bjorksnas
bjorksnas
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796741#Comment_3796741
I don‘t exactly get the stuff, where you were talking about pig, but if you mean being able to teabag as pig would be bad, then I disagree. I would love to be able to teabag.
For Sadako I completely disagree. She was not reliant on the addon nor does she need it. It is basically only an addon that is for fun and being able to use the flicker. It would definitely not be op. She got still enough restrictions. Even when they left it at 33% I would be more than happy and it is really sad that they nerf an addon that is mainly for fun.
I generally just think that many addons do not need any nerfs, because they weren‘t really strong before they got nerfed for no reason other than „It is basekit now, we don‘t want to make it a tiny bit more useful.“ They nerf for example also addons that weren‘t good nor used at all when buffing certain killers basekit. → One example would be doctors static blast addons. Literally no one used them before and they nerfed them so no one will use them.
It still reaches the same strength it does before it was nerfed, and it still reaches higher numbers than it did at 33%
Pre nerf time 1.5s
Post 1st nerf time 1.33s
Post rework time 1.5s
It still reaches the same total effect it reaches beforewhen they do a basekit buff they nerf the addons so that it doesn't reach above or very far above what it did pre update
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id rather see it become more involved in earning infinite t3 than outright deleting it
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@Langweilig said:
It is unnecessary in most cases.
Sadako for example with ring drawing, where it was completely unnecessary and it would have been a nice alternative to the other addons then, but no you nerfed it for no reason. I see this reoccuring everytime you make basekit changes and in some cases it is necessary to nerf them, but in most cases you should just leave them like they were like you did with bloody fingernails on Sadako (which is without a doubt her best addon now)
Probably because they would be too strong or silly if they just make basekit buffs then left it exactly the same in most cases
Look at pig and leather strap, they made 70% of it basekit and left 30% on the addon going from 2s to 1.3s and 0.3s reduction on the addon, if it was left the same it would be down to a 0.3s crouch time which would be silly to spam the charge attack off of, especially after the second round of basekit buffs making the basekit crouch time 1s basekit time and the addon only reduce it by 0.1s. A 0s crouch time into charge would just mean charging 24/7 for distance and all attacks.
On sadako if it wasn't changed the current invisibility time it would give would be 1.8s (+50%), not seeing the killer 55% of the time on top of not seeing them at all outside of 24m is a big deal. But they still have the effects pre-nerf that you would using the addon or slightly more at the very least. Before all the updates you could get 1.5s visible and 1.5s invisible using the addon. After the updates you can get 1.5s visible and 1.5s invisible using the addon. The point is that you are no longer reliant on the addon for all of its effects because without it you still get 1.2s instead of only 1s but you don't get a massive buff or be able to double / triple down on its strength when you bring it but you get similar or the same strength before the update.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796134#Comment_3796134
the strong aspect of anti-tunnel is NOT the endurance aspect of unhooking. The endurance aspect only removes disadvantage between chasing an injured survivor and healthy survivor. People tunnel through off the record no problem. The part that is strong in anti-tunnel is 10% haste granted by borrow time. that is anti-tunnel of system. Currently, it is only at 10 seconds. Laughable base-kit anti-tunnel mechanic as this expires so quickly so every killer that hard-tunnels through the haste. When the mechanic get buffed to 60 seconds of 10% haste, then mechanic for anti-tunnel is no longer laughable. It is now highly detrimental to tunnel survivors off hook hence anti-tunnel.
many survivor still complain about tunneling in dbd saying that BVHR doesn't do anything to stop tunneling and proxy-camping. that is why your seeing these experimental changes. If these changes are successful discouraging killer from tunneling off hook and proxy camping near hooks than you'll see BVHR implement into the base game from its outstanding success.
I know it will be successful because there is no chance that i am tunneling off-hook vs 10% faster survivors and there is no chance that i am standing within 24 meters of the hook for survivors to jump off the hook. that is how i know that the mechanic is already successful without even playing it.
1 minute of 10% speed and endurance and 32m anticamp range would be extremely silly in the main mode. Its suposed to be a gritty survivor game with party game aspects not a party game with survivor aspects. At that point why even keep trying to remove tunneling or camping without removing tunneling or camping and giving compensatory buffs. Just remove hook timers and give survivors a shared hook pool for 4 and personal hook pool of 2. No one dies before 6 hooks and everyone gets at least 2 hooks minimum unless everyone gets hooked.
Being able to be "safe" in a game where someone is trying to kill you would just be comedic and the metas following changes like this would not be fun. Trying to remove "tunneling" and "camping" without technically removing them just so you don't have to make up for it by buffing killers is just never gonna work without killing the game or making dbd not a tom and jerry simulator (you can catch the mouse but you can't ever win) Can't wait for the unhook and hide meta because you can no longer put the person you just unhooked in a bad spot anymore and have to be across the entire map or not on a small map with massive self unhook ranges.
If you want to enjoy a 6 month lifespan before all but top killers quit be my guest but changes like this would put the game on indefinite dlc life support.
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Depends on playtime since buying it and on what platform steam is based about it though
As long as you still meet the conditions, less that 2 hours played (in the case of dlc less than 2 hours of additional playtime since purchase), less that 14 days ago, not a nonrefundable purchase, not modified ect you can refund it
Gl on other platforms though
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796103#Comment_3796103
They did it with BT they can do it with OTR or DS
Can doesn't mean should and can in this case sure doesn't mean balanced
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@Bookern said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796011#Comment_3796011
They do that already with OTR though? so by that logic OTR needs to be nerfed? Like yeah its gonna be weaponized but conspicous actions will keep it from going crazy
Something basekit being too strong doesn't mean that a perk version of it is too strong. Getting free effects without a perk slot to compensate for it drastically shifts game balance. While conversely having a perk with effects like OTR is balanced out by the fact it takes up a perk slot.
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Any specific killers in mind or just kneecap the whole roll for fun?
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@ColrSM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3795085#Comment_3795085
so was Blights and they removed it
but they took 3 years to remove it so wesker still has time
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but its cool
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Yes its an average
meaning if little timmys 4 man group escapes 25% of the time
and big Jerrys 4 man group escapes 75% of the time
The average is 50% escape rate
Some people can be far above and far below the listed rates
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Its been suggested since june 2017 and it still probably won't ever happen because new content is the lifeblood of the game now more than ever
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@Bookern said:
Really? Not Wesker but Wolf?
Well it could be any number of reasons
It could be they feel better removing it early because weskers took a while to find so they are fine with it
It could just be an easier fix that requires small changes or only few lines of code
ect
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Freedom to dc doesn't mean freedom from dc consequences
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Its partly because her recovery speed is very high whether she hits a survivor or misses, she moves at 85% speed for for 2 seconds
compared to a landed hit speed (12.5%)
MIssed hit (25%)
Or even other ranged killers that take single healthstates in one hit like she can
Deathslinger shooting / missed shot (50%)
Deathslinger reload (70%)
Deathslinger stun (0%)
Artist placing / firing / cooldown (80%)
They each try and have some variety of slowdown across the board to either punish misses (heaviest in deathslingers case) decrease loop mobility (heaviest in huntresses case) or just across the board slowdown to make it harder to be on top of the survivor (artist)
Huntress balances her slow around loops with being one of the fastest recovery and minimal downtime
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792162#Comment_3792162
There was no such thing ever added into the game.
Closest we had was a third party software that allowed you to see the people you were up against in a lobby, which people would dodge against if they saw some one they didnt like.
Close enough
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792123#Comment_3792123
Well the developers seem concerned enough about the affects it would have on matchmaking to write it off entirely, at least for now.
They also really didn't like MLGA back in the day once they added the feature to see the name of the killer you were up against.
Overwatch were really careful about their implementation of it, it was originally only 3 slots. They bumped it up to 10, but it only deprioritises matching with those avoided players, not outright blocks it. It should also be noted that it only prevented people from being on your team, not being matched AGAINST you.
OW is the only competitive game that I've seen implement something like this, and even then, they're extremely careful about how they do it, since it can heavily affect matchmaking, ESPECIALLY at the higher ranks where there are less players overall.
They already tried it in dbd and it didn't work, sure you could block "toxic" players so you don't need to see them again but the usage of the system didn't stop there because people abused it to block good killers for easier matches to the point where some good killers just couldn't play the game, at all.
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I think this is so far out there for a "tech" that even trying to call it one is just trolling
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@Marc_123 said:
Distortion does not need a nerf. You already only have 3 tokens.
I could imagine they add the 2v8 effect that it shows when your aura is being revealed.
You actually get more than 3 tokens they added regen for it years ago
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791787#Comment_3791787
Honestly playing people who are overpowered and tunneling etc isn't fun so I dont blame people, it's deserved.
It doesn't support your point to celebrate people abusing a system for something its not intended for when you want it to get added to the game
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3791776#Comment_3791776
Like I'm sorry not everyone will use it that way, a system shouldn't be ######### because people don't like to play against certain people, it will make people happier. Maybe more people will be conditioned to PLAY the game and have FUN, and not try super hard with meta killers to win.
Let the community talk for once, it doesnt have to suck, its people who defend it and allow it who make it this way.
Be the changeIts not a be the change moment, it literally used to work that way and was abused to the point where some better high end players just wouldn't get to play the game because they were too good at nurse or xyz so people blocked them
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@Twinblades713 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790727#Comment_3790727
I won't propose any lore to go along with these but:
A blinding killer would be kinda cool. Maybe one that has to land a skillshot kinda like pinhead to get the blind, or maybe if you look at the killer too long - like a reverse Unknown. Don't let the blind be too long, but with testing and toning BHVR could find a good duration. Good survs, like good killers, can still run blind, but it would allow for some interesting gameplay.
A killer that can create temporary terrain (in whatever lore-appropriate shape) to block survivors. So it doesn't add to the pile of pallet countering killers, could disallow it from being close to pallets or windows (we already have so much that blocks those).
The main issue with coming up with new concepts for killers, is that all the available mechanics have been used, and BHVR would need to introduce more mechanics to widen the variety and combination of tools killers have. Some examples of tools that do not, but potentially could, exist in DBD.
- Thunderclap - directional modification, W makes you move backwards, S makes you move forwards, etc… for a period of time. Learnable, manageable, but debilitating.
- Tripping - Survivor falls down, but can get up. Injury or not can be directly tailored to the killer skill/perk/addon related to it. Similar to hindered with a slightly different approach.
- I was going to put Headaches here, but it ended up being so much like Doc's Madness that I think that ability could just be divided up and expanded upon. Let Herman be the best at it, but this is a rich effect and I wouldn't be mad if it was spread out more.
- Hamstring - Survivors can't crouch for the duration. Doesn't have to be the core mechanic of a killer, but just an addition to throw around for fun wherever it works.
They have some merit but those powers wouldn't really fit well. How do you balance blocking off pallets or windows, what about the differences in loop size and loop spread, if they get 1 block then how do they deal with linked loops ect
Blinding as a power would be hard to balance because it all depends on the skill level, new survivors instantly lose and top end survivors effectively face a killer with no power so you would need to then also balance it across skill levels
New status effects could work but the main problem is that at the end of the day the killer has to be effective enough to down survivors so making straight forward simple chase powers that can get consistent downs rather than some grandiose design that you have to hope can manage across all levels
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790917#Comment_3790917
Who needs to cleanse anything when you have 4 old BNPs? First 4 gens would pop instantly. The killer better be packing old moris.
literal only way to play the game is corrupt intervention / gridlock / mori billy and hope to get a down before they can be out of the match at that point
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790917#Comment_3790917
While wer are at itm we could also bring back Endurance stacking and work through 3-4 different iteration of Endurance before we finally get a down; that was fun :D Oh, and no basekit BT, let killers sometimes just down the survivors the very frame their feet hit the ground after coming off the hook.
Well, such a blast from the past mode would at the very least give everyone a perspective how good they have it today. But we might to have killers 400% incentive to convince them to come playing.
I mean it would need to go all in on killer side, you would need machine gun build + no bt + enduring for ds stun + probably rapid brutality
It all really depends on how much of what gets changed / stays modern but I think in the end survivors would still make out like bandits no matter how much you back port different mechanics and perks
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I don't think killers best perks would even compare to 4x survivors best perks it would pretty much just be a killer bully mode, unfortunately since its participate at your own will, almost no one would outright choose to play killer
Ruin undying wouldn't even carry the killer side because it could still just be cleansed in 2 totems with any amount of luck vs
4 dead hards (iframes) and all in every chase, 4 ds (that activate before even being hooked), 4 borrowed time (which give both players endurance), and most likely so you can't do anything about it, 4 unbreakables
So as fun as 3 health states, 4 hook states, no choice to slug, and no win hook saves wouldn't be, ill pass
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I mean there are like 37 in there and they all have to complete the same objectives, theres gonna be overlap
if its so easy make one up thats unique apart from the rest and ill judge it for you
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Bloodlust was a bandaid for poor map generation, as long as maps can generate poorly then its needed and yes they can still generate poorly. Outliers on one side don't matter since you don't need and won't get bloodlust on very killer sided bad map gens and outliers on the other side are almost the entire reason it exists. Some killers kits are just so mid that telling them to play without bloodlust is all but begging for stronger killers to be played instead since they didn't get bloodlust in the first place with power use.
Wiggle was just too overbearing to be played around reasonably on controller, pcs users can very easily counteract wiggling while console players can't, its still more effective than it used to be but it doesn't need another buff any time soon
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@Brimp said:
Really back at BL? Half the killers cant even get it thanks to powers.
Its funny because its basically a mid tier killer nerf
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790457#Comment_3790457
you could make range global and people still wouldn't use it. maybe if you make range global and it has like 45 second duration, maybe you'd use it as budget lucky break or some stealth perk that triggers after killer finishes hooking someone.
That wouldn't even be a budget lucky break at that point, it would be a pretty good borderline op depending on the meta at the time. A teammate getting injured every 45s for the effects of lucky break + iron will 24/7 is pretty common unless its you being chased, but you might still get the tail end effects of other survivors chases. Outside of that there are situations where you might want to do something right after someone gets injured / downed.
Infectious fright, they do know where you roughly are but no scratch marks no sounds made you get a pretty easy get away from killers like oni, nurse, blight ect
Slug recovery, can make it difficult for the killer to keep track of where you went or extend chases while they go after you
Sneaky rescues, if someone is downed then hooked you have an easy 30s window with the perk where you won't leave scratch marks you can use it to get in close and get a rescue or be in a prime position when the killer goes after another objective or survivor
Flashlight saves, someone was just downed 45s of iron will and no scratch marks is a no brainer for easy saves
Hit and run, if a killer is bouncing from survivor to survivor you are now much harder to find after the killer smacks one of your teammates, dropping a chases would only net them a more difficult chase if they can even track you to start with
Might be an interesting buff but might be a bit too broken
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Proxy camping doesn't need a mechanic to fix it since its not something that's a problem with the game. If you wanted to fix it you would also effectively remove most of the pressure of hooking a survivor and the point of the timer in the first place because there isn't a punishment for being late if the killer can't be around the hook.
That said just allow unhooking to occur at any hook in the map after killer has been within 24-32m for x amount of time.
Oh you got a basement hook and spent time setting up 4 traps at every entrance, exit, and on the stairs, well I unhooked them on this hill over here
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Every killer is "op op" for a while because people haven't let learned to play against them, for casual players it can be a few weeks and for dedicated players it can be a few days. Its all downhill from here for them.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786990#Comment_3786990
Because those games award neither bp nor exp. If that were to change I'd say a fair amount of players would prefer to play with bots.
But you have everything unlocked and maxed out, theres nothing to grind for except if you decided to poke into a multiplayer game just to run unfair combinations of items / addons that you earned while playing against bots only to make a real player suffer from time to time
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786784#Comment_3786784
Don't have to worry about bruising an ego?
Don't have to worry about being farmed for content?
Don't have to worry about lobby shopping?
Don't have to worry about emotionally driven gameplay?
And I get to leave whenever I want and bm as much as I want?
Sign me up.
Well why even play a multiplayer game at that point, when they implement killer bots just go into custom lobbies with 3 bot survivors and play that
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3786902#Comment_3786902
If you pair it with the Carb Tuning guide you can it uses all 3 sweeps and consumes only one token.
True but due to the glitchy acceleration they are more likely to reach a pallet that way so I just run it by itself and backrev for 1 token anyway with the better speed causing many mistakes on the survivor side
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It loses stacks on offensive actions, in some cases its prohibitive and in other cases it does nothing. But it would need to be a case by case on all killers to be balanced and usable at the same time which means a lot of work which they wouldn't invest in one perk.
Example, billy, if you didn't lose stacks unless on a successful saw you could become a menace
Bubba, if you could use all 3 charges with 15% bonus speed and only consume a token on down or pallet eaten you again become a menace
Theres just no good way to balance across the board with a single change so it won't be done due to complexity
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784988#Comment_3784988
LoS blockers don’t harm anti-loop killers and they’re in fact better for killers whose powers involve stalking survivors. I enjoy both Myers and Ghostface and LoS is incredibly important for building up their powers. Have you ever tried marking someone as Ghostface in the hallways of Midwich? How about building up the Evil Within as Myers on Coldwind? It’s hard as hell when survivors see you coming from a mile away. And antiloop killers aren’t affected by LoS blockers because their powers exist to shut down loops, which are essentially big LoS blockers.
Ranged killers are anti-loop killers at low walls so half right, and it does harm certain effects that then enable them to use their powers like how singularity requires an infection from the biopods which can't work without LoS. Stalking powers its more of a two way thing
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784967#Comment_3784967
The stupid thing about it is: Behavior puts all those stuff on maps to block line of sight to nerf her and then they buff her to compensate all those stuff they put on maps against her.
They put all that stuff there to nerf everyone but then buff her because it disproportionately affected her more than they wanted. Los affects mostly ranged killers and long range powers and limited turning powers, so it also hurts, trickster, nurse, myers, clown*, plague, deathslinger, cenobite, artist, singularity, ghostface, wesker, blight, chucky, oni, billy, unknown
Mostly a bunch of killers who need to to keep them somewhat harder blight / nurse
Keep their potential In check, oni, deathslinger, ghostface, wesker, chucky, singularity
Annoy them a bit, artist, plague, clown, trickster, cenobite
Or keep a bad killer down, myers
Los has drastic affects across the board and since it varies from map to map killers will get changes depending on how much it affects them vs how much the devs want it to affect them. Clearly they wanted it to affect huntress less and keep it the same for other killers
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784940#Comment_3784940
I wish people would stop saying that. People who don’t play her weren’t asking for it. People who do play her have been asking for changes for ages.
She is the least mobile killer in the game with 8 indoor maps, bad locker spawns and 60% of the remaining maps are unbearably cluttered.
She’s still in the bottom 10 when it comes to kill rates. Even lower when it comes to top MMR and EVEN LOWER when it comes to comp. Ask any ex Huntress main why they gave up on her, Scott Jund talked about it in a video before.
No killer in “A Tier” needs any nerfs. Especially not Huntress, one of the easiest killers to loop in the game and is only very punishing against survivors caught in a dead zone.
I went through a list of maps and when accounting for massive locker deadzones, indoor maps, and maps with massive amounts of rocks / trees / los blockers its like 1:1 bad maps to good maps
She def needed the buffs to account for all that jank
Also scott iirc mostly stopped playing huntress less because of the amount of stuff on all the maps and more because he played it for 4 years straight
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@LadyOwO said:
Do you play survivor at all? I highly doubt you'd understand how absurd it feels to play against her. I can guarantee you that she's not balanced at all right now.
You have to press the quote button on their post so they get notified when you respond to them
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783943#Comment_3783943
Killers specifically play nasty when survivors bring group bloodpoint offerings (anniversary offerings, streamers, etc). That’s unsportsmanlike.
Personal BP offerings are kind of irrelevant so there’s no harm in concealing them. Nobody plays hook offerings and IIRC unless it’s changed survivors need to play four of them to remove one hook from the trial… which isn’t really doing anything. So there’s nothing lost by hiding those either.
Nobody plays the fog offerings but their effects are negligible.Coin offerings are also negligible. Shroud offerings are already hidden, as are the moris. Nobody plays the ‘show basement hook’ offering because it’s pathetic. And hatch offerings should be hidden for reasons I’ve outlined in another comment.
You can't prove any difference in if the killer plays meaner or if they are just playing the way they normally play without any bp offerings, a similar thing can be said if I brough a blood point offering as killer, do the survivors suddenly have to go easier on me?
Is the excuse hide bp offerings because "people" play nasty during events because news flash people play nasty 24/7. Just because it feels disproportionate because of a few psychological phenomena and events attracting people who usually play in those boring mean playstyles because they burn out fast on it and do something else in a different game. Doesn't mean we should make a mainly survivor sided buff, if you want to hide bp hide bp, if you want to buff survivors, no thanks
Using a semi reasonable thing to say we should add an unreasonable thing isn't going to make me budge on the main point of hatch and map offerings shouldn't be hidden, neither should things that can have a big match impact like putrid oak, stacked luck offerings, ect.
Offerings can drastically shape the gameplay loop and knowing what you are in for is important because you get to plan ahead and thing a bit more. If they bring a map with a strong main building you can plan out to chase an outer subset of gens, if they bring 4 coins they may have chest perks like the new healing one coming out. Theres no reason to hide it other than to give survivors free "gotcha" matches where they pull some bedsheet over a poor killers head and beat them down with stuff they can't expect and kind of "similar" with killer but their stuff is usually obvious really quickly (scratched mirror myers)
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784230#Comment_3784230
it is not abusing if it is in the game. they could easily fix interaction by making that boxes keep their progression after being interrupted with linger time like 15 seconds then progress decays if player doesn't finish search but they have not done that.
that means that scream builds are intended for pig. They got nerfed awhile back with ultimate weapon and box aura changes.
Ok I mean that's clearly the opinion part but your definition forgets that exploits exist aka technically in the game but not allowed. It should just lock in progress no point in not seeing how even if it does the average search time is still 36s + Travel time and it removes an unfun playstyle aka kills with very low interaction on the survivor side.
Removing auras only slightly weakens it because you can still learn box layouts and remember box locations that you have seen / passed by so mid match to patrol them once traps start activating nothing stops you from bringing a small map throwing on a build like that and trying to pop heads especially with a change like above which has near perfect synergy with trying to manage it at the start of a match.
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It would probably take 5-6 months of average play tbh especially with tome, events, ect
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I mean its just a massive pig buff which unless you did some extreme nerfs would just be more unfun and lead to very boring gameplay
Pair it with 3-4 scream perks and you will end up seeing some start of match cheese where the pig brings something like
Small map offering (probably midwich), Video tape, Crate of gears, Hex Face the darkness, Infectious fright, Ultimate Weapon, Lethal pursuer
You put a big gamble on the start of the match and if you lose you are a moderately average m1 killer for the rest of the match and bought a ton of free time or even a kill but if you win you win in 2 minutes and 30 seconds. Its not fun, its not very fair, it abuses interactions that should be fixed and probably should have been fixed years ago.
On top of that endgame is just gg ez. Put a trap on the survivor even if all gens are done they can't escape except through the hatch. Basically an extra free kill or two even if the survivors manage a save.
It doesn't play nice match to match, it doesn't play nice in an all out combo, this change just wouldn't play nice in dbd and shouldn't be implemented
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Time efficiency wise if a rebuilt pallet buys ~4.66s which a god pallet can buy in spades its really strong, it would need to be a really high requirement longer build single use ect to even start balancing a perk like that
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783877#Comment_3783877
I’ve always believed all offerings should be hidden and revealed only during the postgame screen. There’s really no reason for anyone to know beforehand what’s been played. It’s not like anything can be done about an offering when it has been played and revealing them before the trial just encourages unsportsmanlike conduct.
How are all offerings being hidden sportsmanlike in the slightest
I mean look at the definition : fair, respectful, and polite toward other players when participating in a sport
How is hiding an advantage any of those things, that's just a straight buff under the guise of "fair"
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Record it, report it, file a support ticket, they get banned, move on
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1 to 1 some just don't work. But some of them don't even need side objectives or could have them work if changed
Doctor - Madness, no change just be careful of overlap with other powers that would have you hold m1
Freddy - Add more clock spawns (for arguments sake lets say 8) and make 4 furthest light up (so technically the furthest one is at most 3/4ths of the large map away instead of corner to corner) and make another one light up every 15s so eventually it will reach you so you don't have to cross huge maps or at least not as far if you want to eek out a bit more objective
Pig - Either way this one will have issues, probably just make it so the first time each survivor is caged they get a trap, 12 boxes spawn and standard rules apply 2.5 minutes, max 3 searches, 18 total searches in any random pattern across 8 traps. This one just wouldn't be fun to have to do more than once but also frustrating to be slugged so the pig can walk all the way over too you then even more frustrating with box spreads on large maps then frustrating^4 if you end up with max rolls so in exchange for making it easier to apply traps (aka both killers apply it just by virtue of a survivor becoming caged) it becomes a much more passive but weaker slowdown
Plague - Needs more fountains, fountains should have a limited duration they spend red / cap to make sure that more open up from time to time, not as needed as in the regular gamemode though since the cages make it easier to not have to healthy to uncage. But make it so that infection doesn't apply on uncaging
Nemesis - More boxes
Cenobite - Probably just remove the box and give him passive chain abilities and effects, if a survivor walks through another survivors chain it connects to them instead, if you land a chain it also chains all other survivors within the same range the gateway + chain traveled (max gateway range is 16m and max chain range is unknown but for arguments sake lets call it 20m if you land that chain all survivors within 36m of you get chained as well). Chains broken on the environment summon 2 chains to try and replace it (like the addon)
Thats all I got for now since a lot of them get even more complicated with similar spawning areas like tvs and turrets on top of the 20 chests which take up their spawn areas
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MMR is a rating to estimate skill level as a player its unrelated to anything else in the game playtime / levels / prestige / devotion level / rank
Getting kills and escaping increase mmr and having survivors escape and dying decreases mmr. How much it increase or decreases depends on the mmr of players killed, the mmr of the player who killed you ect
There is a softcap where once you reach it you can gain more mmr (at a reduced rate) and always queue at the softcap, so if you have 1100 mmr but the softcap is 1000 you will queue starting at 1000 mmr. The range of mmrs as you queue up increase the longer you are in queue on both sides of the range (although past at the softcap it won't go upward)
MMR is both global and individual for killers where there is some influence for playing well on one killer will increase the mmr on all other killers but in general not playing for long periods of time or playing some killers infrequently will mean they have a lower mmr since its not a single value and they have their own mmr, if I had to guess your sadako mmr is somehow low while your oni mmr is somehow high, mix that with a bit of rng and you get experiences like this
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782041#Comment_3782041
You can still bump through doorways, but you need to start holding the correct direction before the bump hits. For example, if you bump into the left side of a doorframe, you want to hold the left direction before Blight hits the doorframe, to immediately start moving Blight back into the doorway. The whole idea is that you bump, reposition, then bump again.
On smaller doorways like in RPD, you might need to also move Blight forward past the doorway, during the time between bumps.
On some doorways, it's easier to bump off of a nearby generator, or something else that is a bit beyond the doorway, so that when Blight bounces off that object, he is already mostly lined up with the doorway.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782004#Comment_3782004
A guide of basic tiles doesn't really help much anymore. Bump logic itself was nerfed, because the newer maps have way less of the basic tiles that existed when Blight was new. The correct strategy is that players need to be able to look at a loop or tile, and quickly determine if bump logic can even do anything, or if Blight literally needs to be an M1 killer at that loop or tile.
Well exactly, go off instinct the other thing that I said
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Well the way I do it is either have a preset idea of where to bump in a tile or have an instinct of when to rush in the open to usually secure a 2-3 bump rush or a 3-5 in a tile. Just rush all the time and eventually you will get instincts of when to rush and when not to rush and look up a guide for some basic tiles
