brewingtea
brewingtea
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- brewingtea
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they dont slam lockers if a surv is inside
This is legit a good idea.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3920621#Comment_3920621
Each killer has a literal wall of text explaining their ability.
…which you can't access unless you pay for that killer.
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Sample size
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@terumisan said:
bhvr was never shy about favoring survivors over killer why are people surprised?
Fine, let's make a mode where survivors get to escape every match, but it shows them as "Dead" and gives the MMR to the killer. I'd be cool with that. It'd be more fun than current solo queue…
If you want to be "favored" instead, I'm sure they can accommodate your super well thought out request
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The majority of the time, you'll find a survivor match first, play it out, then go back to the end of the line. Repeat. Might as well just queue for survivor at that point.
On the off-chance that your survivor wait is longer than your killer wait, sure you'll find a killer match, but you still waited forever for it.
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@BlightedDolphin said:
Wouldn’t this mean it’s better to abandon the match rather than letting the killer hook/mori you when on the ground since it’s a draw and not a loss?
Exactly. If everyone is dying and you abandon, instead of a bot, shouldn't you be replaced with a corpse? And the killer should get an auto-win?
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I'm not sure if they can do this, but any Epic copy that hasn't been used at this point is disabled. Any that they have backed up in their "pool" is useless.
Sure, cheaters may have several that they've primed for cheating, and those will still get through, but it's better than the THOUSANDS they have queued up. They can't possibly manually get to them all. Let them try.
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That's why I would love to see stats around Chaos mode specifically, where there are no perks to throw off the balance and everyone is actually trying their hardest.
Let's see those kill rates soar, baby!
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earnt
I love this
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The LTM items make the bloodweb more challenging! They give me something to try to dodge as I select what I want.
Well, that and map offerings. And keys. And maps. And reagents…
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This thread is so dumb, I'm going to hit 1-star on every match from now on.
Yes, I know it does nothing.
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The game will be fine. They'll have to make some UI changes, but they'll still make bank from whales, especially here in the US where consumer protections aren't exactly a thing.
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If the cheater can get around "Timer is done, end the match." I'm sure they can also get around "If the timer is done for like 10 seconds, add an abandon option"
If BHVR knows some way to make the game say "Ok, the match is really, genuinely done now. For real." then why wouldn't they just apply it to the normal "Timer is done" instead of adding a second thing?
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Literally ANYTHING to give killers an alternative to slugging for the 4k would be an improvement.
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@RpTheHotrod said:
I'd say 5. Any more, and it's too much. Survivors do get 16 perks vs the killers 4, but the killer perks tend to be stronger than survivor perks. There are a few exceptions, of course.
The only time survivors have 16 perks is if they're in a SWF. In that case, I'm fine giving the killer a 5th perk. ;)
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Just practice AS him, and you'll get better at COUNTERING him.
Now, that'll be $5 please
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Those high kill rates are only temporary. Once the Wesker hype dies down, it'll-
Wait, once the Dracula hype dies-
Sorry, once the Chucky hyp-
Well, after the Kaneki-
Ok, once FNAF is…
It's temporary!
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What's the difference between that and the 3 gen in favor of the killer?
The difference is that the "power role" (killer) gets to choose which one they prefer. Yes, as a low-mobility killer, you might have to protect a central 3-gen and let the outer ones go. You might not get a hook at all until a gen is done, but once you get them centralized, you win, so…
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If Lightborn was even remotely worth complaining about, this game would be insanely survivor-sided, lol
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The BP incentives are supposed to be based on MMR (as is my understanding) so if you see 50% on Survivor, it means they need survivors AT YOUR SKILL LEVEL. I think.
But Killers are supposed to have separate MMR, so if you see 50% on Killer… is that just an average of how much your particular skill is needed across all the various killer MMRs you have? So could you wind up choosing to play a killer that actually ISN'T in demand (at your level) and wind up waiting a long time?
Seems like they could have separate incentives for each Killer. That way, if everyone wants to play Kaneki, there'd be incentive for some of us to play ANYONE ELSE and get some bonus BP. We could even have a "Downvote" system, where you indicate which ~3 killers you'd LEAST like to play against, and they could adjust the incentives accordingly. (It wouldn't guarantee you'd never face those killers, but it would be a tool to encourage people to play with more variety.)
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So… why not make the graphic read "Top 10%" instead of "1800+ MMR", especially when no one can actually tell their MMR in the first place???
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They want to focus the game more on chases then people just hiding all the time and not doing objectives
This is correct, but I wish they would punish people who "just hide" in a different way than constantly feeding the killer perfect position info on everyone. Hearing the TR and hiding behind a rock is super fun! It doesn't mean I'm ignoring gens.
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Also, could you explain why 0-499 MMR is ignored? What is so special about 500 and 1800? (I'm looking for an official explanation included with the actual stats, in the future)
And could we see those low MMR numbers?
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It is unclear what "solo" means. Does EVERYONE from the team escape more often if there's a solo player? Or just THAT solo player? And when you say "solo" does that mean 4 solo queue players? Or 3 + 1? Or 2 + 1 + 1? etc.
Seems like it'd be better to break it out by team config. (4 solo, 3+1, 2+2, 2+1+1, and full SWF, for a total of 5 categories)
Also, could you break it out by number of kills, rather than averaging it? Just tell us how often 0, 1, 2, 3, and 4 escape (again, 5 categories) and we can average them ourselves. :)
And, finally, I think it would be cool to know: How many generators get done, on average? 1 escape @ 5 gens is a lot different than 1 escape due to altruism in the EGC…
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I agree that, too often, the game becomes unwinnable while multiple survivors are still in the match. Are you just supposed to hide and hope for hatch? That's boring and not really in the spirit of cooperation…
I would rather see something like: If a survivor is killed with 5 gens left (or 4?) then the number of gens required to trigger endgame is reduced by 1.
Either that or give them a "Vote to concede" option
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They won't release Kaneki stats because he hasn't been out long enough for them to be meaningful.
In other words, you would just see 90+% kill rates until the MMR stabilizes, and they don't want to feed the narrative. Which is understandable.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914703#Comment_3914703
I really don't understand this argument. If SWF is so strong then why do SWFs in the top 5% of MMR only escape half the time? Like i'd get what you're saying if they had some sort of absurd escape rate like 75%. Where are all of these unstoppable SWFs that constantly win at?
In Otz & friends' latest "Hardcore Survivor" series, they escaped 166 times in the 52 games they played, for an escape rate around 80% (not counting DCs), and that's using minimal perks and items.
I don't know why BHVR's stats don't reflect this, but one possible explanation is: When you're at the exit gate with 3 people, it feels bad to leave 1 behind (even though that would give you a 75% escape rate) especially when it's a friend, so they frequently lose 1 more trying to go for the risky save.
"Doesn't that mean it's balanced, though?"
Not really. There's a huge difference between having THE OPTION to go for the save vs. barely getting 2 out. As others have said, it's about player agency. SWFs have more options regarding which perks they can run, which items they can bring, and what strategies they can use. That makes the losses WAY more tolerable, knowing you aren't just powerless.
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I think BPS/Cobblers/etc. should have a death clause: Everyone gets the 100+% bonus as long as this player is alive. Any BP earned after that gets no bonus.
I think that would help disincentivize tunneling without nerfing anything.
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@Hex_Ignored said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3913829#Comment_3913829
Point 2 is in my opinion the most accurate one. Why waste an item if most games are already lost early on?
Because even if you die early, that item gets dropped and could be used by your teammates. Why wouldn't you want your team to have the best chance to win? Heck, even if you want to play itemless, just bring an item and drop it at the first gen you see.
As far as "wasting" them: You get just as little use out of them sitting in your inventory as you would if you lost them to Franklin's or death, so…
And to the killers who bring Franklin's if they see 4 items: I have literally hundreds of medkits. I'm fine losing ONE to make you run a worse build, lol
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I think it should look identical to a survivor working on a gen (except with no repair sounds). Otherwise, why bother?
It's like Freddy's dream pallets: They're bright red, so who is that fooling?
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survivors don't pay attention to gen placement
I'll be sure to find all 7 gens before starting any of them and then gesture that info to my teammates
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Recovery should not require a button press. As long as you're not actively crawling (and you don't have Tenacity) the recovery meter should fill automatically. There's never any reason NOT to recover (unless you're trolling) so why even make that an option?
That would go a long way towards helping the slugging situation. I can't count how many times I COULD have picked someone up, but their recovery is still at 0.
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Fair trade.
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Why does that house need THREE generators? Are they growing weed in the basement???
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I agree. I hate map offerings, and I refuse to use them because it feels like cheating.
However, they said they were going to rework them so they're way less powerful. I still won't use them, but it will be a lot harder to abuse them…
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What's going to happen is the killer then has to play whack a mole until one person bleeds out, or most likely just camp the slug so you can't get back up anyway.
I'd be fine with that. If you camp the slug, at least you're letting the other person find a chest and prepare for the hatch hunt. If they're playing whack a mole, at least THEY'RE PLAYING SOMETHING.
the game punishes the killer for doing the right thing
Survivors can't even do the WRONG thing and get rewarded. At least you have a choice.
If you'd rather be punished with 20-minute queue times (only to go up against non-stop 4-man bully squads) than suffer through actual gameplay "for a very long time" then keep it up. They're pushing 10 now, what do you think they'll be when FNAF releases and everyone wants to play as the animatronic?
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Give survivors a perk that causes the killer's "Black Ward" to fail so they lose their Iri addons, and we can call it even. Deal?
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@IamFran said:
At this point and considering the huge amount of perks the game already have, they should remove the Shrine of Secrets and just let us buy any perk with iridiscent shards. The only exception maybe the ones of most recently released characters.
This, except I don't agree there should be a limit. If I want to spend 3000-4000 shards on getting all 3 perks on a new character (without buying the character) I should be able to. Even as a survivor main who has disposable income, I DON'T WANT A NEW SURVIVOR. They're all the same, and I have enough. I just want the perks.
If there's a legal reason you can't do that for licensed characters, that's fine, but AT LEAST do it for the original ones.
edit: Heck, even if it's actual money, give us a "Perk only" purchase option.
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You are right on the verge of figuring out that the solo queue problem is YOUR problem too
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909987#Comment_3909987
I think claming a challenge done while capped at 2 mill still wasted the bloodpoints. Not sure how itl go with these dailies
No, it 100% does not. If you claim a challenge, it will never waste the BP. This isn't changing.
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SWFs are out of control! I wait and wait in the queue forever, only to face a bully squad!
"Hey, solo queue here. Can you throw us a b-"
NO, IF YOU DON'T LIKE IT, LEAVE
Now, back to my long queue times OMG WHY IS IT LIKE THIS?????????
edit: Did you try downvoting them on the forums? That should make the incentives switch over to killer and fix everything, for sure
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Exactly. If you're a noob, and you can't win without Pentimento, stop asking them to balance the game around you.
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I can't imagine caring about a number (Item Count minus 999) that isn't going to affect my gameplay for literally hundreds of hours. And that's if it EVER has an effect. (You don't get that many of an item if that number is going down with any regularity.)
If you're on some made up side-quest collectathon, that's cool, but I wouldn't label the devs as "awful", "annoying", or "terrible" because they didn't know about it.
I'm sure they'll hear your concerns and probably change it, but geez, y'all actin like they killed your dog or something
Personally, I find it annoying that I have 999+ of an item in the first place. I've already unlocked all perks, and I've prestiged the characters I care about, so that number is just a reminder of how useless BPs are after a certain point. I'd love to be able to trade some items in and reroll (even if I have to take a loss).
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If you can just wait out the cooldown and leave anyway, why have it at all, especially just for THIS ONE KILLER??
They set a precedent with Wesker, Houndmaster, and Blood Warden: If the gates block, they aren't unblocking any time soon. (Certainly not sooner than the attack cooldown.)
Sure, we can create a whole new category of "gate blockage" for survivors to have to remember, but that's A) extremely unfair to new players, B) bad game design, and C) something that killers (especially ones that main a particular character) don't have to deal with 4 times a year.
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@Prometheus1092 said:
It's pretty funny that people down vote the ones that escape 40% or more. It's like they are saying "boooo, you escape more than me so must be my own skill issue that I don't escape 40% of the time" lmao
I'm pretty sure those downvotes actually mean, "70% escape rate is BS." I agree that obvious liars are funny, though.
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If you think hexes aren't worth it and should be removed completely, then I have great news about your perk slots and the number of non-Hex perks in the game!
I wouldn't mind if they were removed. I don't use any myself.
totems that spawn right out in the open for every player to see
When I play survivor, I love that risk-free totem cleansing, right out in the open. Spending AGES not working on gens knowing your progress isn't going anywhere, even if you scream… good times
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Why should an organized team of 4 on discord be the "power role"?
I have a better question: Do you want to play against anything OTHER than 4-man comp squads?
I know you're all proud that you got to high MMR, but you did so by stomping all over solo queue. And they're leaving because of it. Did you notice how high those survivor incentives are getting? I haven't seen a killer incentive in weeks…
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Ideally, the killer would have to make a choice: Either camp the hook and let gens pop, or police the gens and let the unhook happen. If that was working correctly, we wouldn't even be having this "anti-camp" discussion.
But since the game is so killer-sided, they don't actually have to make that choice. There's no risk for the reward. They just camp and win. (Same thing with tunneling: There's no incentive NOT to, so why wouldn't they?)
Sure, you can't FACE camp, but that's just ignoring the core issue.
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I think they should focus on fixing all the bugs
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Leave the cap, but make it 666