cogsturning
cogsturning
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@Skibidi67 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095226#Comment_4095226
If you are 12m (or maybe 16m or whatever) away of the hook, its distance enough to get 3m (three meters) away from another surv (its literally 3 steps to the side), you not getting tunneled, good, but you not suposed tanking a hit for another surv, abusing this system.
Good headphones = cheat? I mean you suposed to hear the game (otherwise the game did not have sound). But use a external software to get advantage is literally cheat. Imagine if every killer use a software to see through the walls, isnt fair right?
Are you saying you don't want the endurance to kick in until the survivor has moved away from their unhooker and not right off hook?
My TV has an aiming sight built in. No idea if using it would be considered cheating but there's no way for anyone to prove it if I was. Reshade is also white listed. These things are external advantages for killers. People's experience aren't even. Someone playing on a Switcn isn't having the same experience (or advantages) as someone on a high end PC.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096708#Comment_4096708
it is not soley based on my experience no, hence why ive stated i am open to have my mind changed instead of a set conclusion but with my own experience and watching videos of people as survivor using it and killers dealing with it mixed with my pretty good knowledge of the game and how chases function that it sure doesnt seem like a healthy addition to the game.
I dont need to play gainst it 50 times to collect data points to form an opinion. this is the only perk minus old dead hard that i have ever directly called to be nerfed.
I do not hold a position that annoying=bad/nerf needed
but i do hold the opinion currently that this perk is not annoying, its just good in a very bad way.
lucky break at least requires you to take a damage state therefore even if you lose them in chase you did progress your objective and the time wasnt completely wasted. CE doesnt need you to be hit and you can get away with the killer gaining nothing towards his objective.
i dont have a problem with most any of the perks people complain about. Im no doom and gloomer. I get frustrated about some aspects of the killer experience like more and more pallets but it is what it is and i still win most of my killer games so i can be annoyed all i like but its fine.
This is the only perk that everything i know about this game and how chases function is absolutely horrible for the chase experience from directly experiencing it and perks like that locker notification that isnt real that causes no scratchmarks as well can be annoying but thats far more limited than what CE can provide.
CE needs to not block EVERYTHING. thast my only issue. block auras fine. block scratch marks fine. block blood fine. not all of them. footsteps especially when you can just remove those to are not sufficient as a tracking tool and if this was used by a 4 stack who is capable of staying alive in chase more than 10 seconds, i would rather just DC and im against DCing.
If there's one thing i think should be an absolute in this game is that people should base their opinions on their own experiences. I hate how much CCs and clip farming videos sway people. If you're not really seeing this perk, and you're not using it yourself, then why are you worried about? I play a lot and I base my views on what I experience, and unless I see a consistent problem and not a one-off incident, I don't go off about it. This is another reason nothing ever changes—nothing is allowed any time to settle.
Imagine if Lucky Break came out now. The response would be crazy. "Why do they get rewarded for being hit" "how is the killer supposed to do their objective if the survivor can zoom away with their speed boost and disappear?" The killer isn't really advancing their objective getting a hit with LB if the survivor escapes. I just run to a teammate and get healed so I can do it again. Works even better in SWF.
CE needs to not block EVERYTHING. thast my only issue. block auras fine. block scratch marks fine. block blood fine. not all of them.
I can agree with this. I don't really think the aura part matters though. There are few aura perks that work in chase. I'm All Ears and Predator I guess? And again, those could get changes that make them more viable. Maybe Predator also causes a scream and give a noise notification. It could use a buff, but something should cause said buff.
if this was used by a 4 stack who is capable of staying alive in chase more than 10 seconds, i would rather just DC and im against DCing
But, again, what's the difference between this and four other 4man coordinated perks. Four SBers are an auto loss for me unless i get nasty. I hate it, I complain about it, but it is what it is.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096691#Comment_4096691
i am in agreement that changes are good. im not agaisnt changing the game, it is stale and suprising that after 10 years there isnt more than just do gens in the game. and lots of perks shake up game flow to some extent, im just not convinced this perk is the answer for that and it doesnt help that besides you, every person against CE getting nerfed wont actually argue why it shouldnt be nerfed. you actually have a position to take even if i view it differently.
i want game changes made that are fun, and while ce is fun for survivors its not fun for killers at a level where its beyond the senseof 'i dont like flip flob because it makes it harder for me to engage in X scenario" but its not frustrating to play against or as consistently powerful as i believe CE is when used properly.
im terrible at writing, i meant to say that if it go to the point where there were multiple users of the perk in a match it would be annoying like when there are 4 sb users in a game but a single sb user is whatever.
Now i havnt used it as a survivor yet, so im open to having my mind changed whether through using it or engaging with it as a killer, but it sure seems scary and the encounter i do know i had with it was not fun. i would have rather ran a tile with 4 pallets to have to chew through before i could get to him. if only because i feel that i am still able to fight towards a down. getting disoriented and confused in a chase repeatedly is just something for me that drastically ruins my enjoyment.
and i think a big crux of my cocnern comes in as if it was CE as a vacuum, sure whatever. there are so many other chase and speed bosts and stuff that can go with it that again on decvent players, chases become a slog and not something thats just about how long you take to down them but on whether you just wasted 60 seconds for nothing.
as an aside i bought the baby yaga skin(insanely cool) for huntress and played her for the first time in like 3 years (and ive never played her more than like 15x in 10 years) is how insanely slow moving she feels. she feels slower than hag and some matches on hag im like ######### is this speed(but i presume hag feels faster because shes smaller) but playing huntress i actually felt slower than survivors and there were some points i wa just watching the ground move and trying to determine if i was running at the same speed as a survivor.
The thing is I don't care about this perk at all. I didn't care about Fast Track either but I still argued against the nerf because I think this community has a pattern of getting caught up in a tornado of echo chambers and hyperbolic parasocial panicking. We doom and gloom about every little new thing while also saying the meta is stale. The meta isn't going to be changed by nerfing literally anything that comes along. Even fog vials, which were mid on release but still had the potential to change things, we're nuked because of whining. People always say they want change but they clearly don't because they won't allow it to even occur.
Now i havnt used it as a survivor yet, so im open to having my mind changed whether through using it or engaging with it as a killer, but it sure seems scary and the encounter i do know i had with it was not fun.
You're basing this on a single experience? Maybe it should be a bit more than that. If I was going to rail for against a perk, I'd test it thoroughly in customs or on pubs. It's one reason I'm not very passionate about this (Fast Track i at least played with and against a lot). CE is so far a non-entity and will be even more so after the nerf. We're arguing about a perk that's already doomed.
But again, what your describing is already in the game. If I hit someone with Lucky Break and they disappear around a corner, my chase is over. They're rewarded for me landing a hit. I am that Lucky Break user, and I escape about 90% of my first chases before the killer realizes I'm running it and smarten up. There's another point too. If this perk became common killers would get used to spotting it and adjust quickly. We have this same issue recently with the Black Banquet. Everyone knee-jerked about how bad it was immediatly and didn't wait to figure out how to work around the survivor effects.
I don't think 4.4 on ranged killers should change but yeah, it doesn't feel great in the moment a lot of the time. My problem is the SBers. Huntress does at least have the ability to get crazy crossmap shots with skilled players. I main Henry and if they pre run with SB to the other side of the map when I don't have undergate available I just can't even be bothered to slowly float after them. I'm not trying to complain about my A tier killer who I do fine with stats-wise but I get the idea of the micro not feeling good even if the macro results are solid.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096461#Comment_4096461
In 1v4 survivor is way more less powerfull you dont have dash on command,global adren, dead hard invincibility for 3 seconds and many other busted powers with all perks and addons you equiped on top.
Playing without poison then its weak opponents because good ones just eating invisiable cakes or others can totaly cook you there isnt much you can do without poison only things you can punish is invincibility with ability that damages through it or invisibility if you crack your headphones on very high so screams make you deaf but other then that there isnt much to punish in counter especialy if survivors use cakes and tables right they can stall killer for 4 gens and thats where he looses poison and has worse effects from tables and is mostly cooked.
Believing you play without poison and do good well you can but I guess you play killers like ghoul and against survivors that arent so sharp because good looper with any cake power can get away or get second chance super easy almost guarantee without killer using poison.
M1 killers dont get so cooked in 1v4 where one full table can totaly redo their work and heal everyone plus many other things.
The invincibility and invisibility are overrated. You're saying it's weak survivors but maybe it's weak killers that can't deal with it. The invincibility I can M2 them through. Chances are, if that ability is in play, they're lurking around your chases to block the hook, so just look first and get a free hit. The invisibility makes a loud tinkly sound in addition to footsteps and breathing. You can hit them through it or wait it out.
I guess you play killers like ghoul
I would never, ever play Ghoul. I will never even buy that screeching monstrosity. I posted the killers I'm using in this very thread.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096678#Comment_4096678
your not wrong but those require multiple perks stacked on each other to get the effect, other than lightfooted, CE has it all wrapped up in one.
I dont agree that not liking this perk is from entitlement because thats not the case(for me).
The most unfun points in the game for me are when i am not actively playing it such as entering chase tracking somedown to start a chase or hooking or making or defending plays. I absolutely hate spending 30 seconds chasing someone and not ever getting to spot them and on loops that have multiple ways out, a 1 second hesitation or wrong look and theres 5 plus seconds of catch up time and growing till you get on their trail.
This is a perk that i feel breaks the mechanics of how chases should work. and i do not have time to have all my tracking tools, be engaged in chase, all of a sudeen the trail stops, i hear nothing, see nothing and there are multiple pathways and LOS the person can be behind and do that over and over allow while they already have the benefit of pallets everywhere vaults and everything else.
i dont care if the guy whos using it is a guy who runs into a rock in chase because they arent using it well. its the people who are already dangerous in chase that can use this perk to an insane degree in a game that is going quicker and quicker.
because its getting nerfed this wont happen but what if this perk got to be windows or ds popular. do you think that would be even remotely fun to deal with?
it would mean that every chase ends up bypassing the very mechanics designed to make the game playable.
if the game had been designed to work off footstep tracking alone then sure, its annoying but fine. but this game was not designed for that and its the most powerful effect in the game at the most important time in the game minus maybe noed and end game.
chases are already frustrating for both roles, this is in no way possibly fun for a killer to deal with.
other perks can be fun to deal with or at least just a "yep there goes the sb"
i can go shut off a boon though, its counterable(and rare and not mapwide)
i cant shut off your elusive unless i have no TR.
the perk wasnt supposed to be used by the person being chased, it was for someone else following the killer or a more memey intention.
i genuinly think it doesnt seem problematic because its rare.
1 person on a team with SB isnt annoying. 4 people with sb and vigil is.
right now the game isnt even at 1 per game yet and if it did i think your opinion would change bvut i could be wrong
if the game had been designed to work off footstep tracking alone then sure, its annoying but fine. but this game was not designed for that and its the most powerful effect in the game at the most important time in the game minus maybe noed and end game.
This is the problem. The options on how to appraoch gameplay are too limited and, as much as people complain about that, any hint at change is met with resistance. If perks like this actually got popular it would be great for the game, because the proper response isn't nerfing them so the loop remains stale. It would be new killer perks that negate its effects, or a change in popularity of some perks, like Stridor. We are never getting any changes in the gameplay loop if we cry about every perk that changes it.
right now the game isnt even at 1 per game yet and if it did i think your opinion would change bvut i could be wrong
One wouldn't be an issue. It's no different than having BBQ against someone with Distortion. They get to avoid being chased, thus shifting the burden to the other three. I'd just ignore that one CE person the way I ignore pre-running SBers. If it were four people running it then sure, it'd be an issue, because lots of perks are this way. Four people running shadowstep does make the effect basically map wide, and it makes everyone untrackable. Sure you can snuff it, just like you can end Elsuive with a hit, but they can just relight the totems endlessly. Four SBs and Vigil is indeed game-ruining for me maining a 4.4 with a short-range ranged attack. A whole team running Self-Preservation and Babysitter would be hellish for anyone who finds their next target at the hook. That's just the game. Whole teams of coordinated or synergized perks are a nightmare.
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I'd also like more of those Easter egg secret rooms like on Midwich and Nostromo.
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I really wish we would stop using 10k hour noteworthy players as examples of things. Why don't we assemble a group of normal players and do this exact same thing and see how it goes? I'd be in, and then maybe you'll have some more realistic information.
And if they were playing for hook states why aren't those what we're going off of? If I was playing for hook states I wouldn't be trying for kills at all.
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@Wyndsor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096668#Comment_4096668
He's going to get a love-tap at worst and then people will start making threads complaining that people keep dc'ing in their games just like with Ghoul.
I personally elect to play as aggressive as possible vs him to make it over sooner rather than later, escape or death, similar to Blight.
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OT:
Hyperbolized killer complaint that doesn't actually meet reality #2998, joining the ranks of Survivor HUD changes, removing hook grabs, and Blood Rush.Yeah I also expect some tiny "look, we listened" itty bitty numbers changes that do nothing and that's it for awhile. These sales have to be insane with these queues and player counts. Why would they change anything until the repercussions kick in?
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096668#Comment_4096668
now combine it with lightfooted and what tracking do you have access to? ive only knowingly encountered it once (knowingly) and because this person was a good looper i was able to immediately tell it was in play and i will not ever claim to be high mmr, im not but i am a good killer with a pretty good kill rate on preferred killers and it can be absolutel;y nasty. do i think its dangerous or problematic on your average soloq dwight? no. on dbd addicted sables and aces and stuff, yes they are busted. and again if there wasnt extremely loud chase music you have to listen past for the footsteps that arent very precise, have to be very close to you(like depending on the loop you wont hear footsteps if they are on the opposite side of a loop tile) and if they slap on light footed, then you lose everythign except for very faint breathing sounds if your lucky and thats not acceptable for a tracking tool.
the game ceases to function if you remove scratch marks and while having perks that remove them in situations is fine(stealth survivor here) this specific use case is not ok and its not what the perk was designed to do clearly.
There are already perks like this. I've had people run SB, Vigil, Ghost Notes, and Lightfooted. They're basically untrackable all game, not even situationally. I've had full stealth teams running multiple Shadow Steps, Distortion, Iron Will, Lucky Break, etc. I get like two hooks in those matches if the map is dark. The problem I see is two things: killers feel entitled to the typical gameplay loop of chasing a survivor around some walls until they eventually get a down, and everyone is so used to not having to think or use their eyes that these perks mess them up immediately. It's the same for me as killer. I always run some kind of aura. If that gets shut down I'm in trouble—because it's a crutch I've leaned on so long. Nurse's Calling wins me matches as my main. Recently I've been using FttE because it circumvents aura blockers. I sometimes use Infectious Fright for the same reason. I'm at least aware that the problem is me.
It's also just a fact that perks win matches in the right situations. They do it for me in both roles. I also run a chase-ending stealth build myself as survivor. I go many, many matches with zero hooks and can attribute a huge chunk of my successes to my perks. But I wouldn't even bother with this perk. I like what I have better.
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I've seen it twice on non-adepts and one adept hunter. It affected nothing. I could still hear and see them. It's too situational. You have to have an LoS breaker and if you hide, you have to get lucky. It's like Lucky Break in that way, which is what I'll be sticking with.
And yeah we'll continue to see endless Jasons because he's a massive money-making ptw. With how things went with Ghoul I wouldn't be surprised if it was a year until worthwhile nerfs happened. I just don't know what's going to happen until that. The queues are massive and I can't be the only one who doesn't want to play survivor anymore, nor do I want to wait in line to play killer. He's throwing the whole game out of whack.
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@100PercentBPMain said:
dbd will be just as good as fnaf :)
Yeah, that's my concern.
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@ShanoaLegendaryPlz said:
The event mechanics have made the gameplay much more competitive rather than casual as killers get easy downs with poison, and survivors get easy mid chase heals and ways to extend / escape chases, making everyone play to win much harder. And im also guessing the bully squads are out in full force with all these new abilities so lots of killers are just fed up and will just go all out in every round as some of the abilities make every random team even feel like bully squads.
I have not seen a single round where both sides farmed and tried to max out event points. Or even someone giving the hatch.
Yeah events are always sweaty but this one takes the cake. It's the most aggressive playing I've seen back to back. I've also seen zero efforts at friendly farming, though I did give someone hatch.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096465#Comment_4096465
That’s quite good and certainly if I had your experience I would draw the same conclusion as you. Even if I have a different experience than you, I very much appreciate that you’re at least basing your conclusions on your own personal experience. What I can’t take seriously is strong opinions about balance from people who only play one side, because they have no idea what the other side is experiencing.
I'm pretty 50/50, with slants here and there depending on how much one role is pissing me off at any given time, and spikes in survivor from all-day sessions with friends. 30+ matches of survivor happens but I can't do that much killer at once. Too stressful.
I more have trouble taking people seriously who constantly cite CCs instead of their own experience. I've also come to realize that many of the serial complainers have surprisingly low hours, and I think many have hit that difficult point where their MMR has gone up but their skill isn't aligned, so they blame the game instead of trying to improve or figure out what they need to do.
My initial reaction to the event was the same as everyone else, that it was kinda ridiculous, but it just took a few matches to realize which killers worked for me and how to play around the effects. The only thing I really don't like is the portals. I think they should be further from the gens and should take longer (and so be riskier) to use, because everyone just poofs away the moment they see me. What it has taught me is the "survivors love chase" narrative is bs. They'd cleary rather not.
This event has definitely been crazy sweaty and aggressive though, and I get the frustration there.
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@Linkdouken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096458#Comment_4096458
A24 would have been perfect
Yeah I'm not even a massive fan but they at least put effort and thought into things.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096439#Comment_4096439
I can’t say for sure because the stats page doesn’t distinguish between regular and event matches. The only success I’ve had in the event as killer is playing as Bubba which seems kind of lame given it’s basically an automatic down if you hit someone with the poison. But with any other killer it has been pretty rough. It’s “play with Bubba or Hillbilly or lose badly”.
I've intentionally played with certain killers I'm not currently using in 1v4 to keep track.
Not a lot of data but not a lot of losses either. I don't think I'll land in a bad spot.
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096439#Comment_4096439
Only with certain killers that work super well with poison, if they dont like wraith or pig survivors with good buffers can still overwhelm you especialy with invincibility and unbreakable pallets with global adrenalin from tables.
Even one survivor can stack 4 cakes on 1 table and keep the effects going which totaly destroyes some killers.
I've barely even been using the poison. I just play normal and use thair tricks against them. And yeah, I'm playing killers that can keep up. 1v4 is also harder for some killers. This mode is just harder for different ones.
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Him being an unknown isn't my issue. The film's fate was decided just being a Blumhouse film. I'm sure their inexplicably large fanbase would diaagree but I really wish A24 was doing it. Then it at least wouldn't be be a cheap, hollow piece of merchandisable trash.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096312#Comment_4096312
You keep up because survivors still suck ass at the game amd give up underhook dc at the smallest thing.
people just getting better over time
survivors still suck ass at the game
Pick a lane.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096411#Comment_4096411
Literally everyone, even the most survivor-biased players, concede that this is a very survivor-sided event. Speed boosts, free heals, free teleports, free invisibility, free invisibility, unbreakable pallets that make literal infinite loops - like, what else do you want?
You really need to try playing killer sometime and I think it would do a lot to help you gain some perspective.How are your results though? Because, like @FerrousFacade, I haven't lost much. I'm doing better in the mode than I do in regular. Once you learn how to play around the survivor toys, it's not that bad, and them trying to use them to swarm and body block is keeping gens from getting done and causing them to be out of position and injured when it doesn't work. It's a frustrating mode, no doubt, but you can do very well with the right killers.
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@TheArbiter said:
Changing it to a flat 50 per prestige is great and all but can we all get a bunch sent to our mail to claim as we wasted a TON of blood points before the change
Yeah this would be nice, or BP. I've spent a good 20mil and have little cake to show for it.
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@Ghost77 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096404#Comment_4096404
The funny thing is, I’ve seen few Jasons in the event queu compared to the regular queu.
Cause the rest of us are trying to get away from the Jason line.
Nothing would convince me to play soloq right now though.
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Imagine if we got the mythical MMR rework told of in the ancient legends.
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The queues are long because of Jason. I usually play both roles but I've barely played survivor since he came out, and I haven't touched surv at all since the first day of the event. The 1v4 queues are too long so I've been playing killer in the event during the brief points when the wait time is acceptable to me. Despite all the survivor-sided claims, I'm winning almost all my matches there.
Until Jason either gets meaningful changes or his appearances greatly reduce I probably won't be playing much survivor for the foreseeable future. Soloq is 100% off the table.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096364#Comment_4096364
Even shooters nowadays feel overcomplicated. I played battlefield 2 for years and loved how simple it was, no weapon customisation or anything to a point where i could tell the guy around the corner was a medic just from the sounds of his gun shots lol. Now in battlefield 6 if you arent crouching around like everyone does against jason in dbd, then everyone in a quarter mile somehow hears your extremely loud footsteps. And even if you are crouch walking they just know ur coming anyway. So i gave up on bf6.
Yeah I figured as much. I played Uncharted 2 and 3s deathmatch for years and loved it for its simplicity. Simple gun types, teams spawning on opposite sides of a fairly even, rectangular map. Proximity chat plus it being the wild west days of online gaming made for crazy levels of toxicity though, which is why i mostly stopped playing multis. I played a little CoD at the time too (MW2, Black Ops1) and though there was plenty of customization, it didn't feel like you had to understand it all to play well. I don't even want to know how overstuffed those games are now.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096354#Comment_4096354
I've tried some outlast trials, after completing outlast 1. Certainly one of them "shock factor" games, where it really seems to want to test if you want to see gross stuff all the time. I only played it solo so far as most of the game can be played alone. Its got seasonal fomo rewards that aren't something anyone would go out of their way for lol still unsure if any of it returns.
Tough game to start learning tho
I'm not a fan of stealth games so I made it about 5 minutes into the original Outlast. Trials is something I'd be likely to play with friends.
I also have Phasmophobia, which I've found horribly boring even with other people, and 7 Days to Die, which I haven't tried yet. That's it for me and multis.
The tough to start learning, yeah, that seems to be a problem nowadays with how long games stick around for and how big they get. I used to be able to hop onto some random shooter and do okay. Nowadays games come with an encyclopedia worth of backinfo. But if I can do it with dbd without any external help from CCs, I can do it again.
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Between Jason, the queue times, and the cakes I've also mostly cooled on dbd for now (though my cooling is probably a lot of people's normal).
I recently played Mouthwashing. Love it and ordered a shirt and the soundtrack immediately. In my search for a stress-free Animal Crossing dupe I started Cozy Grove and it's exactly what I wanted but with a magic/ghostly twist. Continuing my quest for a different tone I'm also playing Little Kitty Big City, though I'm really disappointed with it. After that I'll go back to horror. I've really been enjoying tiny horror/psychological games that only take a couple hours. Order 13, I Did Not Buy This Tickets, The Cat Lady, and No Means Nothing are on my short list.
I don't currently play any other multis but I just got The Outlast Trials from the Steam Summer Sale so I'll likely give that a go at some point.
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@MissiCiv said:
Am I the only one who can’t access the first page of this topic?
It's happening on other posts too. Some sort of Vanilla bug.
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They'll care about feedback when the money stops flowing.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096269#Comment_4096269
The constant buffs to the rest of the game around those perks like more pallets more hook timer survivors spawning separated and people just getting better over time. And no people dont play the first because hes just weak and his counterplay is easy hes not bad but he not powerful sense his counterplay is to just run but not in a straight line. Killers dont want it easy they want it fair the effort should be rewarded but its not killer feels like a 9 to 5 while survivor I can win while watching a video.
Survivors are supposed to spawn together, not separate, which was a nerf. Hook timers and gen completion times were increased. Pallet density added a lot of fillers that are unsafe and came with main building nerfs. People only ever seem to remember what the other side got while forgetting what their favoirte side got. Your real issue is this:
people just getting better over time
MMR goes up and you get better people and then you blame the game. There are still bad players with 200 hours out there. But if they're getting better shouldn't you also be getting better too, not just complaining about wanting it easier?
Henry isn't weak just because there's viable counterplay. If you don't like the hold w then Pizza Goggle/Rollerskate combo exists, but calling a killer who can hit through walls and from a lower floor weak is just ridiculous.
The effort is rewarded. What personal KR on a killer do you consider fair? And if survivor is so easy, then you also have a very high ER wirh high hours to back that up, right?
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@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096269#Comment_4096269
post your stats page
So you have no response but this weird demand? How about you tell me how all these things you listed changed for survivors benefit. You made the claim, so expand on it.
@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096266#Comment_4096266
I am not talking about literal speed. I am talking about how long trials last, its the current meta. If a survivor isn't being efficient on gens, or killers are taking too long in a chase, they're underperforming, that goes for both sides. This is just the reality of current DBD.
Most killers with 4.4m/s, unless they have an oppressive power, will naturally take longer to do things in a trial like traversal or dealing with chases chases than killers with 4.6m/s.
I don't think making a killer like Springtrap or Trickster 4.6m/s make them as annoying as post PTB buff Krasue or Jason, because those are strong because their power was really annoying to deal with.But that is literal speed. My matches usually last 10-15 minutes total. How long do you want them to be? If you can't spread pressure properly and juggle the activity on the map, you lose. I feel like this view has more to do with MMR increases than actual game issues. MMR goes up, sweaty and efficient opponenets appear, and the matches become increasingly more intense and demanding. Because the base game has only changed so much in recent years. New killers keep droppng as A tier, so survivors are forced into peak efficiency, especially against good players. I used to be silly as survivor. I used to meme. But that's over. The killers I go against are all business. Same for me on killer. If I want to maintain numbers above the goal I should expect harder matches. If you want chiller matches than lose more.
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@Domicci said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096266#Comment_4096266
Ya people want strong killers to be able to compete with the insane perks survivors have had for years but for some reason only nurse can stay as s+ teir and blight as s teir everyone cries about the new killer they get nerfed and people learn the counterplay after making them illet even worse it happened with the first
Henry's nerfs were minor. People don't play him because he's not easy, yet he's still strong. That's the problem—more and more, people want everything to be easier. And if the perks have been "insane" for years, before all these overstuffed A tiers starting dropping constantly, what has changed to make killers suddenly unable to deal with them now? Because they've seemed to be able to work around them all this time.
@coldflame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4096266#Comment_4096266
a mix of pallet density, gamewide changes to healing/gens/hookstates and general meta evolution have led to gens being done way faster on average, and the afformentioned pallet density means the killers who cant answer pallets eat #########
Like what changes? Healing builds have been nerfed by diminishing. Everyone seems to have forgotten medkit add-ons were nerfed some months ago. Gens haven't changed. Deja Vu and Resi are still the gen perks I see the most. Nothing has changed with hookstates. And pallet density also came with main building nerfs, plus most of the pallets are tiny, unsafe nothings between a rock and a tree. You can walk around half the pallets in this game. There are almost no killers who don't have some way to work around pallets, like ranged attacks, teleports, or speed.
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@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095948#Comment_4095948
I don't know where asking for the bare minimum for a killer has become no effort. Unless the Killer power can literally replace every single situation where an M1 would come into play (killers like Henry or Spirit), I don't think its unfair to ask for some of the older killers to have better movement speed to keep up with the current fast pace meta.
For Jason specifically, he can literally avoid it by just spamming teleport whenever he becomes 4.4m/s. Its like Myers' 4.2m/s, it literally makes no difference to him because he's 4.6m/s when it matters. I feel his more annoying tool worthy of discussion for his balance is his teleport, which I agree with that is too oppressive on some maps and the counterplay is silly.What fast paced meta though? Did survivor running speed increase? Did gen times go down? Most of the popular perks are still years old. SB is still meta. What's mostly changed is that powerful killers keep coming out and people want every killer to be that way.
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@HexSlugged said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095480#Comment_4095480
why do you play if you dont have much fun?
Addiction? Habit? A thirst to watch my numbers increase? An inexplicable desire to prove myself to no one in particular? Take your pick.
I do enjoy playing with other people though.
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This is going well
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@random1543 said:
regarding bug abuse part, I fully believe nobody gets banned for bug abuse. (I don't think they should either should be up to devs to fix, or ya know use kill switch)
I remember when the bug few years ago where flashlights could let you be invincible in lockers against most killers, I don't remember seeing anyone banned for that even tho that also falls into holding hostage, If you played that weekend someone would be doing every game they would of had to ban so many players.I recall that being the case but I'm kinda wondering now. Weren't people getting banned for the white glyph bug recently? I think if you repeatedly abuse it you can be banned but even that is bs to me. Fix the problem, don't blame players for it.
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@Your_Dad_Playing_DbD said:
I can tell you what the criteria are for post game chat harassment: you can literally say anything you want and not get punished. I’ve reported people for saying racist things, homophobic things, death threats, death wishes against me/family members. No responses from BHVR ever. It’s really sad that they don’t seem to take this stuff seriously. I was surprised to hear you say that bans are being issued more liberally because that is 100% the opposite of my experience.
I've gotten more reports of action being taken in the last couple months than ever. I thought it was nothing but a pacifier to make you feel better but I can confirm people are getting bans for things like griefing, and with no further explanation attached but that reason. No date, no further info, nothing.
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@UnicornMedal said:
Maybe I'm wrong, but I think the heavier DC bans were phase one of this process. We saw what that looked like a year ago—the system was there to punish but it didn't know how to. Then it was scaled back to create a system where you feel like you have to stick things out that you wouldn't tolerate in any other game or else. A stricter report system without a clear idea of what's enforced puts everyone on edge all of the time while giving the ones enforcing the rules a lot more flexibility. You can't really contest a rule that you agreed to but were never told.
That being said, I'd love it if they were to clarify this but I don't think that's in their MO.
Yeah I just don't really know what the motives are. With DC penalties it's forced engagement to lose the penalty, so I guess that makes (twisted) sense. But the one that hits you for inactivity can potentially punish you for someone else's behavior—and it's a hated behavior that the game has greenlit too. And banning people entirely for anything but cheating is just baffling to me. You can't engage with and spend money on a game you've been banned from. And yet they won't clarify the rules. I don't know why transparency is so hard. If there's clear rules then fine, enforce them, but otherwise it appears random.
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/469534/in-game-reports-and-punishment-criteria
I too would love some clarification on all of this. Thank you for writing this detailed thread my friend. You’re 💯 correct and it would be helpful to have an accurate set of rules to understand and follow by.
@NeverSolus said:
https://forums.bhvr.com/dead-by-daylight/discussion/469534/in-game-reports-and-punishment-criteria
I agree in full. Unless we know the rules, and which rules are broken when they are broken, then there is no point to the rules outside of arbitrary applications. This isn't helpful for game stability, community behavior, or personal adherence. Can we have some clarity on this to better drive the spirit of game health moving forward?
I messaged player support to ask for clarification there as well and all I was got was a response about "degrading the experience of other players" which is the opposite of clarity. By that whim-based ruling you should be able to report anyone who hard tunnels you.
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The wording sounds like the cakes will just be cheaper but still uncommon to get? No one was complaining about the price. They're complaining about the drop rate. It's hard to say it's still a celebration when people are this angry about something easily repaired and that reeks of greed.
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095956#Comment_4095956
Yeah, but you just have to compare it to.. I'm All Ears - just for equipping the perk you'll see the aura of the person when they vault, and it works in chase. Why is it not OK for there to be some perks that counter it? What about Predator - you lose the chase and get rewarded with the aura of the survivor who successfully outplayed you.
Yeah, exactly. The problem with role bias is people ignore what their favorite side gets. Both sides get free stuff. A massive chunk of the perks for both are activated by an opponents actions, or by the user"s own failure, like Predator.
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@vol4r said:
This seems like it's their new way of making busted killers, which is concerning.
Ghoul was busted, Krasue was busted, First was very good and frustrating, Jason seems busted with all he got in his kit.
This isn't "one time" thing, this is the new way. Poor surviviors.
We can't wonder why killer matches aren't instant in the evenings like before, much more people only want to play killer and not touch the survivior side.
Yet we have people saying dbd is survivior sided and that devs are biased towards surviviors.
I usually play about an even mixture of roles. I get full iri grade every season on both. But the experience has been so bad since Jason came out that I've hardly touched survivor. My last 5 or so sessions have only been killer and I wouldn't even consider soloq right now. I hate the queue times but it's better than misery. Next season might be my first without survivor iri grade.
And yeah, hearing how survivior-sided the game is while Jason stomps is just so infuritating. I've been winning almost all my kiiler matches in the oh so survivor-sided event too. I guess survivor-sided means they get to finish some gens before they lose.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095962#Comment_4095962
you do realize the point of chase music is to blare out the sound of breathing and footsteps so no you can't because if the survicor leaves that loop with elusive you can't track them and waste time looking for them in a loop they may or not be also no dark devotion puts your terror radius specifically on the obsession and they get a speed boost away feom you while applying it and elusive is way stronger than undetectable because scratch marks pools of blood aura are the only ways killers can track when the survivors leave los
You can still hear people even with the music. It doesn't deafen sounds, it just makes it harder.
Elusive still allows for noise notifications on perks like FttE and Infectious Fright. It also doesn't block Killer Instinct. There are no ways for survivors to go around Undetectable. Undetectable is stronger.
Lucky Break and Parental Guidance already do this. Poised, Dance With Me and Shadowstep have similar effects too. Killers have managed with suppressing perks. You can often just guess where people are.
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/469485/i-dont-understand-the-nerfing-logic
cross is busted in chase because elusive removes everything and all you need to do is follow the light paths and the hitbox is ao big it's multi floor and you get it when getting hit
a killer equivalent would be if killer got event poison but you were at walking speed immediately showed your aura within 16m and never went away till you died. i know for a fact survivors would be complaining why it even left the ptb
That's not even remotely close to equivalent. It's just a status effect. The killer can still see and hear the person. Undetectable perks like Dark Devotion are the closer equivalent because Eluisve is a weaker version of Undetectable.
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Yet we have more and more people asking for 4.4s to be 4.6. This playerbase won't be happy until every killer requires no effort.
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Sable Ward the type of goth to use the incorrect plural form of "vinyl"—oh wait, no, that's you.
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Is it because this perk is the new flavor of the month to complain about?
Yes. It was the same with Fast Track. Same with fog vials. Same with the anti-tunnel ptb. The squeaky wheel keeps getting oiled and because of it we'll never have any changes to this game because this playerbase won't allow them, as much as they say they want them.
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Overall I'd say it's killer. I've known regular players with 80-90% KRs. They essentially win every match. I've never met anyone on survivor with comparable numbers, like a 70% overall ER. Even if you maintain the basic goal numbers of 60/40 that means you tie or win most of your killer matches snd lose most of your survivor matches.
A lot of killers strength comes down to the ability to flip the script, like to be losing and slug everyone for a sudden win, or to hard tunnel into a guaranteed victory. End game can quickly shift into killers' favor too. Survivors don't really have anything equivalent to this, where they're losing and just suddenly win.
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@Wezqu said:
I am surprised that some random people can't just send you a message on Xbox? Like I would not want to use a platform that has a messaging system that lets some randoms just contact you without your approval. Like even in Steam you have to first do friend request to be able to message someone if they don't let you write on their profile.
You can set it to private. Many people do. I often try to send friendly messages and hit walls.
The messages aren't even the crazy part. You can send VC requests to strangers, so a killer could can send a survivor in the lobby a VC request before the match. You can also send voice messages instead of written ones.
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@MeduSnake said:
Everytime I read "New Killer XY is overpowered" I wish that, that person will only face comp Nurses and Blights for a month straight and then get asked again if the new killer is op.
Yeah comp players on S tiers with high hours and tons of experience are a totally equivalent comparison to any rando hopping on Jason and wirnning every match.
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For morsel invisibility they make a tinkling sound in addition to breathing and footsteps. They also have collison. I've hit them while invisible. At the very least, you can hear them enough to stay around them until it wears off.
The portals, though, are a bigger issue. They're the only thing I think is truly busted on survivor in this mode. Everything else is manageable but these pre-run to portal matches make me want to give up.

