cogsturning
cogsturning
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@NordSahne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117808#Comment_4117808
Survivors still have resurgence, lithe, DS, DH, Finesse, Resilience, Dejavu, Iron will, now spine chill, hyper focus, stb is still good, SB is still good, people gonna use woo and fma together etc., usually survivor meta perks don't get touched in years (SB literally took 10 years to get nerfs besides being always meta), while every single killer meta perk got nerfed several times, which is also the reason why there are more killer meta shake ups, because as soon as there is a decent new perk it can already compete with the current meta ones, survivor perks are strong and meta for years and you need really strong new perks to compete, not just decent ones
If you want to use previous nerfs of popular perks as an example, Iron Will used to have nothing to do with Exhaustion. DH and We'll Make It have been repeatedly nerfed. DS as well and is straight trash against strong killers. And the last thing to happen to Pop, Ruin, and Nurse's were buffs and those are meta.
while every single killer meta perk got nerfed several times
Bamboozle and Eruption have yet to ever be nerfed and Lethal has only ever been buffed.
Idk why it's so hard for people to say killers are eating good right now and survivors aren't. It's been nerf after nerf after nerf, with a dash of broken promises thrown in, in tandem with the release of an endless stream of strong killers. Fog vials, medkit add-ons, OtR, Babysitter, anti-tunnel, basekit BT nerf. Even new and reworked perks get immediately trashed. Fast Track, Cross Examination, and now Self-Preservation too. The vote for Aurora's perk was "a boon that grants permit gen progress" and they just went ahead and quietly overrode that. Even when survivors vote for something they don't get it. -
@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117652#Comment_4117652
What would you want those nerfs to do? Throw Blight from S to C tier? He became 4.4m/s, loses tokens on breaking pallets, two hugely requested changes that greatly reduce his power have been added. Drac still got nerfs to not only wolf form, but moving slowly when having his pillar ready which was never given a proper explanation on why it was nerfed. And it literally doesn't matter if someone still likes the Trickster or not? He went from being 4.6m/s and being able to get main event in 6-10 hits to being 4.4m/s and needing to work more for main event, that's just an objective nerf, no one's opinion is going to change that.
Dissolution was infamous for the killers that worked and a consistent pick on them, Ghoul and Krasue specifically who were at their strongest at the time. And this wasn't DMS's only nerf, it was reworked, nerfed, and now nerfed again. And Thrill is definitely a big change compared to before, totem cleansing with Thrill took too long and plenty of killers could abuse the extra time it took, now if a survivor is looping a killer correctly, the teammate cleansing no longer needs to spend such a long time doing it.
There were nerfs, but not every killer perk got nerfed just like every other survivor perk didn't get nerf. Lithe, Deja Vu, DS and DH are still very popular and untouched. Shoulder was the biggest case of gutting because the very existence of that perk was a mistake. Some employee in BHVR saw Otzdarva's video about tunneling suggestions, added into the game without any of the downsides and called it a day because they were too creatively bankrupt to think of a third perk for Taurie.DMS is a minor nerf. It still does the same thing. Any survivor with two brain cells would let go of a gen if Pain Res/DMS was in play, and if they had three they'd pop it on a random one. Nowhere to Hide is the only really meta perk that got a decent nerf.
Do you think that not every single survivor perk getting nerfed this month is a good argument? It's a fact that survivor meta is getting gutted and killer is going mostly untouched. Lithe is next because killer mains are running out of worthwhile perks to complain about. They won't be happy until they're all equally mediocre.
So Blight went from S tier to....S tier. What a monumental change. Meanwhile every new killer is also A tier with Judgment being arguably S. Perks that are a problem on certain killers aren't the issue—it's the killers. But nerfs to survivor are different. They effect all survivors. I don't use any of the meta perks getting nerfed but my teammates do, and if they become worse, the matches become worse. And the basekit nerf effects everyone. That's super sad the three Krasue mains can't cheese with Bam/Dis anymore but I'll still be 4king at 5 gens with Henry because all my perks were untouched (aside from a buff) and survivor is much weaker than it was.
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I also want to know exactly what these mean, and whether deaths will finally count as deaths in player stats with the surrender option.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117461#Comment_4117461
Pretty much. Was reading the killer perks and getting excited planning new builds. Got to the survivor perks thinking they would make me wanna play again, but nope lol there's nothing. The dev notes all came off as 'we want survivors to do this, not that'. I can see their consultants have been hard at work, I'm sure their kill-streaks will get a nice boost.
Funny isn't it, how survivor playstyles are so heavily dictated recently?
Stealth? Naw. Cut SP in half. Predropping? Knockout will take care of that. Gen rushing? Stake Out/Hyperfocus synergy removed! Looping to safe structures? Adios WoO! Don't like those mediocre boons? Shattered Hope will now show you where they are too!
But tunneling? Yeah let's nerf basekit BT and StB to make that easier for you, honey. It's a legitimate playstyle, after all. And how about more slowdown tacked on to some perks? We can defientley do that! There wasn't enough slowdown in the meta already, for sure!
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117717#Comment_4117717
Justification for buffing Knock Out by 400%: Because "Survivors refuse to loop around a pallet"
Right? Such a weird phrasing.
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@dangersmymidd1ename said:
Self Preservation was a breath of fresh air and at least helped with the never ending aura perks used these days.
The "dev note" reads like a typical excuse from lazy killer mains - "I had to go back to the hook because of <insert perk name here>"
Yeah the recent tone in these notes keeps blaming survivors for killer actions and it's really gross. They're treating them like poor little reactive bots who can't control their actions.
I always run aura on killer but even I think it needs counters for those who want to bring them, and SP didn't effect my preferred killer perks anyway. God forbid any viable stealth exists and killers don't have constant info.
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@LordGlint said:
I feel like I should remind you that elusive isn't JUST anti-aura but rather anti-tracking in general. It counters even basekit tracking like sounds, bloodpools and scratchmarks.
Breathing and footsteps remain. Eyes are also a thing. I see this perk enough in my killer matches. It rarely gives me trouble. It might make me lose a chase here and there but so does Lucky Break. Once I know it's in play I just have to think about likely trajectory.
@OmegaXII said:
I think it means if multiple people runs it, the 30s duration is so forgiving that Killers cannot find anyone when patrolling, and then proceed to go back to the hook and camp.
Have you ever once seen four people running SP?
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@NordSahne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117627#Comment_4117627
For monstrous shrine? Genuinely, yes, I definitely am gonna run it with jagged compass and now undone, just like I am going to run Ravenous on Spirit and gonna try out help wanted, it is better to try changing weak perks so that people have an incentive to use them, DMS also is getting nerfed and is not gonna work with pain res, they already nerfed all of the slowdown perks multiple times by now
Well I'm sure not. I'll continue to run PR, Lethal, Nurse's, Surge, and TBtC until they get nerfed. I'm not trading sure value for novelty.
they already nerfed all of the slowdown perks multiple times by now
Yet they're still the most popular perks and I promise you they're staying that way. And the last changes to Ruin and Pop were buffs.
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@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117619#Comment_4117619
"where are the killer meta nerfs in quantity of the recent survivor ones?"
You mean recently? Dracula got nerfed. Trickster got nerfed. Ghoul got nerfed. Blight got nerfed. If you mean Killer perks, DMS no longer combines with Pain Res. Dissolution now no longer synergies with killers who can damage survivors with an M2, no longer allowing combos like Ghoul or Krasue getting easy hits. Thrill of the Hunt is reworked, no longer allowing for the infamous totem builds that caused cleansing to take forever.I'm talking about recent perks but three of the killers you listed are still the top 10 if not top 5 strongest killers in the game. And the last thing to happen to Dracula was Warg's Fang becoming outrageously strong. Good Trickster players who hit their shots don't seem to consider the Trickster changes a nerf and the decay takes forever now.
Don't know if I would call Dissolution meta. Blood Favor is debatable too. DMS just lost a synergy. It still does the same thing. Nowhere to Hide is probably the only meta one to get a proper nerf. SB, Vigil, Deli, Windows, Five Moves were all hard meta. Vigil is dead and SB has almost disappeared from my matches. Windows is cooked. Killers also haven't lost anything basekit, unlike survivors.
Thrill doesn't look like a nerf to me at all. The rework will block totems from being cleansed repeatedly. It's a side grade if anything. It just isn't free value anymore. It's also technically a niche build perk. Did Pain Res, Pop, Grim, TBtC, Corrupt, Lethal or BBQ get nerfed? Nope. Nurse's is meta ans it got buffed for some reason.
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@NordSahne said:
Do we really gonna start complaining about them buffing useless perks, that you never see? What about diversity? I thought survivors don't like going against the same perks and killers wanna see different builds as well
Do you think killers will drop their four slowdown builds for buffed Whispers and Monstrous Shrine? They'd have to nerf those meta perks in tandem, like they're doing to the survivor side.
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117558#Comment_4117558
Like WoO has been either the most used or the top three used perk on survivor side for years. Like anyone who claims that its a perk that only new players use with that data are just clearly wrong. Like clearly Behavior has studied the data and found that out themselves too. WoO has been the most powerful information perk in the survivor side for years and official and unofficial numbers just prove that.
Its a good change and makes sense making both WoO and Five Moves Ahead to be unique and not just little bit different versions of eachother.
So for the first time they decided to study the data on this old perk? It's just suddenly a problem now? You know what they did before when they found a perk was used by everyone? They made BT basekit. Now? They nerf.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117558#Comment_4117558
Of course. Other stuff just got nerfed earlier, now the next bunch of Perks are done. But hey, at least Survivors get thrown a bone by making unplayable Perks a bit less unplayable while nerfing the Meta Perks.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117603#Comment_4117603
Weird, I dont see any changes to the most picked Killer Perks. If this is a criteria, there should be Nerfs. (It should not be a criteria. But if that is your argument…)
Funny how lopsided it is. Killer gets mostly buffs, survivor meta and basekit nerfed, and it's in a long line of recent nerfs like medkit add-ons, Fast Track, and Cross Examination. Surviviors get some gimmick reworks, but where are the killer meta nerfs in the quantity of the recent survivor ones?
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@MoZo said:
their reasoning for the change doesn’t even make sense too. they said because of basekit elusive, they don’t want to add it to BT. Why?? they’re acting like an extra 10 seconds of Elusive off hook will break the game or be insanely overpowered. all it will do is help the unhooked survivor have a better chance at escaping the area to go find someone to heal them (like BT is SUPPOSED TO DO).
It’s a real shame since BT was one of the only perks that punished the killer from sniffing a survivor’s back and counting to 10 after they’ve been unhooked to cheese a quick down.
i know killer players have been vocal about the game not feeling fun for them which is understandable but with the way the devs are trying to address it, it’s going a bad direction. making survivor miserable and not fun will just swing the complaints in the other direction. we can’t just keep nerfing anything and everything on survivor every update.
But what exactly is fun for those complaining killers? That tunneling wasn't easy enough? That survivors had perks that actually did things? That their KRs are only 70% and not 80% or 90%?
And it's not as though the queues have suffered. The killer queue has been longer than normal for months. It's almost like the complaints were empty.
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@Aven_Fallen said:
Because Killers claimed that those are the problem Perks. You now, moving the goalpost, as usual.
It's impossible for me not to believe that most nerfs are based on outrage and not data nowadays. Are ancient, baby-friendly perks like Windows and SB suddenly overperforming? Doubtful. More likely social media noise and CC influence just gotten too loud.
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I play daily and am currently a 50/50 player. I get iri I grade in both roles every season. But with the recent nerfs to survivor I'm moving away from that role more and more. If some of the nerfs in the next patch go through I will only likely play SWF occasionally with friends. I'll be a killer main again, like i was when i first started playing. And if the killer queue times keep getting worse (and why wouldn't they?) I'll be playing much, much less.
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I play daily and am currently a 50/50 player. I get iri I grade in both roles every season. But with the recent nerfs to survivor I'm moving away from that role more and more. If some of the nerfs in the next patch go through I will only likely play SWF occasionally with friends. I'll be a killer main again, like i was ahen i first started playing. And if the killer queue times keep getting worse (and why wouldn't they?) I'll be playing much, much less.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117481#Comment_4117481
Having it last half as long means that you don't just get elusive randomly for a long period of time. Its purpose has turned into a perk where, when a survivor gets hooked you have a short time of elusive where you can run behind the killer, quickly get into position for a quick save rather than being something that you get to use in chases or to just hide when the killer leaves the hook to chase another survivor because by the time the killer starts a new chase the effect has likely worn off.
Yeah that's totally what people are going to do with this perk. They won't use it to hide from aura and do even less of anything else. They're gonna do the thing Cross Examination was meant for instead. Absolutely gonna happen. The shorter protection means they'll just get braver! Because that's what stealth perks are for. And what's better than quickly unhooking someone right behind the killers back because your perk is running out? Truly such a good change for survivor.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/472338/upcoming-sp-nerf-makes-no-sense
They literally explained it to you. It can lead to situations where the killer goes back to hook because if a bunch of survivors are running it where else can you go? Like anything its another perk where, by itself isn't a problem, but if 4 survivors stack it, it is suddenly a massive problem.
And tell me how that changes with it having the exact same trigger.
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@Mortimer said:
Yeah, but it's always the same story at this point. Even in this "meta shake-up," most survivor perks just got tiny percentage buffs on perks that were completely useless to begin with, while the rest are straight-up nerfs to the few perks actually worth running (WoO, StB, Self-Preservation, FMA, Stake Out, Borrowed Time...).
Meanwhile, tons of killer perks got massive buffs (Whispers basically giving a FLAT 5% Haste to the killer just for roaming the map now).Not to mention the prelude nerfs of SB, Vigil, Deli, and the basekit BT losing 5s. I'm so puzzled by the reasoning of ruining almost every good survivor perk while the killer meta goes mostly untouched. Like how many people do they want to quit the role? Because I'm being pushed more and more away from it with each A tier killer release and survivor nerf.
And yeah Whispers and Distressing are about to reward killers just for existing. Funny how many complain about that same free value on the survivor side. Truly the motto of this community is "rules for thee but not for me".
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Yeah if body blocking was the issue that got the 5s shaved off why are they making it even more of a pro-body-blocking perk for DH users? And why is so much anti-tunnel getting nerfed? StB, OtR, Babysitter by Diminishing, the basekit protections, and now BT as well. It actually feels like they want killers to hard tunnel.
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@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117424#Comment_4117424
That's the thing, I'm not claiming that killers that hang off each other's hips and constantly 2v1 are problematic in terms of power. As I said, they sacrifice macro hugely and it takes multiple survivors to blunder positioning for them to start to steamroll.
It's just super boring to go against. Either you're not getting chased, or you are and it's basically impossible to do much other than go down in the least problematic place you can reach unless both the killers are utter goobers. It's not fun and not particularly interactive.
I don't know if these are all on comms either though. I had a random killer that was kind of clinging to me last session. It worked out because we were both decent players and the chases were quick but it's not my vibe. It's possible people thought we were on comms though. I don't generally assume comms unless I have a strong indicator, and in 2v8 that's usually either seeing their info on the leaderboard or if they're both super BMy.
I don't think comms are necessarily strong with the two tapping method. I think they're strong with bigger macro plays. But, again, the players also have to be decent. It's the same as 1v4. Four potatoes aren't beating a good killer.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117296#Comment_4117296
This is 100% why I stopped playing 2v8. In theory this mode should be massively survivor sided. In my experience I escaped more matches in 1v4 compared to the last few iterations that I played of 2v8. I don't think the devs realize how much bad players bring something down in this game. It's not just the whacky casual mode. It's the mode that is awful to play on the survivor side.
The general match quality of 2v8 has gotten lower and lower with each version they have released. I have witnessed personally how the quality of players on the survivor side has declined dramatically. You basically have nothing left but casuals on the survivor side and sweats on the killer side. It's just not worth playing anymore IMO.
I don't really subscribe to the idea that it's super survivor sided, mostly because killer macro is much easier in the mode than survivor. Killers can just lock down a cluster of gens and defend them. The amount of matches my survivor teams lose with one gen left but everyone still alive is absurd because of this. It's amplified by the fact that almost no one wants to play Guide and focus on center gens. They want to do the 2v8 equivalent of 3 genning themselves by doing safe edge map gens. And the layout of these maps is much less known to the average player, so it's harder to judge. But the killer gets that info for free.
The buffs that killers have are also weirdly understated by the community. I haven't played Wesker in months because of how buggy he's been but I dusted him off last night and holy crap, I'd forgotten how crazy strong he is with the third dash plus the almost instant refresh. And I'm doing the classic Shadow Wesker thing where I'm just snatching oblivious people up mid-heal with my free aura read. Killers have more than people want to admit.
And yeah, the survivor sided benefits don't matter if the teammates are crap and don't know how to utilize anything.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117296#Comment_4117296
Do you think this could be helped by increasing the gen bonus survivors get from being caged? Make it so potato teammates are contributing more when they are throwing.
That system is already really weird and feels like it activates when it shouldn't. The solution is actual matchmaking. I'm seeing 10k hour killers being put with potato survivors. Too many of these matches are determined in the lobby.
@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117296#Comment_4117296
This time around I've absolutely noticed an uptick in obvious comming, which is fine, but the playstyle feels like it has changed. Maybe it has just been my luck but killers are sacrificing broader map pressure to go for two taps in every chase, and when survivors are clumped together, it has resulted in absolute slaughter near every time.
It is beatable because when you notice them doing this, you can rest assured you're safe if you know at least one of them is far away from you, but it's possibly the least fun strategy to go against. The moment you interact with one of them in any capacity, you're pretty much dead in the next 20s. You simply can't loop two killers, so I've taken to shift+w-ing as a far away from important gens as I can to at least allow a bit of progress. That's boring.
When I'm killer I will opportunistically cut off a survivor I see my teammate pursuing to shorten the chase, but that's about it.
As someone who plays on comms a lot I've always been of the belief that comms don't matter as much as people think, but bad matchmaking can make it appear otherwise. If a bad killer is put with a coordinated 4man in 1v4 of course they'll likely lose. Same in 2v8. But then there's the opposite. Most of us who've played a lot of 2v8 have gotten those romantic couples with matching [name]<3[name] handles that clearly don't play killer much and are god awful, yet almost certainly on comms.
I've had a few matches against bad killers who've tried to double team me only for me to waste a couple minutes of their time and for it to become an automatic throw. Two-tapping works well when killers are good and surviviors are lacking in both chase ability and macro. I also drag them away from key gens and towards completed ones, but the average 2v8 survivor seems to do the opposite.
The problem with killer duos is comms plus skill and coordination. Two skilled killers—which is still the power role, as much as people think otherwise—coordinating on comms will likely be unstoppable against anything other than a skilled 5-8man, and those are extremely rare compared to good duos. These high hour duos need to be matched with good survivors but I don't think they ever will be. I think they want these matches decided in the lobby to increase 2v8s chaotic feel. And that's why people don't want to play survivor. It's not fun to watch three clowns do an invocation while you try to play properly, or to survive to the end of a bad match just so you can be the one humped and nodded at bybl some toxic TTV duo.
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It's the lack of decent teammates, yes. I've been playing 2v8 constantly this last week and even though the invocation throwers are beyond frustrating the starting with items is a huge buff. I've primarily been using the mode to farm items for my destitute main. I don't even have to search chests anymore. I can just hop on a gen and survive with what I brought with me.
But there are matches where you have people who go down in 10s and hand the killers instant pressure. Much like 1v4, you start to realize immediately when you're cooked. Add in trolls who die on purpose or who are AFK and survivor feels terrible very often. Nerfing killer won't help with this. I'm not exaggerating when I say I'm basically always one of the last people standing in my bad survivor matches and often have the highest score. Not because I'm good, but because everyone else is awful.
I fully realize that 2v8 is supposed to be a casual, fun mode and not supposed to be hyper-competitive with fully accurate SBMM
Problem is a lot of killers are duos on comms and they're not being casual. So the casual survivors are just free treats for them, and detriments to the decent players on their teams. I think people don't give enough credit to how powerful coordinated killer synergies are in this mode.
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@Your_Dad_Playing_DbD said:
I play both sides about equally and I’d be fine with some sort of anti-tunnel/anti-camp mechanic, but I have yet to see anything that isn’t overly punishing for killers when they tunnel or camp for legit reason (people who claim you never have to do it are just not being honest or they simply don’t play killer at all). If anyone has any good ideas that aren’t overly-punishing / abusable like the first version that was tried, I’m willing to listen.
They could start by not nerfing what's already in place.
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It's wild that all it took were the recent few months of CCs and their parroting drones to get StB nerfed but ten years of complaints about tunneling and it's getting multiple buffs after some preformative bit of canceled faux hope.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116968#Comment_4116968
Oh they confirmed it's a real thing? That's hilarious, I wonder how the code got broke so badly?
I don't think they officially confirmed it but the frequency was one of several issues that appeared. We had the phantom invisible skill checks recently, and there's been ones without audio queues too. Skill checks in general have been wacky for several updates now. They also don't make sense as an intentional change with how erratic they are. Sometimes you get five in a row, sometimes you get zero.
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Aside from the fact that it's a bug, if this was intended it would solely hurt inexperienced players while only helping veterns. I can spin my camera around and stay alert while casually hitting these mini Merciless Storms, often hitting greats and getting the boost, while in 2v8 I see teammates constantly missing skills checks. It's hard enough for newer players to concentrate on gens and surroundings. No need to worsen that.
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The Escapists in 2v8 keep popping their fog vials at match start and summoning the killers so yeah that's a new pet peeve for me.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116890#Comment_4116890
“Probably half my survivor losses can be attributed to these stupid things” - wouldn’t that also be the case if these were in 1v4 mode, especially if you’re solo queue and not coordinating with teammates on comms?
It's not like it's impossible to win in solo. It's pretty rare I see people just opening chests or cleansing totems in 1v4, which would be the equivalent.
I've had some abysmally bad killers that would have lost if there hadn't been multiple people doing Invocations. Like you've got four people on the map participating and four sitting around. The ones participating are getting chased or going for unhooks and no one is on gens during that time. Even someone who sucks in chase can do a gen in 1v4, but if they're spending the whole match opening chests looking for this garbage then wasting time doing the ritual then they are beyond useless.
@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116890#Comment_4116890
Good idea. Of course the quest didn't help but because it's a new thing people want to try it, even when there are only 1-2 gens left. Quite annoying.
I think they knew what they were doing making it a quest.
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I like the idea of being able to place an Invocation where you want. I like that it has no Broken. I think these things should be considered for 1v4 to make these not the worst perks in the game. I also like the visual more.
But in 2v8, I hate them. Probably half my survivor loses can be attributed to these stupid things, with some people doing them repeatedly during the match. It's gotten to where if I find them I dump them in a bush so they can't be seen.
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@Dokta_Carter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116833#Comment_4116833
When I had last really played on console... They could PM you if on same console? And if that's still a thing are you telling them to enable settings to prevent it?
Sure. If I was mad enough about other people's words that it altered my opinions and behavior it's on me to remove myself from that, not to keep participating in it while being upset that it never improves.
Most people already have those settings on but the big difference is console actually does do something about this. If someone sends messages like these they are most likely getting permanently banned from all online gaming. Hence hostile messages are extremely rare. You also have to go to the person's profile, select message, and then slowly type it out on your digital keyboard because you probably don't have a real one. The rage in the end game chat is intense because it's so fresh and it's so easy.
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@DrSpody said:
I was going to open a topic about this. I just came out of a game that had 3 player with high level (70-100) while i am around 5-6 with the korean killer. They were Toxic in-game and in the lobby they mocked me a lot. I reported them without thinking twice. Still when i play killer with peers of my level i tend to be a bit more aggressive and less ""polite"" than before. I am ANGRY when I play now. I like this game but the community seems to be worse than ever and i am really sad about this. Also in the lobby i don't shut up anymore and i start offending these toxic players and their whole family, sadly. I am so frustrated that i am really close to stop playing this game once and for all. Also the new MMR sucks hard. 50% of the time i am against people a lot stronger than me that i am a casual player.
If it effects you that much that it makes you that much more aggressive then close the chat. It's that easy. You don't have to see it. Console players can't, and they live in bliss.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116111#Comment_4116111
How does it get hit by diminishing returns? There's nothing else that gives you haste other than the Escapist sprint burst, and that only lasts a few seconds.
Scout haste when crouching is reduced as well. I'm guessing the walking-while-injured Fixated is too but I haven't noticed.
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@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116362#Comment_4116362
Today already felt the difference from people being done with the salt quests. From survivor side they felt much better because it was no longer half+ of the lobby just focusing on chests/rituals.
I'm still having very mixed results. Today I had a match against a Xeno and a Nemesis that were absolutely terrible. They missed pretty much all their ranged attached and whiffed their M1s. It was a 7k that shouldn't have happened, but people were doing invocations instead of gens. I ran the Nemesis for 2 mins at match start and one gen got done because four people were doing an Invocation. Next match, same killer combo, equally bad players, same problem. In both of those matches there was one person who did three full invocations. They're as useful as a dead teammate when they appear, and bad killers are winning in my matches solely because the survivors aren't doing gens.
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@Mooks said:
yeah.
weird how they stated they want tó bring select mobile outfits over though a bit adjusted somit fits better to core DbD and they actually started that with good executions but then… stopped oretty mich immediately?
That Elodie one and Zarina summer one are sooo cute and would def boost the chars popularity..
(I would be fine with leaving the furry maid outfits available for everyone out though - just.. normal Maid version for someone that fits Like the Sable Contest one)Yeah the ones that fill gaps or give some characters way better options really need to come. Felix still doesn't have a autumn outfit and it's right there, the Elodie one is better than half her current skins, and Zarina does indeed need a beach outfit.
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I think the answer to this question depends on what you mean by tunneling. If someone starts tunneling someone when 3 or 4 gens are done and everyone is still alive with few hook states, that's generally an understandable and unsurprising desperation move. They're doing it because they feel like they're in a corner. Loading in intending to identify a weak link and immediately shove them out is completely different and is driven by a desire to win at all costs, regardless of how anyone feels about it.
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@NordSahne said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115936#Comment_4115936
I wouldn't call it a huge killer buff, because it is completely optional, survivors don't have to do it and don't have any downsides not doing it
They are doing it though, in every one of my matches. Hopefully it dies down when people get their Quests done. They know what they were doing when they made it a Quest.
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It's even better on the killer side
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116025#Comment_4116025
It also decays, starts at 5% and last for 5 minutes. Every minute the buff drops by 1%
Which is wild for an effect that's limited to certain people, is barely noticeable, is a time sink, and gets hit by Diminishing Returns.
I like some of these ideas. It's cool you can place it where you want. It's nice that you're not broken. The graphic is cool. I'd like to see these things applied to 1v4 invocations. Then maybe they'd not be trash.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116025#Comment_4116025
I got the haste in one game even I didn't sit in the circle maybe a bug? I though everyone would get it globally even if just one player sit and completes the ritual.
I got kicked out of a circle by aura read killers and when it was completed without me I recall not getting anything. I had another match where four invocations got done (that I wasn't part of) and I don't recall getting the haste on any of them either.
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I played about 20 2v8 survivor matches and the person next to me was like this in every lobby. Has this happened to everyone or is it just Playstation, because the only people I've seen mention it so far are on PS?
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@ThatRyanB said:
Thanks for the feedback here, folks! I'm happy to pass along your feedback about the time requirement on this being a point of friction. That aside, though, is the effect something you find interesting or valuable?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116011#Comment_4116011
You're correct. Survivors that complete the circle will receive its effects.
Which makes it pretty lacking in value. It should have global effects (which could randomly shuffle amongst a few different things) and should maybe give Elusive while doing it. With all the free aura read it's just getting ignorant, unaware players killed.
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@Oputeev_Stas said:
I dont understand if I use then all survs gets 5% haste or only me? If only me then it's bad plus it's decay
Only the people who finish the circle, I believe.
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I don't really understand this complaint. You don't like that they're just around with flashlights but not getting saves, just shining them? They're just wasting their time for no reason?
If you see that many flashlights in a lobby just look around when you get a down. Someone is probably lurking and you'll like get an easy twofer.
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@Autharia said:
Or they could implement a system where you can only play killer after X survivor games played past 5-10 killer daily. this would also help to fixing longer killer queues. Once a killer start getting tunneled out they may start thinking on how it feels when they do it to others.
Do you really think hardcore killer mains being forced into survivor matches is a good idea? They won't take the tunneling seriously because they don't care about the role. They'd just be filling their mandatory quota. Many would just throw too. Soloq is bad enough without more griefing.
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Fallen Refuge is not only an auto win for killers with more than 5 hours in the game but is also a hideous, embarrassing, low-quality pos.
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@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115938#Comment_4115938
Interesting, its kinda like how some keep saying they havent seen the judgement yet for the quests, and yet ive seen them about 25 times lol. Which one was your 4th?
I've seen quite a few Judgments. Much more than I'd like.
Elodie. Dracula is up next, if I can stop dumping BP into my p100s to get more stuff for them.
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It's way too short. You can easily just guess someone's likely path and the marks and blood start up again quick, especially in areas where there are only so many ways to go. And running off without healing often means you're going down again fast. I've lost almost no one I've tried to follow after unhook. It's value has been about as small as fog vials on my end. It's only helpful when you can talk to SWF members and regroup with someone.
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Nice. I just got my 4th p100 yesterday with a lot of progress on several others. Committing is hard.
I saw a lot of Shanes in my 2v8 matches yesterday, including a matching duo.
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It's a huge killer buff adding that nonesense in. People are just sitting around instead of doing gens. Add in that the quality of survivors is already pretty bad and my survivor matches have mostly been killer wins so far.
