bjorksnas
bjorksnas
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781389#Comment_3781389
The OP said WRONG answers only…
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Featherless biped
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780949#Comment_3780949
First, sorry, I quoted you by mistake. Second, the escape rate was not only the escapes of the "pro player", but his whole team of randoms in those 50 SoloQ games.
Even tho, I agree with your last statement.
I didn't say escape more often I said win more often like overall as a team not just personal escapes
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780919#Comment_3780919
Image with numbers written in it about a killer doing great without any source or explanation: Aha! This totally proves that killers are OP. Stop with the propaganda already, killer mains!
Pro player playing 50 SoloQ games live in stream and getting a 65.5% escape rate among all survivors by playing well and as a teammate: This is proof of nothing because * insert twisted logic here *…
Another day in the DbD community.
The image doesn't prove anything and the pro player is going to win more often because they are better, the statistics are too narrow and too unsupported to be applied to the masses
Even best case scenario its just interesting statistics assuming everything lines up but its nothing to balance the game around for either side of the argument in either case
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780929#Comment_3780929
I'm so sorry that the post that you made on a public forum was noticed by a general user of the public forum. maybe if you weren't making ridiculous arguments such as "my ability to lie proves everyone else a liar" it would have gone under the radar.
You are really focused on one irrational point to "win" this internet argument so i'm just going to leave you to your devices since you seem to be tunnel visioned on it no matter what my response is.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780919#Comment_3780919
so what I'm getting from this is that you're saying "I can lie, therefore everything else should be treated as a lie as well". lmao
The dude DM'ed me screenshots of his nightlight on reddit so I believe him. You explicitly and openly were inventing things for the sole purpose of casting doubt on some numbers you found inconvenient. I would have had so much more respect for you if you'd just said "yeah I don't see enough proof" instead of going the extra mile to ms paint a new graphic.
Heres your reddit gold for having an argument from your point of view without providing the evidence you actually had but not sharing it for some reason????
I did say I don't see enough proof but somehow that wasn't enough for the guy I was talking too, but sure third party an argument and wonder why it isn't custom tailored to you
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780867#Comment_3780867
"look, I can lie, so that necessarily means that this other person was also lying" is a terrible argument.
I'm not saying the OP's data is a whole lot more trustworthy, I'm just saying they don't seem to have an agenda to push by making up the data like you do. If you want to discuss the data, please discuss the data instead of engaging in ridiculous charicature
Here's a terrible argument
Sources : None
Screenshots : None
Spreadsheets : None
Raw data : None
Time of data collection : None
Proof of data collection : None
You get the point its an image with numbers on it there are no conclusions to be drawn from it, Its as easily made up as it is disregarded because there's nothing behind it to analyze "someone else showed how easy this would be to spoof so it must be real" is not a good stance either this isn't innocent until proven guilty its bad data until supported by its sources
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780804#Comment_3780804
Forfeit is still a lose.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780814#Comment_3780814
These arnt clinical trails. This is well presented and should be commended. 99% of the player base don't give data like this.
Only safe bets are stats released by devs and those can only be averages, not individual experiences based on luck or skill or killer choice.
Wow you're so right I shouldn't analyze data I should accept it because it fits a narrative I want it to fit
Look at this new fresh data set I just made
Guess I should draw data from this
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@Paternalpark said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780773#Comment_3780773
Why? There has been over 1000 winstreak as killer?
This is very good data and to say it's not is disingenuous. It is just to be taken with a grain of salt as there are many variables like player gametime, mmr ect.
I wouldn't call it very good data, I wouldn't even call it good data
5 things that judge quality of data
Accuracy, there's nothing to confirm that their numbers are accurate
Completeness, this is literally only a summary, no one can look at the raw data
Reliability, no vods, no spreadsheets, no tracking, no notes, no endscreens, nothing, again just a single picture
Relevance, this one would matter more if everything else lined up but since it doesn't its
Timeliness, We don't even know when the data is from, this could very well be 4 year old data compiled and we are just eating it up
Its barely even data I wouldn't draw conclusions from this with a 10 foot pole and a grant
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Vods please
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Problem, what stops unplugging cords or pressing buttons on the router for "free" disconnects
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Don't we already have this one
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no im tempted to explain ways to abuse it or reasons why it shouldn't be a thing but I don't have the energy tonight so just no
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780128#Comment_3780128
Basekit BT kinda. Since when I started the killer could just be undetectable and down you through even BT as a perk since it relied on TR.
https://us.v-cdn.net/6030815/uploads/F0Q59PZA4RPQ/screenshot-20240813-103922-chrome.jpg
Lucky new players lol.
Remember back in the day as well where one of the strongest versions of this was freddy, even if they weren't asleep you could hit the survivor unhooking they become oblivious and then the unhooked survivor doesn't get bt
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780099#Comment_3780099
Survivors must participate in normal gameplay as defined as things that progresses their goal of escape. Healing and using items is normal gameplay. Deliberately throwing themselves at a killer is not.
I think the devs are cautious about explicitly stating that survivors must reveal themselves to a killer when there is no reasonable chance of escape because that would attract a lot of blowback. They’ve been pretty skittish about their positioning on certain playstyles since Patrick said survivors who loop for 5 gens but still end up on hook or dead aren’t skilled players. It’s also why there’s no reveal mechanic or whatever to expose immersed survivors. They allow slugging and tunneling and camping, which are legitimate playstyle. But so is immersion.
They don't have to throw themselves at the killer but they can't hide around the map for minutes on end, I had 2 survivors hide for 15 minutes, recorded it, reported them, then got notifications that action was taken because its just against game rules to do nothing and hold the other side hostage.
There's an upper limit to how long you can hide around and do nothing, you have to start pressuring gens or doing something to progress the match or you are just holding it hostage.
Ideally something like this just gets a mechanic to draw a line for us instead so it no longer has to be a reportable issue or a possibility for bitter survivors. Removing this as an outlet means less support time wasted, and less annoying "plays".
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I mean math wise they need to test out every combination meaning each iteration should have to try more combinations than the last, having 5 characters means you need to try out 10 combinations but having 10 means you need to try out 45 combinations, each new killer creates a massive potential work and test load for it. Unironically the current number of combinations (including Dracula) is 666 depending on how much work each of those combinations need to both work with each other and not break any other interactions mean this could take a while
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779007#Comment_3779007
Do you even read some of the stuff you are typing. "Tons of prep they could do to have better odds". The game shouldnt require you to prepare significantly to have a chance at escape especially if the Devs claim that players should at all situations feel like they have an option. But your claiming, no it is fine for survivors to be in zero agency situations when they don't have a key. Which is basically the only "prep" option you really are offering aside form standing at a gate with Sole Survivor and Wake up. Nothing else resolves this issue and to do that you have to be willing to give up two perks which could be better suited to aiding your team mates, as well as have perks from pay wall characters. Its just bad design.
As for your finding chest reasoning its quite silly. Especially since you talk about how useful a key is with the right add ons to offer looping potential. Yet you think bringing two perks that are basically worthless other wise instead of bringing things that could help progress gens or loop. Just seems a bit counter to what you are trying to argue. Let alone even if you had both perks both of which are range restricted so you pretending that you would instantly know where they are is over the top. The hatch one sits at 32 feet. Which isn't much further then when you would hear the thing. You still have to traverse the map to find the chest as the perk has a range on it, as well as the hatch itself. Which puts you at risk of being found by the killer. Because you are on a time crunch so walking is not going to be the best route for that. You also have to factor in that you are assuming that the spawning of the hatch is always in a fortune place which is not true let alone the new chest. Furthermore if it was a feature that was added killers would have reason to check near the hatch or chest if they happen to notice one at a place it wasn't before. The risk/reward for a chest spawning that has a key is significant enough that Its not really a silly idea.
As for the gates spawning on opposite sides it creates reason for killers to have to move. As of now its far too common that a killer can stand in a single spot and watch both gates. It creates both highs and lows, your argument that the current system is more fair is irrelevant, the argument is do both side of the players have agency. And with how it currently is there is far too many situations in which survivors have none, unless you have to plan out entire builds on the prospect of your entire team dying which in turn hinders your own team even more.Killers complained that with the old hatch system that if they performed poorly, they felt they didnt have any agency in the match. And devs said sure we feel that players should always feel like they have an option available and removed that element. Even though if they had all 5 gens pop at that point and all survivors alive they have basically lost you claim that they still could manage something. The only thing that they can do is down someone and face camp them in hopes survivors try to be autistic and make mistakes. And as the match continues to wear on options for survivors kiting diminishes as the pallet count drops. The Devs felt that if you are in end game collapse you should be able to secure a kill no matter what even if you have kills. Its a system they added to give killers more agency whether they already have some or not and by then even downing someone shouldnt be overly difficult as most resources should have been exhausted. But if survivors are given situations where they don't have any options they just have to wait out the timer or give up which creates more negative experiences within the game itself.
But if a survivor is in a situation where the killer has done everything well. They don't get the luxury of having tons of possible solutions. The killer can slug in hopes of buying 4 more mins of looking for the survivor. The devs removed the ability for the survivor to leave giving their teammates the chance at escape. They also can drop the dying survivor over and over in hopes that the survivor will work with the killer to give the location of that last play. Despite this being against the rules as it is a reportable aspect of play. No the survivors have to rely on a lucky hatch spawn, or that the killer is not one with crazy mobility and The killer chooses the wrong door. Unless they want to come into the match significantly weaker then their teammates as they have to bring 2 perks at minimum to help get the door open faster. And even that is hard countered by 1 perk from the killer. Regardless of what you think, there is plenty of situations that without and preparedness are not good for the survivor. And the fact that you have to go through all of that to just prevent that situation from occurring. When it should in fact be addressed by the developers because it goes against their design philosophy unless they want to openly admit that their claim for player agency was only intended for killers.
Agency isn't the ability to have an equal chance of winning a 1v1 in dbd, agency is having a chance every step along the way
If you want the fourth survivor to have a free win if the killer doesn't slug say so but I don't agree at all
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@Efrost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778391#Comment_3778391
What an inane way of thinking. Hatch is RNG dependant unless you bring a offering which means you are anticipating losing. Bringing a key is also anticipating you are losing, Finding a key in RNG dependant. Door Spawn is RNG and creates 0 Agency situations. This is not you had every chance to get out. This is if you are lucky you might get out. There isnt skill expression. There isnt player agency.
If we use your thought process then lets bring back old hatch. Why should the killer get to have a chance at kills if they spent the entire match chasing someone. But they do and whats worse is if they do down that player. The game rewards them in the end game by removing features that would allow that player to potentially escape like the anti face camp system, or certain perks, Because as the devs have said "Player agency is important". But only if that player is the Killer, Seeing as how survivors can be put into zero agency situations.
The solutions for this is simple too either:
-They should when end game collapse starts. Spawn another chest that will 100% have a key that they can use. Which doesnt spawn near the gates.Or
-Code in it so that the gates have to be opposite sides of the map.
Or
-Make it so that hatch spawns furthest away from the gates.
Any one of these gives the survivor a greater chance. Though id argue that perks like No way out should also be disabled when you are in a 1v1 situation in the end game as it's a 0 Player agency situation regardless. Its silly to argue that its fine for survivors to have 0 agency moments, but killers are not allowed to have them.
Hatch spawn being random means its close to a ~40 - 50% chance to find it depending on the killer before they do, bringing an offering almost always means if they have mobility the killer closes the hatch unless you also have a key
Keys are strong items blood amber + prayer beads on a skeleton key is 22.5s of aura reading, which can absolutely destroy line of sight based 50/50s and a lot of mindgames, you don't need one to anticipate losing you can instead just bring one of the strongest items in the game.
Key odds from a chest are 1% for skeleton key and 1% for a purple key, (without any perks) so its still a chance to get a key and escape, much like a 4% its a last ditch effort but its still part of the overall so it is included..
Door spawn rng does not create 0 agency because if you see a close door spawn there is another strategy you can employ with the hatch which is to wait at a door until the killer finds the hatch to open them, if the hatch is far enough from both doors or if the killer goes to the wrong one first even if its a good spawn you will get out, especially with certain perks
Its not a free chance to get out every time but importantly its a chance
Old hatch was silly because it was a chance to win before you should win
Antifacecamp doesn't exist in endgame because theres just nothing else to do anymore, you don't have gens to go defend, by the time most chases are finished and survivors are hooked in endgame both doors are 99ed, you can't expect a a killer to just say well this was fun have a good escape and leave the hook to go chase someone by a 99ed door
Free key when endgame collapse begins is silly because there already are 3 perks to easily find chests and one of them even finds the hatch, how fun is a hatch race then defending the doors when the survivor in the background instantly finds the chest then instantly finds the hatch without any interaction (not very)
Doors on the opposite sides of the map are just very survivor sided having door rng be more of a coin flip is just more fair for both regular gameplay and for endgame 1v1
If hatch spawns furthest from gates a new standoff will occur where a killer just stands on top of hatch till they see the survivor on top of it being predictable because its in a near set spot just triangulate the doors
All of these changes just say "if you don't slug for the 4k and leave things up to chance I want a better chance of winning" which is silly because all that will happen is the real thing that takes away agency will occur (slugging for the 4k so none of these changes matter most of the time)
Survivors already had tons of chances and tons of prep they could have done to help give them better odds in these situations on top of just "winning" the game the point of these situations is that it semi rewards the killer with odds in their favor for likely not slugging for the 4k
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It would probably go in order of release and dlc when availible, so next batch would probably be hag doctor and spirit
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Ah yes a run to a corner and get bled out enjoyer instead of just a menial change that makes edge case matches less frustrating
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Well what do you do
You lost 3 teammates and they didn't slug for the 4k probably
You lost the hatch race
You didn't bring of find a key
They get a good door spawn
They got into a good spot to defend both doors
You lost but you had a bit of a chance every step along the way without forcing the killer to go out of their way to force a 4k
Problem becomes if you buff anything down this list the prospect of just slugging for the 4k becomes an even better option for securing 4ks
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I feel like the classes wouldn't be balanced for lights out, the gen class giving 4% for a successful skill check is on paper is just 20% faster gen speed, and having a sprint burst in a game mode where tracking is nearly non existent means as soon as you see someone they slink back into the shadows and you have to hope to find them again.
Their other effects are nothing to scoff at either because finding gens and showing gens that you are working on is very strong and having windows of opportunity + mft + teammates getting sprint burst all add up
The other ones are niche but just giving survivors the classes are they are now wouldn't even be close to balanced
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@brokedownpalace said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773801#Comment_3773801
lol ok. This completely ignores that I’m in solo queue. There’s no way all 3 of my teammates will do that.
Ok then play swf, or accept that solo queue teammates take longer to learn things as a majority, But their build is at minimum 1/4th weaker for that match depending on the number of items
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775883#Comment_3775883
Yep! I was watching the post all day and couldn't believe the amount of interactions it was getting so fast. I knew it would be super hyped if it ever got announced but this far exceeded my expectations. Its freaking insane how much love this has gotten and it hasn't even been a day!
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3775884#Comment_3775884
FNAF is one of the most beloved horror franchises in the world. I think its safe to say a LOT of it is hype.
I simply don't care for it I just care for how good it is in dbd id settle for anything if its good
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Views isn't necessarily hype, it just means views, if its controversial it probably gets a lot of views but that doesn't mean it has a lot of hype
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@Cryptikk said:
I'm sorry but I have to ask, Respectfully, Will any of the money from sales of this new chapter go to the creator? Just because DBD is supportive of LGBTQ and Pride, but the creator of FNAF has put money towards anti-trans parties in the past, so it is a concern for me as a potential buyer. I'm not hating or saying this is bad, I just want to know before I buy the chapter.
Again I want to make it clear I don't judge anyone or care if anyone buys this chapter, and I am delighted for the many players asking for this for years, but I just wanna know exactly how this works out and where my personal purchase may end up going.
Please don't hate on me, or attack me, I just want to know.
I mean its just indirect "he hates us because he is on this side of the political compass" he even openly said he supports the lgbtq but I mean thats fine if you can't seperate someone from their political affiliation but I can so im gonna buy it if its good.
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Unfortunate a kids game taking up a killer slot in the future, hopefully they make something fun at least
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@brokedownpalace said:
We all know if Distortion sees any significant nerf people will be spamming Weave Attunement + Franklin’s and there’s nothing I can do to counter that as a solo queue player. I will not be playing teammate item babysitter simulator for 2-3 months.
Drop item at start of match, (will probably still be absolutely free with distortion nerf), pick item back up, if you see icon and get oblivious drop the item in a good spot and play the rest of the trial against a killer with 2 perks, countered in 2 seconds with no indication thanks to distortion and has no downside if the killer doesn't have it.
If it can be countered in 2 seconds its frankly not that strong
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773677#Comment_3773677
I don’t recognize that distinction. A counter, in my eyes, is a counter. If a thing doesn’t fully counter another thing, it’s a disruption… not a counter. I got to the point where you wrote “well Franklin’s isn’t really a counter since it requires a hit” and like, stopped. Just didn’t feel the need to go on reading the rest. We’re not gonna agree on this one.
Counters have nuance, if you can't appreciate that its fine, but saying franklins counters a survivor jumping out for a flashlight save is a rash distinction and saying it counters a toolbox used at the start of a game is just not thinking bigger picture
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its been in the game for 8+ years, they know what they are doing, just slug them they deserve it
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773336#Comment_3773336
lightborn counters: residual manifest, blastmine, flashbang, flashlights, firecrackers, champion of light, and any other perk that produces flashlight. Franklin’s counters all survivor items.
Ah you forgot the distinction between hard counter and soft counter, distortion hard counters aura perks and addons while most of those still have secondary effects that aren't fully hardcountered
Hardcounters, residual manifest active ability, flashlight, champion of light
Softcounters, flashbang, firecracker (still deafen)
"counters" blastmine since it stuns the same duration it doesn't really do anything to counter it
Franklins doesn't hard counter items off the bat you need to hit the survivor and even then any recharge perks can still get value and any items that have already gotten value have well already been used. You can't tell me it counters the toolbox used right at the start of the match.
So ~3 real hard counters and the rest are just neutered, and a perk that actually requires you to activate it, so lets compare that to distortion
Hardcounters, awakened awareness, bittermurmur, bloodwarden, bbq, darkness revealed, friends till the end, gearhead, grim embrace, im all ears, undying, lethal persuer, lightborn, nemesis, nowhere to hide, Alien instinct, floods of rage
Softcounters, deerstalker, eruption, retribution
Ill stop halfway but these are just the perks and usually killers run ~1-2 information perks / addons which then are then usually hard countered by the 1 perk slot that didn't require anything to activate, and doesn't require any effort to get more.
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"Killers now play a cool animation when they win"
Unacceptable buff survivors
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3773266#Comment_3773266
”1 perk shouldn’t have the power to counter so many perks and add ons.” See lightborn, see Franklin’s, see sloppy butcher, see… etc.
Lightborn 2, franklins technically none since the question didn't specify items and flashbangs don't have durability so its a soft counter, sloppy butcher doesn't counter healing perks at all because counter like how distortion does implies that you would be physically unable to heal not reduce healing speed
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If you are being stealthy why are you leaving scratch marks
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Its basically double normal lag compensation so double hitbox delay worse looking hits
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@Aven_Fallen said:
IMO there are two ways to nerf Weave Attunement and still keep it decent:
- Let it only show the Aura while the Item has charges.
- Or - no Aura is shown when the Survivor is crouching and they get information where the Item is.
Number 1 would weaken the synergy with Franklins. Which would be fine IMO. They could buff it to compensate for it.
Number 2 would provide meaningful counterplay and, even more important, gives a way to actually locate the Item. Knowing that Weave Attunement is in play is nice, but you will have to perform some form of triangulation to actually find it.
The main problem is anyway that the counterplay is pretty bad, since it still gives huge value to the Killer (Aura Read two times, Oblivious and a big time sink) and that Survivors who want to perform the counterplay might not be able to do so, since they dont know where the Item is.
You do realize that with the first change based on the way the perk works is that it just wouldn't function on its own almost at all right?
The perk causes a survivor to drop their item when it loses all charges, so now the effect of the perk by itself is
Survivors drop their items when they become depleted for the first time, if they pick the item up they get oblivious, if there is an item on the ground with charges survivors have their aura revealed within 12m of the item, aka a nothing burger of a perk
Second one is fair enough though how can you expect to find a key in grass your teammate dropped when you weren't looking
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772221#Comment_3772221
That works for Steam, but most of the playerbase is on the consoles
You can do something similar. I know xbox has their own profile privacy section where you can pick and choose like steam, turning off messages from non friends ect.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772527#Comment_3772527
Same argument used against hiding prestige and it's clear the devs don't agree and are taking measures to discourage lobby dodging.
You are free to cling to your beliefs.
As are you
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772221#Comment_3772221
I've used anon-mode since it came out.
But I dont see why blame the victim instead of the fact that people are neurotic enough to scrutinize profiles for an advantage and BHVR should remove the ability to do so.
The end-goal being that lobby shopping would be reduced to what cosmetics someone is wearing. And even that can go too.
lol "victim" people dodge me when I show off my 3000 hours and the fact my friends are in the lobby with me, this is so unfair that people might feel unprepared or unwilling to face me for any number of reasons
you choose your personal preference ill show off mine and expect stronger killers
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He doesn't deserve it for 1 simple reason
He holds back because he is having fun he doesn't need the entity to do it for him he goes out of his way to play with his food before finishing the job so canonically in dbd he does the same since its both what he wants and what the entity wants
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771526#Comment_3771526
I think for survivors it might be okay, but there's no reason for killers to be able to see hours + who's friends with who and dodge.
Steam profile, edit profile, privacy settings, private / friends only
if you can't manage this you frankly deserve to be lobby shopped
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Should only be death hook timer, survivors greeding the 1st stage forcing a stage 2 is not that impactful in the grand scheme of matches but dying because someone was 2 inches away from a save is
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I think its survivor, giving weaker survivors the chase perks so they can buy time and let the players who can hit skillchecks get 4% bonus for a great skillcheck. This bonus isn't small at all. With average skill check odds of 12.5s and getting a 4% bonus this means you complete gens in ~70s, if people spread out and sit on gens those are insane speeds that can very easily have the gates powered in ~4-5 minutes
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770776#Comment_3770776
The Steam player count went from 50k (pre 2v8) to 100k, then back down to 50k within 48 hours of the mode's release. It'd be a different story if they maintained that number but they didn't.
https://us.v-cdn.net/6030815/uploads/3TR056JB9KYZ/screenshot-20240729-085139-chrome.jpg
Actually thats not 48 hours of the modes release thats ~6 hours after when the largest portion of the player base goes offline they they do every single day aka you looked at bedtime, a better comparison would be to look at the peak
then look at the peak 48 hours after release
Fell for the ol bedtime gambit, gotta look a bit more closely at that zoomed out data
now alternatively you could have said its already lost ~75% of what it gained by comparing it to todays peak, which is a fair point
But its still up by 12k on top of the increase from the midchapter release which went from ~40k to 50k which is still more overall players
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770776#Comment_3770776
This is wishful thinking.
My specialty
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770743#Comment_3770743
the peaks are still 10k higher on average
Yes because there's an event currently going on.
its still an overall larger playerbase
No, it isn't. Most of these players won't stick around past the event. This happens any time there's a major content drop in any game ever. Casual players come for the event, play a little while, and then the numbers gradually sink back down to what they were before when the event is over.
and higher than it would average before, idk if you can read charts but so far so good on an average increase lets see how another week does (probably the same result)
I'm fluent in statistics.
Make event permanent, average playerbase is now higher because the biggest event since nemesis came out is now a permanent fixture. Ez
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770705#Comment_3770705
No. Because as you can see from your own chart, these surplus players have already had their fun and are leaving again.
There's a pretty clear downward trend following the peak on the 26th July:
Not counting the first two as outliers the peaks are still 10k higher on average then they were before and the slumps are still 8k higher than they were before, its still an overall larger playerbase and while it might trend downward it was still a larger surge and higher than it would average before, idk if you can read charts but so far so good on an average increase lets see how another week does (probably the same result)
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770632#Comment_3770632
No offense but that's a load of waffle and completely random numbers.
Ok then ill just give you the charts and you make an assumption
Do you think they would be upset if you got rid of the game mode for the sake of your "queue times"
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770568#Comment_3770568
Lol. It's not any more selfish than the people saying everyone else should tolerate longer queue times because they want 2v8.
Realistically 1/2 the players isn't 2x the queue time, queues aren't that bad incentives are nice and the game is in a better spot for average queues, on top of that 2v8 has averaged 50% increase in players over the last 7 days, so that split player base is now 75% / 75% of what it once was. If you think 75% of the player base shouldn't have fun so you can queue ~10% faster be my guest but it sounds pretty selfish.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770545#Comment_3770545
God forbid people actually like regular DbD and don't just hop on to play a couple of times a year when a modifider changes the fundamentals of how the game works.
Think about how selfish this take is. Tons of people are loving 2v8 and even prefer it over 1v4, but you don't want them to have that game mode because of how it affects your queue time.







