannot do that, they are not built for that, these Killers are meant for ambush not chase - and even in chase, if you simply know how to use your power and mindgame, you're probably fine.

    It's 100% not his Reveal that's the issue, though it can be problematic due to server ping, or his chase (he technically uses extended mindgames as antiloop). The issue is his mobility. He's otherwise got a pretty balanced OK Kit and decent addons, he is not "weak" just because Otzdarva says he is and everyone wants to believe they're high level. I promise you, you're not high enough MMR to make him so unviable he's actually D tier, you will probably still win 60% of your games playing as him. Yet another reason tierlists are misleading poison to the community and we all should disavow them ASAP. At some point people need to stop blaming the Killer and their kit, and start blaming themselves and looking for how to improve, especially with a limited kit like Ghostface has.

    And if not, and you still refuse to believe he's fine or try to improve and learn his actual kit? Well…

    "Is it true? Am I just bad at Ghostface and don't know how to properly stealth or M1 chase? Is he just too difficult for me to use well because I am not good at his kit? No. No, it's not my fault, he's just too weak to be viable… not like me, the strong Blight Main!"

    I too will be downvoted for telling the obvious truth, but hey. Whatever helps people who are bad at stealth and M1 chase sleep at night I guess.

    Well I agree for the most part. And especially about tier lists.

    Every time someone asks a big streamer for some tier list, they are pretty much saying, "Hey guy who is more popular than me, can you think for me so I don't have to?"

  • I think all bhvr really needs to do is remove the big glaring icon.

  • Ghoul seems okay, but the main thing I really hate about ghoul is their auto aim thing gives them free hits on survivors who are hiding, when vs just about any other killer, they don't see you and would walk by.

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