YamamuraVideoRentals
YamamuraVideoRentals
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I think the main thing they need to do is reverse the TV off time for the iri tape. Since Sadako doesn't even build up any condemn with this addon, and more mobility is its strength, it makes no sense to allow survivors to shut off her TVs for EVEN LONGER, and with pretty much zero risk of getting condemned.
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Unbelievable. It's like killer mains think that unless a killer can consistently get a 4k in 99% of their games, then the killer is F tier.
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Nah. Survivor is NOT "absolutely easy mode". Maybe improve your MMR and stop playing against baby killers.
Thank you for your input and bumping my thread. I meant to post some good videos here!
https://www.youtube.com/watch?v=9RlEoWgl4dg https://www.youtube.com/watch?v=C9l6EyG_Jps https://www.youtube.com/watch?v=mcx2GTI5AZgEnjoy!
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I mean it's literally the killer's objective to kill/hook survivors. Imagine if gen progress was hidden from survivors? So if they miscounted or weren't paying attention, they don't know how many gens still need completing? It's the same thing!
Also, if hook counters really aren't a big deal and should be very easy to keep track of already, why not just remove that info from survivors as well?
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Killers are going to tunnel regardless, and they don't need a hook counter to do it. It's a bullcrap argument to say this is what the majority of killers would use it for and it would only encourage more tunneling. But either way. It's a huge quality of life thing that should have been in the game for BOTH sides ever since it was added only for survivors.
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Everyone cries too much about ghost face being so "weak" when he in fact is quite strong. His main "counters" all involve the entire team being a coordinated SWF (spoiler: ALL killers will struggle with this!) where no one touches gens until someone can spot him, and one person basically follows him around and keeps him out of power.
Sounds so terrible for ghost face at first, until you realize that all that time, it means survivors are not doing gens, and if someone is always following you and knocking you out of stealth, that is a free chase you get to start without having to search for the survivors.
Frankly I don't care where big streamers place him on their tier lists. He needs to be fair to go against, and removing him from power at most once before he just face stalks you and gets a free instant down isn't fair.
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If survivors don't heal though, they just go down to basic attacks. And it just means thousands of blood orbs laying around for oni to pick up.
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You'd think being in the fog should at least give survivors "undetectable" or something so their auras can't be read.
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@MechWarrior3 said:
Whats stopping you from playing killer on 1v4? In my region it takes around 2 minutes or less to get a game…What region are you in?
I tried playing a killer game in 1v4 a few days ago. The survivor bonus was only 25% too at the time! Surprising I know. That queue took about… 4-5 minutes to load. Not ridiculously unreasonable, but still far longer than I'd like.
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Sure, do all that, but make it so that he cannot build up any mark progress on a survivor while they are revealing him, and also have the mark progress decay like it does for trickster.
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Maybe survivors shouldn't have their aura being revealed every 5 seconds and legion could get a rework to go from an extremely boring and lame killer, to one that makes sense and is actually fun to play, and play against.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931111#Comment_3931111
they are right on behalf of pub games, they require no effort because average survivor player simply gives up as soon as they realize killer is playing any of these strategies instead of actually giving an input to countering them. If you refuse to play against strategy, devs will hold your hands further, actually a great strategy to dumb the game down even more.
…..right. And how do you play against those strategies? Just don't unhook your teammate and gen rush? All other team members jump off gens and come at the hook in a coordinated effort, which gives the killer a free hit on everyone, and eventually another inevitable down? Everybody runs shoulder the burden, decisive strike, off the record? Oh, but then there's still slugging to deal with. Four perk slots can only band-aid fix so many flaws with the game.
Maybe the fact is, there isn't REALLY a viable counter to these killer strategies… which is why they are so effective, and why most killer players utilize them to begin with.
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@AmpersandUnderscore said:
IMO these should've been in phase 1. Having them effectively be slated for December is going to be rough.
My biggest worry, though, is that even after waiting so long there's no guarantee these will actually be effective solutions. They haven't announced anything except to call these new changes "anti slug, anti tunnel, and anti camp", and to reassure players that "if they impact kill rates they will make adjustments to compensate".
Even with just that information alone, we've already had people slamming even the idea of looking into these issues. Complain early, and often has been the forums meta for about 4 years now, and it's convinced people that they can get BHVR to back down on changes, nerf before things go live.
I'll also add, that they put "anti camping" on the road map before, and what we received was AFC. There hasn't been a single post in two years about this feature that doesn't involve at least one person saying "it wasn't to prevent camping, just FACE camping". And now again, we've been given yet another black box labeled "anti camping" with no details.
But… of course they will impact kill rates. Because killers use these tactics as an easy way to apply extra pressure, get free downs, free hooks, and by extension, more kills.
Tunneling and camping have still always been huge problems that need to be addressed. But I've also always said that gen rushing also needs to be curbed, so that killers do not feel they need to resort to these tactics to win in the first place.
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It seems that way at first, but bear in mind that there are around 90 days to complete the whole milestones quest lists. There should also be new events coming up like anniversary for instance, possibly chaos shuffle or lights out again, which might yield their own rewards for doing stuff.
The daily quests are also pretty easy. Usually I can complete all three in just a single game. But most importantly.. you don't HAVE to do anything. If you feel like you don't want to play dbd, then just don't.
I mean sure, there's some FOMO tactic here, and you can argue that it's a way for them to entice players to simply buy rift levels with real money… but by day 80 of the rift, was spending the money, or worrying over the game really worth it for a cosmetic that is very similar to others, but only with some parts a slightly different color?
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906444#Comment_3906444
It’s a hitscan attack, which means it literally has a 0 second travel time. There isn’t any projections needed.
The grab attack is separated into 2 parts, and the first part instantly stuns the survivor and latches tentacles to them. The killer’s screen often shows the survivor as 0% concealed when they start the grab attack.Even though the grab attack contains a long animation to leap at the survivor, the survivor is stunned the entire time, so it’s not really a leap attack, and instead it’s an instant hitscan attack
I have seen a streamer get hit blatantly all the way through corners of walls, when both he and the killer had around only 30 ping. There's no way this should happen, and just saying "it's a hitscan!" doesn't really mean much.
It never should have been a hitscan attack in the first place. That gives way too much power to hackers.
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They could do something like, if the survivor's hitbox is more than 50% concealed by all the hitscan area, then the attack doesn't work. Especially if they also do a little projection to guess what way the survivor would be going to compensate for ping. And they could just remove the delay on the attack so it looks more realistic on both ends. Right now it is way too generous and no skill to use.
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Perks? Maybe. But I'm of the mind to actually fix the game and improve its core gameplay, rather than trying to compensate with perks. There's ONLY so many perks you can have.
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@UknownShredder said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3902694#Comment_3902694
10% haste wont solve that. I am happy having my foe in the basement with stalk on the entire team and get a 4k. Why should i promote running around getting my legs tired when i got my survivor where i want him. Enough now with all the buffs and needs and wants from you survivor perspectives. I know u guys want 4 hatches too. You can choose to to the hook and make some tactic but most likely someone is going down but sometimes it works. You gotta do the gamble.
It's kind of weird how literally everything I had suggested is some form of buff to the killer. Something they can actively do. And the only downside was bringing the anti-face camp back. Which still doesn't really work at any significant distance at all, by the way. And you somehow think that I'm some "survivor main" that "wants 4 hatches".
Please. I argue for things on both sides.
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@kit_mason said:
Can a trapper not just use this to hold survivors hostage, paired with autoopen traps, remember me, etc?
I don't think a hostage situation would occur, outside any other normal situations where a killer player being a real jerk would try to hold survivors as long as possible anyway. It would definitely be extremely advantageous for trapper, though, and would require a lot of teamwork and smart moves on the survivors' part. For instance. Disable trap, hold switch for 25 seconds, get off and be ready to disable the trap again.
@UknownShredder said:
You know certain m1 killers cant get from gate 1 to 2 before they are opened even tho they patrol the area.
That's part of the reason I wanted to give the killer haste.
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@[Deleted User] said:
The problem with totems is always in the spawn. Your totem will definitely be burning somewhere here.
The killer needs a function at the beginning of the match to remotely choose which totem will be Hex. Since the spawn locations are unlikely to be fixed anytime soon. With this change, killers will be able to mitigate all the unfairness of the totem system.
This is absolutely the main issue. The problem with hex perks is their unreliability and rng, and if your hex spawns on a totem three feet away from a generator it is just gone 20 sec into a match with zero value.
This is NOT the kind of "risk" killers should be expecting when playing with a hex perk. Spawns like this are utterly ridiculous.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899449#Comment_3899449
Ah. I need to tell you.
We're done here. Have fun chatting with others.
Are we done here? You sure? Didn't you want an actual response? A debate?!
No problem. I'll take my win. Thanks for bowing out.
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@bjorksnas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899616#Comment_3899616
Making him 110 is a boring way to make "mistakes' more punishing because it doesn't only make mistakes more punishing it also leaves room for rng to take the wheel with bad maps.
If you want mistakes to be more punishing don't make a change that affects outside of that because you want an "easy" change just make it 110 and don't think too hard about its full impact. I'm gonna pass till someone actually has a more comprehensive idea that while ideally having punishes mistakes more isn't a widespread factor to now worry about.
Not boring. Simple and elegant. Don't need to make things more complicated than they have to be, or introduce more side quests for survivor or completely new mechanics that will bug out the spaghetti code.
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Well, I think at the very least, killers need something to do at the end game, because I'm pretty tired of seeing all the face camping. BuT wHaT eLsE iS tHe KiLlEr SuPpOsEd To Do? I don't know, come up with something!!
The idea of damaging gate switches to temporarily close the gates or lower their progress seems like a good idea. Or what if the killer could damage a generator, and then that prevented the gates from getting any power for 2 minutes, OR until that generator was fixed? I'm not talking about an insane time. Think of the time it takes a generator to stop regressing.
Maybe the killer could unhook the survivor and carry them again, and if they made it all the way to the basement they could rehook for an instant sacrifice? Maybe so long as that one survivor was stuck on hook, nobody can escape the trial? I'm sure there's other creative ideas to come up with, but I also think the anti-camp meter needs to operate during end game as well, because it's so boring.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899437#Comment_3899437
Why would I do that? You’re not comparing it to regular regression in your response. You’re comparing it to COB. So in return. It’s not weak.
COB needs a buff for sure. Although, it’s not weak. Especially paired with POP."Why would I do that?" To verify the truth for yourself and see that you're wrong, I'm right.
Either that, you totally misunderstood what I meant in the first place. I was saying that the full COB effect doesn't even add 4 additional seconds of regression for survivors.
If you kick a generator, it loses 5% progress (4.5 seconds), then over the thirty seconds of your little experiment in custom games, it loses 7.5 more seconds (8.3%). So we're at 12 seconds of survivor repairs to undo your kick.
Now if we throw COB into the mix, then loses 5% progress (4.5 seconds), and over the thirty seconds the generator loses 9.375 seconds (10.4%). So now the survivors were delayed by 13.875 seconds!
That's a difference of less than 2 seconds.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898740#Comment_3898740
So you've:
- dodged cocnerns about encouraging 3 genning every time its been brought up
- strawmanned my position
Do I need to tell you we're done here, or can this just be the end of it?
And what exact type of response do you want? You've formed your question as a rhetorical statement, and you've clearly already made up your mind about the subject. While you're technically correct, it's an entirely moot point. I didn't have to strawman anything. Your position was already incredibly flimsy.
The fact is that the current singularity chase mechanics are broken beyond belief. This should not be up for debate, and this needs addressing. Speaking of dodging concerns, like the literal entire point of this thread, you're guilty of just that. And your excuse is "well, they will just 3gen instead!"
And here's why your 3genning concerns are unfounded:
- The 8 kick limit, which was implemented to help stop the endless hostage situations. There was an update which put quite a limit on the 3gen situation a while ago, in case you missed it.
- The change I suggested ALSO helps alleviate the 3gen situation. When survivors use an EMP to disable a pod near one of the generators singularity is guarding, he wouldn't be able to replace it and then immediately tag a survivor.
- A weaker chase in general also directly correlates to a weaker ability to hold a 3gen. Because in order to accomplish anything, the killer has to secure injures and downs, which means they need to win chases at some point.
Anyway, why your point is moot. Logically if the killer can't just blitz through pallets, ignore windows, and end chases insanely quickly, then yes, they will of course have to fall back on.. you know… actually using strategy. Is trying to hold a 3gen part of that strategy? Absolutely. Do survivors not like it when killers hold a 3gen? Of course.
But do you know what survivors hate even more than 3gens? Wasting tons of time to get an EMP and use it, just for it to do absolutely nothing. Mindgaming the killer and totally saucing them at a tile, only for it not to matter in the slightest as he teleports right behind them for the umpteenth time. In short, survivors hate entering matches where they have zero chance to win and facing killers with BS powers that have no counter play. See: twins.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898757#Comment_3898757
Actually this is false about COB. Ive tested this perk in customs, Give slightly over halfway through the perk of it activated on a gen and you have almost a full pops amount of regression on the Gen.
That's because you're counting the ENTIRE regression from kicking the generator normally.
Compare your results with just a regular old kick, and you will hardly see any difference.
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@Jexckmgn5 said:
I'll never understand the logic behind the Hex: Ruin nerf in the past.
It's because killers can just chase survivors off of generators and get instant regression then and there without having to kick the gen or do anything else special. So they get to have stronger chases AND free regression without even touching the anti 3gen kick limit.
Ruin doesn't need a buff. Not directly. All totem placements just need to be better and not super obvious.
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Call of brine is pretty terrible. The extra regression it provides - even over the full duration of the effect - slows down survivor efforts by less than 4 seconds. And the info isn't that great either. If you really want to know if a survivor is working on a particular generator, you could just run surveillance or gear head.
I don't think pain res and pop need even more nerfs, but other underutilized perks could see some attention.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898491#Comment_3898491
Does it or does it not disincentiivse chase playstyles by making them harder and more work to get value out of and in turn incentivise 3 gen strategies that the community has repeatedly and constantly signalled they despise?
You're right that it will make them play setup. Just not the kind you mean.
Gee I guess you're right. Any nerf to any kind of "chase" whatsoever, no matter how broken, clearly incentivizes keeping a 3gen hostage!
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898149#Comment_3898149
The issue you are creating with your post is worsening the Singularity's contributions to health by forcing him into playing Chess. You're creating a killer that is forced to 3 gen because you have made chase singularity a traditional zoner that loses to leave tile → leave tile → leave tile rather than a pallet blitzer.
3 genning sucks to play against, and it's boring as hell to play for most people. Given how it went for Skull Merchant, it'd also likely validate people harassing hux players. I don't see how this improves Hux in any direction.
This is actually wrong because it is guaranteed that the singularity has OTHER pods on the map. It is very possible that when singularity shuts down a tile and scares a survivor away by placing a pod on it, that they could still be pushed into another pod that has already existed. And thus the actual game of planning, cat and mouse, and the team coming in with EMPs actually becomes relevant again.
Singularity can still be a pallet blitzer when he chases a survivor with a slipstream on their back. The only thing I am "creating" (or more accurately advocating for since I am not a dev) is to stop this brainded tactic of singularity instantly putting pods on survivors with no recourse and spamming their power more during chase with no counter.
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@DestroyerBG said:
Geee thanks for finally someone seeing this. I talked about this like months ago and I was told well just use emps and you should not be able to last against a killer for long and no this killer is not so strong. I literally said the same thing as you and almost everyone said I am wrong. Finally someone woke up to see the problem lol
I have actually had these thoughts for much longer, just couldn't really pinpoint what I felt was the main problem until some weeks ago. Then I just had to type it up.
@DestroyerBG said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3898108#Comment_3898108
Agreed he needs a nerf of sorts for sure but you just wait for the Singularity defenders to come here later and say how wrong we are because if we have emps we can shut his power down for good as if he can't replace it within 10 seconds. The only good thing emps do is prevent him from teleporting to the other side of the map if he sees you doing a generator but he can definitely hold a 3 gen if he wants to. He can also as we all said spam his pods until he can teleport to you for eternity. I even gave the situation of playing with a friend once and the only reason he lasted longer than 30 seconds was cause I knew where he was and used emp to get him more time. Literally against this killer you can't do anything cause he does everything fast and can teleport to your ass
Don't worry friend. The defenders are already here in the form of mass down voting.
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@kit_mason said:
I agree that he's strong (maybe not quite top 1 strong but a very solid top 5 contender) but your suggestion only emboldens 3 gen strategies which are unhealthy enough as is.
Instead of a biopod that takes 10 seconds to turn on, buff EMP availability and use range, and it'll be a huge step in the right direction. It makes getting rid of Slipstream easier because more survivors have EMPs faster and can more quickly use them to help in chase.
The issue I am pointing out is Singularity's ability to instantly re-tag a survivor mid-chase. It honestly does not matter if you double the amount of EMP chests, create them faster, and widen the EMP range. As soon as you get a slipstream off your back, the singularity can just place a new pod and reapply slipsteam in literally half a second. I even just saw a video of a guy playing singularity. Switches to camera in shack, tags a survivor that is healing. They EMP. He walks up to shack window, replaces the disabled pod, and slipstreams them again in the span of a second. What a joke!
But then the other problem with making too many EMPs available and with a bigger range is then the singularity loses their map presence. I mean, there was a reason this killer was buffed, but I think the whole thing where it can keep reapplying slipsteam mid-chase has been overlooked and makes the killer way too strong.
@jedimaster505 said:
He's not stronger than a good Nurse but he's definitely another example of an overpowered killer that requires only low skill cheese tactics to succeed. At least you can pre drop pallets against him unlike Nurse that just ignores them entirely.
Well the problem with that is there's only so many pallets on a map. And even if comp dropping every pallet typically buys enough time for a pro team running 4 brand new part commodious tool boxes, Singularity is different because he breaks predropped pallets faster than brutal strength + fireup on steroids, and then what little distance you do make he just shoots you and catches up.
And again my main gripe is that no matter how well you play, no matter how badly you bamboozle this robot, it does not matter because Singularity always has this built-in catch up mechanic that cannot be countered. Using EMPs kinda works to keep it away when it is across the map and busy, but they do absolutely nothing when you are being chased.
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Either way you're probably going to die unless 4 medics run over and spam their abilities all at once. The mori doesn't change this.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890655#Comment_3890655
It allows wiggle room. If he's chasing a survivor to hook, that survivor isn't in a position to unhook, but it leaves ample room for other survivors to rescue. With a camping bubba, he just has to sit there and powerup when anyone approaches and not much can be done about it.
What the heck are you on? If he's chasing someone to the hook, then obviously no one else can rescue either, because now literally the WHOLE LOBBY is at the hook.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3890639#Comment_3890639
It's not to prevent proxy camping, at all. It's to prevent facecamping. It's mostly entirely designed around stopping bubba from being a problem with his aoe one shot kill on demand power.
It serves it's purpose. I have not seen a single facecamping killer since it's inception with the exception of one, and that survivor successfully self unhook hooked and eventually escaped the match.
If the killer isn't just within 1-4 meters then it's pretty much completely unrelated to facecamping.
What the OP wants is an anti camping feature in the game, but that doesn't exist. Killers protecting hooks is one of their literal tasks.
Bubba is STILL a problem with the whole camping bit. This system literally does nothing to prevent him from running behind a survivor going for the unhook and doing the exact same thing as without the system.
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I don't think the bar should fill FASTER, but the range is definitely way too pathetic. I'd suggest slowly increasing the range up to 32 meters over a period of 50 seconds.
The thing is that proxy camping is MORE powerful than face camping. The anti-camp mechanic pretty much only taught killers that want to camp how to be good at it. Because the only thing a killer has to do is just be somewhat close to the hook. As soon as they see a survivor going for the save, they can be right there to interrupt, and some killers have instadowns or the ability to hit multiple survivors at once. So this also still enables tunneling.
Even if the camp "fails" .. well, it simply doesn't. You get free hits and free pressure from uncoordinated teams that aren't on comms. The only way to get even a remotely safe save from a camping killer is if one person ultra-stealths to the hook and isn't seen nearby. Then someone else has to get kind of close and briefly take the killer's attention. Even in this scenario: the killer is already in a chase with said distraction person. And they can still quickly go back to the hook and immediately resume a chase with either the person who unhooked or the person who was just unhooked and tunnel them out.
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I'm firmly believing now that bots are actually detrimental to the game and don't help the 2v8 queue problems. Sure they fill up some vacant slots quicker, but seems like their presence is an extreme annoyance and demoralizing factor when playing survivor. Because who wants to queue up as survivor when they just know that 1/4 of their team are going to be braindead bots that don't even make any smart decisions?
Really should have done the whole killer game pass/ticket item instead. Like, when you win some games as a survivor, this means you can spend a pass as a killer to drastically shorten your queue times. If lack of survivor players is a problem, then incentivizing killer players to actually play survivor should have been an option from the very beginning.
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When I hear the term "Sudden Escape" I started thinking:
- end game collapse starts on a one minute timer
- all survivors pick themselves up off the ground, and die instantly when downed again
- Hatch opens, and only one survivor can escape through it.
- Everyone else gets sacrificed when hatch closes.
- Good luck!
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First bhvr needs to properly calculate MMR, taking more into account than simply kills/escapes.
Then, for SWF groups, bump their MMR up accordingly depending upon the team sizes.
Then, at certain thresholds of high MMR, increase generator time required for all survivors. Killers at high MMR also get longer hook stage timers, and a few more pallets on the map.
SIMULTANEOUSLY, with these adjustments to gen times for high MMR games, camping, slugging, and tunneling need to be addressed in a meaningful way.
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By far the most annoying thing about wraith is all the body blocking strategy.
I don't think the whole slow down to a snail's pace while uncloaking and then suddenly zoom when completed is a good design choice.
And frankly, the fact that he snarls and gargles so loudly kind of ruins his stealth.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860268#Comment_3860268
He has to catch you with nothing but a knife…
In an obstacle course designed for you to have an easy time escaping…
What the hell, man?
Well so does Doctor. So does Sadako. So does dredge. And meyers….
Are you seriously complaining because he doesn't have a gun, projectile vomit, or some other form of ranged attack?
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@Zuiphrode said:
If you can't deal with one of the weakest killers in the game, that's entirely on you.
Totally out of touch with reality
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@Zuiphrode said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860065#Comment_3860065
I don't want to hear any whining about toxicity when I've run into multiple SWFs recently that just hide in the basement on badham with 2x Unbreakable boons, Boil Over and Flip Flop and just try to run the game out as long as possible.
Your entire post can basically be summed up as "bE cReAtIvE kIlLeRs"
That's a completely different situation.
First thing you should do is break all the walls, second thing is snuff the totems. And if they continue trying to be a bunch of goobers trying to make it impossible to hook by camping the basement, you're 100% justified in slugging them out.
It's totally different when survivors are just trying to play the game normally, and the killer's first priority is slugging people and camping their bodies.
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@NarkoTri1er said:
he needs a huge tweak to empower his stalking mechanic and discourage the "Chaseface" strategy since he is a killer meant for ambush downs
100% this
@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859415#Comment_3859415
- Gens fly.
- Safety is close, plentiful and interconnects.
- There are back to back second chances all over the place.
- All Ghostface gets are legs and a knife.
- Exhaustion perks exist.
But 99 stalking isn't fair? An interesting perception.
He's among the stealthiest killers in the game and has instadown.
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Well I guess next time you don't want to be fooled by a friendly killer, don't gen rush and just search for dull totems instead. xD
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All the devs need to do is play one game against a ghost face player of middling competence, and it will be Matheau Cote and the flashlight nerfs all over again.
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@RpTheHotrod said:
The fastest way to kill any game is to provide instant gratification and overly casualize the game even if just a game mode. People generally will always take the easiest fastest gratification option. It ends up killing the quality of the standard game.
This doesn't have anything to do with "instant gratification".
I'd argue that the actual fastest way to kill a game is to make it impossible to play the game in the first place.
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"and no one can convince me otherwise"
Great. So why bother even having a forum discussion then?
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The problem with twins is victor is too cheap and easy to use. He's a little baby gremlin that moves at like 200% speed across the map. High mobility, looping is impossible, and his pounce is pretty much impossible to miss when he's hugging you.
If we could kick Victor while he was charging his pounce, at least that would leave some incentive to keep his distance and actually make some skilled pounces and get rewarded for it, rather than survivors punished, punished, punished, 4man slug on the ground inevitably because Victor is so OP.
Houndmaster also seems to have been a good take on this theme. Imagine if Victor could leap out of Charlotte's chest, and then you could control him for a few seconds before he disintigrates or something. That would probably be a lot better than the slugfest we have currently.
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I really feel like they should make it so that survivors can't see TV auras unless it's only for a few seconds after it has just applied condemned.
I also had written my own thing up here some months ago, but it hasn't gotten any traction..