burt0r
burt0r
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@Wowie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579354#Comment_3579354
then what is the point they're making? that playing "nice" isn't viable? because that's literally not true
That it's not appreciated nearly enough to keep this self detrimental playstyle up.
Even if they don't do it for the feedback, it will eventually mentally drain the nice mindset out of most killer players.
And then many people come on the forums, make comments on profiles and in end game chat and complain about the lack of friendly/fair playing killers.
And to those people I ask, "do you make the killer that do play that way feel appreciated?"
I personally gave GG's and nice comments exclusively after games where there was no tagging, sweat gameplay, flashlight goblins and the like.
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@DBDFreddyK said:
Every killer in this game is just to op for my solo survivors to handle. I know my solo survivors are allergic to generators and only know how to cleanse totems, and open chests, and hide in the corner of the map while doing nothing to progress the game. It's just not fair that my solo survivors can't do anything other than lose every game and scream killer op. We clearly need more buffs so good killers can lose to bad survivors. Solo survivors should not be required to use teamwork in a team-based game. It is not fair that solo survivors are required to help one another to stay alive and win. It is not fair when a solo survivor sandbags another survivor in chase and gets downed because of it. It is not fair when solo survivors let another solo survivor go to death hook phase and there is nothing, they can do about it. It is not fair that my solo survivors go down every 10 seconds or less because they have no idea how to loop pallets, or windows. It is not fair that my solo survivors 3 gen themselves every game because they don't know how to split generators. It is not fair that my solo survivors fail generator skill checks all game. It is not fair that my solo survivors can't do a healing skill check. It is not fair that my solo survivors never body block for one another. It is not fair that my solo survivors miss every flashlight save. It is not fair that my solo survivors don't know how to 99 an exit gate. It is not fair that solo survivors have to hold one button to progress a generator. It is not fair that my solo survivors run from an exit gate when it is open. It is just simply not fair and means that killers need more nerfs and survivors need more buffs, and this is visual proof. https://www.youtube.com/watch?v=uh0-l5CpPNs
Please, even when doing a silly joke post, format it like for example as a list in this case.
This blob of text is painful to read, especially with the repetitive phrasing as part of the joke.
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This complaint, this late into event, is quite funny. Not unwarranted, but funny.
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To bring a little bit "us vs them" spice into this thread:
Probably way more often than a survivor sacrifices themselves on a potential 4e.
(Of course I know that the point loss/gain isn't really comparable for both scenarios.)
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@Yatol said:
This post screams bait
This post(s headline) screams "leave Britney alone" meme vibes for me.
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@Elit3Army said:
Bitte Behaivior macht die entfernung größer und den Progress schneller weil mann wenn schon immer in der 2ten Phase landet das ist so dumm und vorallem wenn mann im Basement ist hat mann dann trotzdem keine Chance mehr gegen z.B Bubba.
"Please behaviour increase the distance and speed up the Progress because if you are already in second phase it's dumb and especially if you are in the basement you have no chance against for example Bubba."
Bitteschön / Your welcome
Und wie wäre es mit... nein? / How about...no?
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576544#Comment_3576544
Annnd this marks where we're to tired to look at the obvious. Our bad, thx.
Don't worry, my first thought was also "oh boy better blur those names" and only after reading your exchange in the commments I noticed that those are character names.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576369#Comment_3576369
PvP games are literally centered around the idea of one side versus the other...
Well asymmetrical games are vastly different than most other pvp games in terms of us vs them because both sides are never equal.
And DBD is afaik the ONLY game in this genre that manage to survive for several years.
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Yes, the distance to the killer doesn't make any difference, afaik.
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@TheycallmeLix said:
I’ll admit, I used MFT when it was new and kinda liked the perk, but I stopped using the perk for 2 months now cuz I knew it was gonna get nerfed anyway and I was tired of rocking the same build every game, it gets really stale at some point.
But yeah, I see everyone being really happy about MFT getting nerfed next update. Personally, i don’t even care about it cuz I don’t use it anymore. But are you guys more happy about MFT getting nerfed or when OG Dead Hard was nerfed in 6.1?
The people simply have a shorter fuse after changing dead hard took multiple years.
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@pizzavessel15 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574675#Comment_3574675
why do that and waste time when you can just bring light born and instantly pick up
Because they care about winning and infectious fright is really more profitable in that regard, as it warns of potential beamers and reveals their position for an immediate new chase.
But I as a casual killer and steadfast Lightborn apostle don't care about winning, only want my peace and quiet when animation locked and find it extremely hilarious to fake a blind dodge into a smack right into their face with backflip.
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I am so happy, so many believers.
All hail to our lord and saviour Lightborn 😎
Praise be to the shades.
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Do you want hour long queue times/messed up matchmaking, because that's how you get hour-long queue/messed up matchmaking.
Queues can already reach up to 10+ minutes depending on time of day/region and matchmaking is already borking itself depending on the length of queue time and lobby dodgers.
Splitting the Playerbase by even one Parameter would only make things exponentially worse.
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Maybe formulate a whole sentence?
Because I can't make ANY sense from "pressed lol" in relation to my comment.
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@CECIO said:
The matchmaking is fine the way it is.
Sbmm can be weird sometimes, but it is working as intended, you have a hidden score system.
..and throw that score system basically out the window if queues get too long or lobbies have to be backfilled because of lobby dodging.
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It isn't, but should be if you do it in the first 2 minutes of a trial.
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@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3572786#Comment_3572786
The word you are looking is "casual". When I'm playing after a day of work, I don't care about "git good" and other stuff.
Also, as a devoted member of the Lightborn cult, I can say I rarely see games where I would win if I had another perk instead of Lightborn. Either I win anyway, or lose so much it doesn't matter what perks I run.
Preach my child.
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All hail to our lord and saviour Lightborn 😎
The messiah to all us casual killers.
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@Mushwin said:
A luxury Killers have is, they don't have team mates who can ruin things and mess things up for you, and some do it on purpose as well, esp if you are solo in a swf match, is like yeah gee thanks team for leaving me on a hook, not bothering to help and just ruining things, I am all for having fun etc, but comes a point at times that survs take the piss, I miss my swf squad!
Well it's the upside to the downside of having to do everything yourself and splitting your non stop attention between 4 adversaries, aka why some people, me included, say that the killer is more stressful.
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@CECIO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571040#Comment_3571040
chase someone else then?
????
What?
The argument here is that a killer can down a survivor and during the time it takes the killer to wipe their weapon another survivor instaheals the downed and both then can run away with endurance.
Why the heck should the killer leave those two and chase someone else? And where is this tunneling if this is the first down for that survivor for example, which my comment was aimed at?
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@XshyguyX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571009#Comment_3571009
You say this.. butni legit feel the change. Why is that that?
Placebo effect
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570035#Comment_3570035
Cant we just amit it total bs but want it to stay? I definitely want it to stay myself.
Suprise more people not running it. I see it like maybe once every 8 games when I'm playing killer. Its the only good anti tunnel perk in the game! The rest of them fail miserably to actually stop a killer who hard focusing you in solo q. With that being said i think the combo hilariously overpowering. Don't you love when survivors and killers give the exact same excuse on why something fair?
ftp/buckle up
survivor- "people off gens and it very risky"
killer- ...yeah but i loss my down and both survivors got 10 seconds to go anywhere
tunneling
killer- "it very risky and can cost you the game"
survivor- right....so risky to wait 10 sec... is that why everybody do it when they wanna win?
Maybe, if it worked ONLY in a tunneling scenario?
Yay, up to the next loop and a reset chase 👍
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570335#Comment_3570335
The match should scale in a similar way to the hatch spawning when 1 survivor is left. Its unreasonable to expect 1 survivor to repair 1-5 gens in this situation, so a hatch feature is necessary otherwise the killer always wins after 3 eliminations. As survivors are eliminated, less gens should be required and perhaps even repair faster. Likewise as more gens are repaired without survivor eliminations, less hooks are required for eliminations. It would have to take into consideration a few circumstances such as progress on both sides, but I think a balance change like this would make the game an overall better experience for everyone.
Good luck getting people to not riot if something was implemented that would basically insta kill them at their potentially first hook during egc at 1-2 hooks for example. That's been already point of many complaints in the past when killer camp during egc or other people fed an instakill shape.
Because that is where such a suggestion would end up at. Anything less would be basically useless if the other side of the coin would be active gates/open hatch with two survivor alive remaining and one or two gens done.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569743#Comment_3569743
They shouldn't feel like they have to. The situation should feel winnable within reason to the circumstance. More difficult yes, but not so much where the last 2 survivors just want to give up.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569732#Comment_3569732
I'm saying the game should scale as it progresses, which is within reason. My suggestion was also meant to discourage survivors from hiding in these situations. I'd rather they be incentivized to keep playing rather than risk being punished for not. By the way, survivors start losing the very moment a survivor is downed and even more so when they become hooked. The objectives now become split and recovering from hook saves hinders gen progression based upon how aggressive the killer is and how fast they can recover from the situation. If survivors feel too pressured, giving up may seem like the better option for them than progression. Scaling the match would solve a lot of this by creating more incentives to keep playing rather than giving up. The old hatch system worked this way. The gens required to make it spawn was based upon how many survivors were still in the match. Gens required to power the exit gate should scale in a similar way.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569805#Comment_3569805
Scale it both ways.
"Scale it both ways"?
How would that look like?
The more gens are done while no hooks are achieved
- the slower the gens progress gets?
- Or the less hooks the killer needs per survivor at certain thresholds?
- Or the more haste the killer gets?
None of those sound balanced and I can't come up with anything that would. So what would be your idea behind your statement?
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3569807#Comment_3569807
Here is the thing, this game sometimes tilts people, after a few bad matches if a few survivors feel like the killer only gives them the option to die if found and cannot do their objectives, and is relentless, then yeah, I can totally see people showing the proverbial middle finger and eff with the killer. I don't endorse it but I won't willfully turn a blind eye to the reality of the sentiments of this community.
And i honestly meant the leave game option. It might be hard to swallow (although why exactly?), but it is a practical solution. Much more time effective than spending 10-20-30 more minutes in a game.
SO if someone is unwilling to use it, and stays in the game and comes here to rant about being hostage, then what is really keeping him hostage in the game? The tilted survivors, or his own pride?
There are alot of a$$holes out there, you'll meet a lot of them in life, grow up and learn to deal with it the right way: ignore those who only seek your attention to drag you down. You prove nothing by engaging with them, you won't feel vindicated when the game finally ends one way or the other. You'll be just more upset and more emotional and not the right way.
And i honestly meant the leave game option. It might be hard to swallow (although why exactly?), but it is a practical solution.
I know you meant the leave option. But why should someone be punished with a leaver Penalty because the other side plays like a jerk, be that a killer trapping a survivor in a corner/fanatically holding a 3 gen or the above mentioned play from survivor.
Here is the thing, this game sometimes tilts people, after a few bad matches if a few survivors feel like the killer only gives them the option to die if found and cannot do their objectives, and is relentless, then yeah, I can totally see people showing the proverbial middle finger and eff with the killer. I don't endorse it but I won't willfully turn a blind eye to the
This is not a valid excuse to behave like that. The things those people should do is quit playing for the day if they only get more frustrated.
SO if someone is unwilling to use it, and stays in the game and comes here to rant about being hostage, then what is really keeping him hostage in the game? The tilted survivors, or his own pride?
There are alot of a$$holes out there, you'll meet a lot of them in life, grow up and learn to deal with it the right way: ignore those who only seek your attention to drag you down. You prove nothing by engaging with them, you won't feel vindicated when the game finally ends one way or the other. You'll be just more upset and more emotional and not the right way.
Well, while you are mostly right that no one is truly held hostage in this game and quitting or shutting the game off by alt+F4 is always an option, I just hope to see you showing the exact same sentiment under the next survivor thread complaining about a killer holding a 3 gen or trapping a survivor in a corner.
Because I hate only a few things more than hypocrits and double standards.
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@Zraith said:
depends, did you let them do anything but hide or die?
Also if you play on PC, and tap escape, there is a "leave game" button you can press. If you haven't used it too often in the past it should give you a minute of a time out and you can go on with your games.
depends, did you let them do anything but hide or die?
What is the killer supposed to do? Leave them alone on gens for a minute while waiting in a corner or the basement? (Btw even this often doesn't do anything, I left such an outstealthing-each-other-for-hatch-match for 30 minutes and nothing had changed when I came back)
Also if you play on PC, and tap escape, there is a "leave game" button you can press. If you haven't used it too often in the past it should give you a minute of a time out and you can go on with your games.
Ah okay, so abandone the match, lose all BP, depip and get a leaver Penalty because the survivor couldn't take the L.
Why didn't anyone tell that to blocked in survivor back when holding the game hostage came up for the first time, such an easy solution. /S 🤦
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@KateMain86 said:
Survivors often give up in situations like this, but also don't like rewarding the killer in a hopeless situation. Gens required to power the exit gate should scale based on how many survivors are left. 2 survivors needing to do 4 gens to escape isn't worth it, and will rarely end well for them. The game can change too quickly in favor of the killer, so there needs to be balance in this regard.
Good idea
What would you have in mind for killer with 1 or 2 hooks at 0-1 gens for a "balance/catch-up" mechanic?
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Sorry 🤣 that head line made me imagine survivor with a Naruto Sprint Animation.
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Interesting definitions until now.
For me a M1 killer always was one that can't effectively utilize their power in chase.
For example trapper or hag can't really use their power during an active chase without the survivor making distance and reaching another loop. But for example clown can actively slow down survivor to close the distance, not necessarily efficiently, but he has options to do anything but simply run after the survivor and hope they fall for a bluff.
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@quelaag said:
The error message said something along the line of the server disconnected us. Every single player showed as disconnected. Plainly at least some of the internal mechanisms were aware and able to identify it wasn't a choice on my part. So why, on top of taking all the progress I had on an often-bugged daily and the event tome, did I get a d/c penalty?
When the error message says "lost connection to server" or anything like this, then it simply means that the signal between server and client went dark, which it does when
- your internet cuts out,
- your household has a black out,
- your internet provider has problems,
- you turn off your router
- you unplug the lan cable
- you force shut down the game.
They all look the same for the software and get punished equally.
The ONLY other thing would be if the server and/or the game client would have an internal diagnostic algorithm that detects when the game or the server crashes for some reason and report that back, so the penalty could be revoked.
But I don't think that this exists and the ratio between crashes and the rest isn't worth in bars eyes. And I don't even have the in-depth knowledge if this is even really possible, especially with the patchwork code of DBD.
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@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568486#Comment_3568486
why are we so shy about the survivor numbers
Maybe because boons benefit 4 survivors for one perk slot that is reusable. In contrast to that killer get the one to one ratio plus permanent removal.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3568485#Comment_3568485
"Unbalanced" is accurate. I was actually in the minority when SBMM was first implemented. I felt that it was a change for the better. But something has changed in recent times, I'm 100% positive that they're consistently tweaking it because there's no more middle ground in my games anymore. Either I steamroll my opponent, or they steamroll me. I recall more balanced games a couple years ago.
Also, I want to add, that my story about my 6 year old wasn't intended as any sort of reflection on the current state of the game. I doubt she has any skill or legitimately earned that 1k, chances are more likely that person chose to sacrifice themselves.
The thing is the MMR system that we wanted and hoped for back then isn't the one bhvr gave us.
They gave us a random slot machine that throws anything together when the queue time grows longer.
Coupled with the fact that they are unable to efficiently determine a fitting MMR value for people because this game has subjectively 50 variables that can change between each match. One loss doesn't equal the next and same with wins. They don't really differentiate between a killer win due to "skill" or survivor giving up. Same with a survivor win/escape due to crunching out gens or hiding the whole match or friendly killer. Not even mentioning the influence of the team play for survivor on their individual MMR.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3567243#Comment_3567243
just play the game as it sits
They'd love to, but they can't, because camping still hasn't been nerfed.
Strange, the last time I remember, camping was part of the game.
Also people can only be first to be camped 25% of all time on average, except they are overly unlucky or straight up bad at hiding/gameplay, and play otherwise in 75% of the rest if their games.
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Oh no, not a head shake 🤣
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So is outstealthing for hatch.
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All hail to our lord and saviour Lightborn 😎
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@versacefeng said:
Look at walls?
Didn't read more than the title, eh?
@luvcraft said:
They don't happen very often, but when they do they're really awful. Even if I face a wall while picking someone up, a teammate somehow blinds me from behind and I drop. And even if I slug multiple survivors, the remaining survivors are somehow right there to blind me when I pick one up.
I had a game yesterday against 4 flashlight SWF and I was playing as carefully as I could and got blinded on every single one of the like 8 pickups I got that match. it took them a LONG time to do gens, but it didn't matter because I wasn't getting a single hook.
Looking at the wall is mentioned in the second sentence.
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Damn, with the regular "every killer camps" and "camping worse than ever" complaints, one would think that at some point the absolut saturation of 100% camping would be reached.
But just like in the fast and furious franchise, there seems always another gear to shift into.
(Or mayyybe people love to exaggerate on a regular basis 😜)
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@FreddyVoorhees said:
I started noticing a trend where killers wait and only go ready if all four survivors have hit ready. If any of the survivors do not confirm before the very end they just dodge. Kinda wastes time to everybody , I guess its because of survivors switching from p1 chars to p100 with flashlights in the last second lately.
Lately? Survivor have done the last second switch since year one. 😂
It's the reason why I founded my church:
"All hail to our lord and saviour Lightborn 😎"
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I can tell from experience, killer like those either break and succumb to the usual or leave the game. I was the latter before I could become the former.
Both sides expect their opponents to play with decency but damn if they come across someone weaker than themselves.
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I loved the immersive survivor way more than the "in your face" kind. One of them is bound to slip up and catching on to that was really fun for me.
At least in the first halve of the trial, nothing worse than the last two trying to outstealth each other.
Of course that kind of gameplay is no longer feasible to enjoy with the upped efficiency on both sides and the fast pace of matches.
Back on release this play style was way more in theme with the original conception of this game as a playable horror movie. Of course this couldn't last more than the first few weeks/months after release since even the scariest thing loses its horror with too much repetition.
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Well survivor using those kinds of strategies simply lose all right to complain about any kind of slugging since their build is aimed at being unhookable.
They want to lay 4 minutes on the floor, so be it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550055#Comment_3550055
Exactly. Because both sides receive Nerfs and Buffs and people who focus only on one side getting Buffs or Nerfs are simply ignoring a lot of stuff.
I just think that it is a bad take to think that Survivors never get Nerfs, since they got a lot of Nerfs over time. And so did Killers. And both sides got buffs as well.
But saying that Survivors are kept strong so that more people spend money and Killers are drawn to the game via licenses and BHVR does not care about Killer players who play a long time is just made-up nonsense.
Except this isn't about strictly buffs and nerfs but quality of life improvements like the visible heartbeat, iirc visual effect reduction of some killer powers against epilepsy, better UI for solo, easier blinding angle, basekit bt against camping/tunneling and the upcoming antifacecamp, for example. Oh, and the revert from the improved survivor movement visuals because of the backlash from survivor that didn't want to relearn their hand-eye-coordination/muscle memory.
I don't presume to know every change of the last 7-8 years but the only QoL improvements for killer in general that I remember are colorblind mode, which impacted everybody, changing the blinded effect from the blinding white screen to it's visual right now and the 6.1 interaction changes that each by itself probably aren't even really noticable.
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@Icaurs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550064#Comment_3550064
So the FOV slider is a more serous issue because certain FOV can affect people's motion, and is something that should be addressed but again took how many years for colour blind feature, so.. sit back because it might be awhile.
I don't know why killer's would need induvial hook counters. It doesn't really offer much of a benefit and even it does, you can just keep track. It's a good way of separating experienced players form the inexperienced.
Basekit early gen slowdown is bad. Killer's are in a good spot, they don't need anything to strengthen them. I support the idea of an optional second objective for survivors. This may help slow down matches by rewarding survivors for not focusing on gens completely. Things like glyphs ect.
basekit bt and the anti camp were less quality of life improvements and more gameplay changes made to discourage certain strategies. I can't blame the killer base for this honestly the devs have flip flopped hard on their stance. First it was ok, then it was bad, then it was ok again. They have now decided it is not ok and are now trying to end this strategy. It's different then simple quality of life when actual gameplay is being affected.
As for the HUD.. I mean do you want a new killer Hud? I think the current killer Hud is perfect and personally prefer the old survivor Hud. The new Hud was an attempt to try to create more of a balance between swf and solo q.
Which is again why this post confuses me, killers got an entire new killer roughly a month ago and is also a good one.
I think color blind mode might've never come if not for a careless tweet that went viral and created a publicity backlash at behavior.
A hook indicator for casual killer that want to go for 8hooks/0kills without additional need for attention. I read "we have to think about casual survivor"/"we are only a casual swf..." all over the forum but killer player that have to keep 4 ever changing survivor positions with their overall 16 perks, status of up to 7 gens (and protecting their totem) and any pallet dropped/brakeable wall left or not, in their minds. And those of us that want to play fair and friendly just don't want the additional stress or the alternative backlash when we don't keep that in mind the whole time and accidentally kill someone early.
No comment on gens, I haven't played in over 2 years. But according to the forums gens pop faster than ever and while survivor get so much whole perks/effects basekit, killer got 10% off of 4 things that individually probably don't make any noticable difference.
To the HUD, I mean the solo improvement HUD. And yes, many teammates won't act upon those informations but you can't balance or aim for the most incompetent players.
@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550044#Comment_3550044
Hook state indicator per Survivor, bonus points if the UI tells me which Survivors I need to hook for hook token perks like NWO and Pain Resonance.
Allowing aura color customization for Gens and Survivors.
Mini directionable bubble for the closest hook so that Killers don’t spend time walking around carrying a survivor before realizing there was a hook behind them all along.
Different button for activating perks or powers like Coup and Myers Tier 3
Allowing for chase music volume to be adjustable.
And here is another list of potential QoL improvements.
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@Icaurs said:
I am confused because your post is sort of split.
When are killer's getting something sweet?
What exactly are you talking about? Technically killer's get something sweet every patch... an entire killer. Survivors really only usually get a skin and 3 perks.. maybe 6 if the devs are spicy but the killer's get a whole new killer to play around with. The last major thing you could say that killer's got was Xenomorph. Most killer's are very strong and the majority could use a small nerf addon wise, but other then that sit in a good 50-60% kill rate. This is not prefect but is a good indication of something close to balance.
But then you also go on about FOV and that is a good question? But considering how long it took for the devs to introduce a colour blind option, will likely be a while.
From my understanding they and others with similar threads mean something sweet as in not balance but QoL related.
Like FoV slider, individual hook counter or base kit early gen slowdown.
In response to base kit BT, new HUD, basekit antifacecamp and so on.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549433#Comment_3549433
If BHVR wants to cater to Survivors, why have Survivors received so many Nerfs since 2016?
Why did they not keep Infinites in the game? Or Perks in their base state? No Exhaustion, but Perks on 20 second Cooldown?
The same reason why 0(!)/1 hook Mori's, 5omega blink nurse, instasaw billy, machine gun builds, burger king Myers, og wraith/spirit, forever Freddy/legion, old ruin, etc aren't a thing anymore.
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#justignorespam
Works for emails as well as survivors.
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@appleas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3547701#Comment_3547701
Possible replies to your experience would be:
1) Use chase perks
2) Know when to leave chase
3) Lower your win condition from Kills to hooks
4) Skill issue
Ironically, 8-12 hook games would be possible for weaker Killers if Survivors you are matched against are less experienced or skilled which would let you end chases faster. In order for a long and “fun” game for all, you cannot be on the same skill level or weaker than your opponents as Killer.
Good thing that this lies completely in your hands as killer and not the borked matchmaking algorithms. /S
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It wouldn't fix him but my ears would stop bleeding from that annoying screeching noice from even slightly heating the chainsaw.
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Well this is the reason why to this day killer is and probably will always be the more stressful role.
Having to micromanage against 4 people that have such a headstart will burn out every casual killer over time. Or turn them into another camping, tunneling, slugging reliant player that then gets complained about.
Only a low percentage will have the necessary motivation to preserve through the first few hundred HOURS to get resilient and competent enough to keep going.