cogsturning
cogsturning
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977856#Comment_3977856
That's a shame and a very weird bug.
Probably something that support could help you with. But then again, knowing BHVR's spaghetti code, they might permanently equip No Mither on all of your Survivors trying to fix the issue or something else equally baffling could happen…
Hahahaha yeah, that's why I haven't bothered. My flashbangs are the least of their concerns.
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Banners and badges would be cool. Cosmetics for non-IP characters would be nice but I don't know if I want to be broadcasting my survivor level in the lobby. I don't want to disappoint the killer with my mediocre abilities right out the gate.
My current reward for my p100 survivor is getting basically zero fog vials in my bloodweb.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977737#Comment_3977737
I didn't realise Flashbang was bugged. Wasn't gonna play today but thought I would test the build out and I got a Legion that DC'd because of ping issues, a Blight that tunnelled me out before I could get a single perk up and a Yui that unhooked me on death hook right in front of a Houndmaster who then tunnelled me out. So yeah, big regrets booting up the game and I wish I hadn't. Like I said, I'm trying to care less about winning or losing but it's difficult.
Tbh, wasn't really getting any flashbang value, so this is the one I would swap out for a healing perk and a fog vial. I'm more likely to accidentally flashbang my teamates when trying to heal them with a med-kit than to blind the Killer with it anyway.
It's not bugged, it's just bugged for me. I complete the criteria to make it and it just doesn't generate in the locker. It's always been that way. I've never been able to use it. I haven't cared enough to try to solve the problem though.
Yeah the accidentally blinding teammates happens to me more than the killer dropping me when people do it. So I'm just like, "Cool, I'm getting hooked AND I can't see."
I don't mind losing to people who play fair and well. It's the 4-person slugfests and the tunnelers that kill my vibe. Same when I'm playing killer and I can't get one hook in without the whole team clustering around to body block or intercepting every little chase I attempt.
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@100PercentBPMain said:
id rather leave no blood trails . id take no Mither but it's suspicious to do and I frankly don't have the perk slots
In the rare invite I'm in the mood to die and I bring an invocation, I always bring No Mither too. I've yet to be intercepted at the basement. Invocations just aren't common enough anymore for killers to investigate.
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Like others have said, I've yet to notice people using it, either as killer or surv. Maybe it's not so much that the bug isn't bad enough for action, but that it's exploitation isn't rampant enough. Only so many people are interested in cheating.
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@HeroLives said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976706#Comment_3976706
I saw like 3 ghouls yesterday back to back and 2 nurses(one was a backpack nurse lol). A couple of clowns, a pin head, sadako, couple of sprintraps, and nemesis.
I went another night without seeing him once, so it's probably 100+ matches now, but I dont have my notes with me. The matchmaking just isn't throwing me a lot of Ghouls. Currently my survivor matches are pretty varied. Still a fair amount of Springtraps but that like every 10-15 games so that fine. I get a fair amount of Pyramid Heads and Nemesises.
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@tjt85 said:
One of my favourite things to do in DBD is to come up with silly perk builds, for example this "Lara Craft" build that I came up with to replicate the crafting system in her survivor series of games:
https://us.v-cdn.net/6030815/uploads/5RHJC2RP29XE/laracraft.jpg
Blast mine + Chem Trap + Flash bang + Diversion. Alternatively, you could swap out one of these perks for a self healing perk and bring a fog vial as a smoke grenade instead (since you can craft those in her games as well).
Is this a good build? No, it's a terrible, very unbalanced build likely to make me an easy target for an early tunnel out. So when I do run stuff like this, I accept that I'm probably not going to survive. Past a certain point, that's really the only way you can play with suboptimal perk load outs in this game (the same is true for Killer as well). Just stop caring if you win or lose, that's my advice. I'm not fully there myself yet, but I'm trying to be less invested in winning or losing.
There's also a YouTuber called Mr TatorHead that plays without perks and has done so for a very long time. They have a ton of very indepth guides on their channel about looping and that would be my first port of call if I really wanted to learn how to loop well (but to be honest, I'm way too casual and lazy for that). If you can learn to loop without perks, you can basically run whatever silly nonsense that you want to.
Bless the meme builds. I'm so sad flashbang doesn't activate for me at all. Bought Leon for nothing.
I feel like you could learn looping with non-speed perks and that's about the same as no perks. I don't bring anything that helps me with looping/chase and I still win a good chunk of my chases. Recently, a lot of killers seem to get annoyed by my fog vials and Scene Partner clown combo and just don't even bother with chasing me haha
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976706#Comment_3976706
I choose to play Kaneki because I want to spider-man my way around the map, because the power is like Legion, but on crack. I honestly suck at playing him (seriously, I can't aim for crap XD), but I still enjoy myself and try to go for fun plays and spread my hooks and pressure as much as I can.
So it really grinds my gears when someone says, regardless of player skill, that Ghoul is OP and can easily 4K. Like, how is that different to any other killer in DbD?
I don't have him purchased (I'm only putting so much of my income into this game's bottomless coffer) so I don't know how it actually is to play as him, just against him. I don't assume he's easy, I just know that's his reputation, and that attracts a certain type of player. Kanekis miss more basic attacks on me than any other killer, and I'm not some 360 magician. I'm literally just running forward. I also get more rage quits from them than anyone else. It's clear the rep doesn't match thre reality for many who try him.
I'd consider buying him just to see how it is but God, the noises he makes. I don't want to listen to those anymore than I have to.
Zoomzoom clown is in a similar place right now. I'm beating all these new Clowns who think all they have to do is move fast and they'll somehow win. There's something about speed that makes people careless. Like I'm right nearby and they don't even see me because they're too focused on zipping around the map like a freight train.
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@Jargonator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3977681#Comment_3977681
if you are beating them then they arent better than you? Maybe its a close match... but if you win youre better?
Doing better in a match and being a better player overall are two different things.
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OP is arguing that killer has shifted to the weaker role. I'm stating otherwise. It varies match by match because of skill disparity, but overall, killer has way, way more power. I can still beat teams that are better than me as killer, and my team can still get wiped out by lower skill killers.
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You might also want to consider taking on a certain role in your matches, like in strategy-based games with medics, mages, and warriors. I often bring a gen build and I keep my map awareness very high through use of Empathy and close watching of the HUD. Sometimes I'm crafty enough (and my team is competent enough) that I walk through the exit gates without the killer ever even seeing me. Having the 7 presets set up will allow you to try out different roles with ease of access.
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Every day I have matches that look like this. This is why they're giving survivors things. Asking certain killer-players to be sportsmanlike and actually engage instead of immediately slugging to inflate their hollow stats that no one cares about anyway isn't really working.
And yeah, laughing and having fun is my goal too, which my build here reflects. But that fog vial they gifted us didn't do me much good in a game that lasted one minute anyway, did it? If, as you say, killer should feel powerful and survivor should feel weak, that's certainly how it played out for me here.
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This is so embarrassing. And this company wants you to pay 15 bucks for a skin.
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I've played like 50-70 matches since it was released and I've played it twice.
But let mw assure you, you're good not playing it. It's only gonna disappoint you.
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This company is not great at diplomatic wording.
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I'm excited to see how this post goes.
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Something that helped me was playing the Chaos Shuffle. Trying random perks kinda changed me. Also, spectate and pay attention to people's builds and what they do with them.
Making friends helped me a lot. It gives you a certain confidence, and it helps you see how someone else does things in a more specific way than spectating. Send people friend requests. Some will accept. Some won't. No harm if they don't.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976806#Comment_3976806
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976817#Comment_3976817
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976821#Comment_3976821
Ok that sound really biased, dropping your item have no effect other then you have to go back and pick it up, - and that annoys you? - really??
Lets make a comparison.
If you blind a killer with a flashlight, and they drop the survivor they are carrying, they have to start a chase all over.
I mean, I'm actually arguing I preferred old Franklin's from a survivor perspective because I could go back for my item in peace, since no one else would go back for a depleted item except someone running BtL. Now the killer can use the fallen items as a trap since people will now return to them.
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It's the immediate running out of the exit gate for me.
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I like this idea but I also think invocations need more than this one change. I love the magical elements of the game and i also love sitting in the stupid little circle but the reward is far from good enough to negate both the risk and the wasted time, even with this change.
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Yeah it's got big first draft energy. I couldn't care less about this franchsise and even I was like "this is it?" Hopefully they'll do a rework.
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I always hope the default-cosmetic Dwights in my lobbies are just pros pretending to be baby survivors because surely the amazing matchmaking system isn't putting me with someone who just got the game and I'm almost always disappointed.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976451#Comment_3976451
its a wasted perk slot for the killer now, all survivors have to do is to pick their items up again.
Not only is this a waste of time, but it could also be a smart way for killers to nab survivors when they circle back for the item. I run Built to Last in one of my builds and my item is critical. I always go back for it when I lose it.
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@jedimaster505 said:
In my experience they're mildly useful in some situations. Sure, a well placed Vial from a teammate can help you lose the killer if on death hook. But the issue is a lot of fog vial users are worse those flashlight players who chase the killer the whole match and accomplish nothing. They run around throwing smoke bombs when before at least they would do a gen with a toolbox or heal you instead of just wasting time. That behavior should settle down after people are done experimenting with their new toy.
Plus, now when you open chests you have a lower chance of getting a med kit than before since there is an additional item at random. They're very balanced and certainly not better than toolboxes, med kits and flashlights. If anything they need a buff.
I would also put them at number four on the item list. I've yet to be in a match where people are doing what you're describing but I think you're right, that they're just playing with a new toy. I've been trying to argue for giving them time to find their place but some people can only say NERF three seconds after anything new makes an appearance. The fog vials are hardly the biggest thing that needs addressing in this game right now anyway.
I don't think the item itself neccessarily needs a buff but I'd like to see some better options with the add-ons.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976773#Comment_3976773
Fog vials shouldn’t block an audio at all.
Arguably they shouldn’t block auras either. But these are an unlimited use item, and should be balanced as an unlimited use item. Completely shutting off 3 entire killer tracking method, is not well balanced for an unlimited use item.
Dance With Me is unlimited, and the entire thing blocks scratchmarks for 3 seconds. That is how unlimited use balancing works.
You don't want them to block auras, sound, or scratch marks? So they'll only create an ambient mist for survivors to get downed in? As it is, they only seem to block the marks around the center point, which would be the equivalent of a second or two. It's also not as though the killers power is blocked the whole match. It's for a matter of seconds. In that way, it's like a perk.
You realize they also block auras for survivors too right? Which makes them an occasional hindrance to my own survivor builds. If I'm using Emapthy and I'm sprinting over to take a protection hit for someone when they pop the vial, I can no longer find them.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976773#Comment_3976773
I wouldn't nerf the effect, but they should have either limited charges (2-3), or make survivor do something to recharge it.
I wouldn't mind the limited charges. Three could be adjusted to work with Built to Last maybe. I can't say I'm using it more than maybe 5 times a match anyway.
If you have to do something to recharge it and it's even kinda time consuming, than I'd argue they need an effect buff because they're already not great, and I imagine that's why they recharge themselves. You had to craft void crystals during the Halloween event and those were crazy powerful. I wouldn't want to see them get that strong. That would make them top tier instead of mid.
But if they're both difficult to regain as well as not amazing, then they'd probably join the key and the map in the pit of low usage.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/453006/in-defense-of-fog-vials
If you only care about using fog vials for silly comical fun, then it’s fine to nerf them.
Fog vials will still be able to have playful antics after they are nerfed.
There's a whole paragraph up there about me trying to use them practically. It's possible to have fun AND do well.
Tell me your nerf idea though.
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I've had no serious trouble and I play like 20+ matches a day, bouncing back and forth between both roles. I've played against multiple Pigs and didn't get head popped. My bloodlust as killer has been working fine. I've played both against and as Clown and had average results of wins and losses. I've used fog vials and had no benefit. I've had them used against me and the user has had no benefit.
None of it's world-ending and it will get repaired.
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I landed myself in a party with a cheater about a month ago. First time I'd ever encountered a blatant one. I got killed early so I got to spectate him. I was absolutely livid about it, especially since I was in the party and I'm not for that at all. Reported it through the leaderboard without any extra evidence. Got this yesterday.
So maybe they did something? At least there was some sort of processing.
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The last time I faced a Kaneki was 92 games ago. He doesn't pop up enough for me anymore to have strong feelings. And a good chunk of his users are bad at the game and chose him cause they thought he'd be easy. I usually do okay against him for this reason, as long as my team aren't a bunch of potatoes.
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@Evan_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976648#Comment_3976648
Makes me wonder what percentage of Streetwise users are just genuinely so indecisive that they just switch items 10 times at the first box they open. If you use some aura perks, you'll see that these guys are everywhere!
And that's just what I catch with killer perks - I don't want to imagine what a Kindred user sees.
I've had Streetwise with a toolbox on my gen build and this whole time I've been wondering why my toolbox hasn't been lasting as long. I'd thought that they'd added stuff to the perk but kept its original function. I've been running a mostly useless perk.
So some of us running it are actually just idiots.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976471#Comment_3976471
What kind of gen build makes use of new streetwise?
Does it not still stretch out item charges?
Edit: oh wow, yeah, it sucks now. Didn't realize they'd completely chaged it. I was wondering why I was less efficient on gens. Guess I'm in the market for a new perk.
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Streetwise is part of my go-to gen build and I'm not exploiting the bug, I'm just using it normally. I hope if they killswitch it, it's brief.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976290#Comment_3976290
Toolboxes have a risk/reward, because a survivor can mess up a hook sabotage and end up getting hit into the dying state. And keys have a risk/reward when blood amber is being used.
An add-on is a choice. The key itself is safe. Toolboxes are safe if you just use them for gens. I can go stand in a corner of the map and open a vial and the giant cloud of billowing fog will broadcast my location to the killer. The reward/risk is a little bigger there.
The argument I've mostly seen is to make them limited in use. If that's the case, they probably need a buff because they're not stellar. If they get buffed, they might end up like Void Crystals, which were insane. If they get nerfed, they're utterly useless.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976272#Comment_3976272
It's a bad argument to say that fog vials are fine, because they work poorly when they are used poorly.
You should be commenting on how fog vials work when used well. And the words "so they don't think" or "they go in the most obvious direction" don't apply to survivors using fog vials well.
I'm saying there's risk/reward built into them, like flashlights, and unlike other items, which are just reward. And when I actually see this item that's been around for literally days used in an impressive way more than once I'll let you know. My point is the drama around them doesn't match their current efficiency of use.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976208#Comment_3976208
Are you really comparing survivors that use flashlights really well, to survivors that use fog vials really poorly? How is that fair?
If you're going to have an example where the fog vials are being used poorly, then you should also be using an example where the flashlights are being used poorly. Like, saying flashlights help killers more than hurt killers, because the flashlight user is wasting time that could have been spent repairing generators, and the flashlight user is always failing the flashlight saves.
I did mention flashlights being used poorly, in the comment before that one.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976027#Comment_3976027
Killer can get pretty easy and pathetic tie by tunneling one guy whole game and then catching other in endgame and hooking him in place where it’s impossible to rescue. Not gonna lie, such situations happened with me when I was killer. In 50% of such cases I felt so bad as player that let person go or just didn’t respond anything, because I admit my play was extremely poor. Or in contrary, it was sfw that used unfair play themselves and I don’t regret about same treatment.
Survivors also can get pretty easy 2 escapes just because killer played “fair”. No skill encouragement, pure gen efficiency and killer decision to not being sweaty and unbearable. I also feel bad when escape such trials, because don’t feel I deserved it.
So, ties purely evolves around killer being too bad/too nice.
This is a big point. I think it's super important as killer to try to assess a team as individuals and as a whole each match. I'm super fair. I'm against slugging, tunneling, and camping. Sometimes I also do things I thought were gross cause I got frustrated and I end up regretting it. Sometimes I even apologize.
But if the team rushes me as soon as I get one hit and tries to bodyblock and sabotage everything I do then my own code of ethics is forfeited. If they're going to be crappy, so will I. Whether I'm playing killer or survivor, I think killers deserve the hooks they earn, even as the one being hooked, and I actually hate when I'm on a team who flashlight saves me after a long chase. Let them have the hooking they worked towards.
But I try to notice who is acting what way on the team. If one person is never present during the shenanigans then I can assume they're just a soloq playing normal and working on a gen. I will probably let that person leave. I'm very often that soloq survivors trying to mind my own business but it's pretty rare the killer distinguishes that fact and they hit me just as hard as the others.
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What penalties do the other, better items have? Do you become exposed after using a medkit? Is your aura revealed after using a toolbox?
The fog vial already has negative effects when people use it poorly. I've seen random fog clouds appear nowhere near my location, telling me exactly where people are. I've had people use it mid-chase and think it's going to help them somehow even though they keep running straight. Poor timing and bad usage gets you downed. That's the penalty.
And if they make a Fogborn perk, it will likely have aura reveal like Lightborn.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976214#Comment_3976214
But the difference with flashlights u can’t click spamming with them anymore. That’s the point!
Just for example, why I find this item being spammable unhealthy…
https://us.v-cdn.net/6030815/uploads/X25P5NISR44O/img-9812.jpeg
In this match where I was killer both Sable and Nea had vials. Sable used them poorly and unfortunately gave me free hooks.
But nea? Oh, she did pretty good job, I wasn’t able to find her. So it was 2 people on death hook before I killed Sable (so some people can’t assume I tunneled her). And because it was basically 3 people in match instead of 4, 2 of them died to quickly.
This Nea was literally sandbagging her teammates by refusing to take appropriate chase herself. Well, her right, but after this her last teammate happily sold her out and showed me her location. I did my job and gifted Feng hatch.
And I had many games like this. Where it’s 3 vs 1 vs 1.That shouldn’t exist at all. Even when it works well for me while I’m playing as killer. BHVR removed stealth mechanic by adding gamma adjust and afk crows, claiming the primary reason is for encouraging teamwork and taking chases that requires some skill.
Now we returned to sandbagging and no skill involving hide and seek era, but they evolved. Don’t find it fun at all. If u simply making them limited use, people will start trying to use them as a way to extract max value. Nothing bad for players who use this item in bad situations. Nothing bad for extra way to prolong time when survivor faces tunneling. Nothing extremely broken for killer so they have valid reasons to whine about it.But damn, it will literally will solve many issues. Less people with accessibility issues having hard time, Spirit, huntress, deathslinger being more playable again, no abuse from good players, less sandbagging from bad players.
Genuinely, just be honest. Do u enjoy it because people are terrible against u using them, and u like this chaos when it’s only bringing some advantage to you, ignoring massive downsides that many people on this forum already encountered? Sorry if that sounded rude. I just want to know the reason why you emphasis that people are generally bad at using the item in your matches and encouraging that by spamming the item is okay.
My honest opinion is we haven't yet figured out both their optimal usage and their optimal counterplay and we aren't going to do that if they're super limited right out the gate. For a shiny new item, people are barely using them as is. If they adjust them—and I'm sure they will--then cool, but they should figure out what that adjustment should be instead of some rash decision based on a messy week or endless bugs like infinite-refill Streetwise, head-popping Pig, and the addition of zoomzoom Clown. Tensions are high and opinions are spicy right now.
I'm not interested in easy kills. I'm not sweaty. Don't care about stats. I give mercy hatch and screw around with survivors regualrly. I also play survivor. My view as survivor is that I love vials as a concept because they're silly and I can finally take off my sweaty gen build and put on Scene Partner and be stupid again because this game had become miserable as surv. I desperately needed this game to lighten up and, as survivor, these are doing that for me.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976208#Comment_3976208
If error issue is massive, maybe encourage people using this item more wisely by making it limited? Or oh no, if u are good in using fog vials, this is mean u can’t abuse them anymore…
Why mechanic that accept people making repeatedly mistakes should exist even? Because someone find chaos instead of normal play “fun”?
Much light flashlights, some people are terrible with them and get themselves downed trying to blind, and some people are pros and keep the killer perpetually blinded. These will be the same, except I don't think they'll get that popular. I don't know how good you can really get with a smoke cloud. The best use I can figure out for them is to drop one after an unhook if you hear the killer coming back. In that way, they could be good tool to combat tunneling in a very small and still not good enough way.
It's also possible they're making them less limited for awhile for people to get used to them and they'll adjust it later. If they limit them to charges, then Built to Last should affect them. I imagine we'll see the fog version of Lightborn on a future killer too.
And yeah, I do find chaos fun. The game has gotten a little stale. A new toy is a nice change.
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@tes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976160#Comment_3976160
So spam is fine, cause some people mess up with properly missing such concept?
Because the margin for error is massive, yes, and because the item isn't even in the top half tier for useful items. Four people can bring flashlights and chain blind the killer endlessly every time they make a move. They can also bring Built to Last, which would make the flashlight almost endless in the right hands. What's the difference? It's that the flashlight is way better.
So far they've helped me more as killer than hurt. People think they have a security blanket when they release them so they don't think, and they go in the most obvious direction, usually running straight or taking a right. I've lost a total of one chase because of them, and that's because the other three people ran in to cause chaos. It was a good play, but it won't be the common one. Vials are such a none issue that I'm amazed how much people are upset about them (in a normal context, not an accessibilty one.) I barely even see them being used, and it seems p100s are getting basically none in their bloodwebs.
Imagine if the medkit was a newly introduced item. "No fair! You should bring a self-heal perk for that." Any little change and people flip out. These haven't even had time to find their place in the game yet.
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I've played with him a bit to see how it is, with no added haste perks. Even without them, I've been able to steamroll attempts to loop. Hit yourself with a yellow and them with a pink and it's pretty difficult for someone to get to a pallet or window before you, let alone a whole tile. If they're out in the open they're screwed.
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I'm currently playing an even mixture of both. If the official stats are too trusted, I'm at 45% escape and 67% kill for the last 30 days, so doing okay at both. I think killer is more frustrating and I enjoy it less, yeah, and survivor is more relaxed, but I don't think that makes it easier. I go in expecting death. That's what makes it chiller. As killer, the match revolves around you and I feel like I have to perform. Miss a beat and the game is lost. But as survivor someone can do nothing for a whole minute and it doesn't necessarily destroy the match.
I have a similar experience in killer matches. I don't know how I get into one brief chase and 3 gens are done. In soloq, I work on a gen while watching the HUD and my teammates aren't doing a single thing. Where is all that efficiency I see on the killer side? I have to assume I'm going against parties who actually know how to play, whereas on solo I'm getting lord knows who. And yeah, then there's the opposite, where the match is an immediate disaster for survivors I face and it's boring. The midrange killer matches are getting rarer.
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I think the spammable nature is fine and so is the refill because the thing about fog vials is that they're the only survivor item that can hurt as well as help. If used poorly they do either nothing or make things worse, as they can confuse survivors too. People also use them stupidly. I had someone hiding from me the other day. As soon as I got nearby they released the fog, essentially telling me where they were. There's no way to harm yourself like this with a toolbox. They also block aura reading for other survivors as well as the killer. I use Emapthy for map awareness and injured people suddenly disappearing is messing up my ability to keep track of things.
I've also yet to see a whole team of fog vial users. Flashlights are still better for more skilled usage. A team of vial users will probably be in it for the clowning (if this is your vibe please let me join your team).
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I do pretty well against Ghoul but I do find his abilities obnxious, particularly that one where he locks you in animation. The problems I've seen have more to do with who chooses to play him. He's got a reputation as being a braindead, easy play, so it's a lot of low skill, cheap players who hurtle themselves across the map during an unhook but can't even land a basic attack. Then when they do badly , they DC. I've had more Ghouls DC than any other killer.
@PigWithTvs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976102#Comment_3976102
tbh ghoul or not survivor don't try to mind game either way these days
literally try to mind game just turn and find the survivor is across the map….
That's a mind game in and of itself. It's hella funny when a survivor tricks you into running in a circle when they're already gone.
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The dying-state version looks like a wet noodle going down a drain, like a piece of spaghetti that escaped the colander and slipped away.
You know what, I want it to be even more. I want them to do an Olympic diving board triple somersault into that bad boy.
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@Thusly_Boned said:
Killer build combos you get sick of seeing, but not because they are strong or OP, but just because you see them so much it's boring and predictable. For me, it's Wesker + Plaything. It's almost like running that perk is mandatory for Weskers.
Again, it's not op or anything, it's just that Wesker has such a high pick rate and most of them play the same. Mix it up a bit will ya, lol
Anybody else have ones that come to mind?
Funny, I do the opposite of Plaything and throw on Distressing. I want the whole map to be my terror radius. You'll never guess where I actually am.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975759#Comment_3975759
The issues concerning Plague and Clown get addressed most times it comes up, which just in case you just haven't seen it come up, the argument is that when elements are already in the game, they require extra work to accommodate (which still doesn't get done, and is long overdue.) If you continue adding more already knowing the issues they introduce, you are telling those customers that you do not care about their money. People who want spiders in the game are more likely to be retained regardless of their absence than people unable to deal with them being able to stick it through as continuous players. This applies to all accessibility concerns regarding mechanics and elements.
Edit: This isn't even getting into concepts like psychosomatic reactions that can accompany phobias, the difference between safe and unsafe horror, or even just the difference between good and bad adrenal responses. Even from a business standpoint, you make these decisions early in a game's life or not at all. But especially not after billions of blood points across years of matches.
By addressed, do you mean they say "we hear you" and do absolutely nothing? And where exactly is the line drawn? Many people are scared of being attacked by dogs and, unlike spider fears (since most spiders are harmless to humans), they might have actually had a dog attack experience in their life. Did they factor that in to Houndmaster, a fairly recent killler? What about Chucky and doll fears? What about Blight and needle fears? I imagine the amount of people with these fears being so intense they can't play this very fake looking game would be extremely low. Pandering to this one specific fear doesn't make a lot of sense to me when they continue to release other common triggers. The argument of not adding spiders won't make anyone who's already here leave grinds the game to a halt, because everything is someone's intense fear.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975617#Comment_3975617
Either you haven't been reading the discussions on the issue, or you're picking and choosing only the things you agree with and the ones you can attack. Its fine if you don't care about accessibility issues, but this is a game that people have been devoting up to nearly a decade on. You can't make those decisions lightly, and if you refuse to even bother remembering the arguments, I'm glad you don't have a say.
I haven't followed it closely but most of what I've seen is people feeling about the same way I already expressed, though they're expresing is often a bit more blunt. There's a very easy to find Reddit post with over a thousand comments that have quite a lot of agreement on the issue, many from people with this specifc fear. If you took every anxiety into account than there'd be no game. It's a game where innocent people get murdered in horrible ways by a variety of monsters over and over, forever. Arachnophobia is one specific fear in dbd's ocean of fears.
But I have no problem with addressing phobias. I actually think it'd be cool if you could go to the settings and opt out of being paired with one killer for that reason. Not sure how you'd keep people from doing it for killers they just don't like though. I have my own deep fear. It gives me intense—sometimes crippling—anxiety. I don't call it a phobia because fears and phobias aren't the same, and I've never had a proper diagnosis. It's also in the game, yet here I am, experiencing it regularly.
The easiest way to address this would be to removed DC penalties so as soon as you hear the music for the killer that triggers you, you can just leave.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3975731#Comment_3975731
You realize that if there are more 2k to 3k games, but the same kill rate, that the survivor team as a whole needs to lose more games, right?
Because the survivor team as a whole, wins on a 0k to 1k. So if the game is supposed to have less of those games, then it needs to have less games where the survivor team wins as a whole.
Again, it's not about forcing the 2k and 3k to occur. What's being said is these games tend to be the more engaging and rewarding to play, regardless of wins and losses, and it would be nice if things were often like that. This is probably because these matches likely have a more even skill range. If four average survivors and an average killer are put together, the game has a better chance of being more interesting and having less one-sided results. A 2k or 3k is the logical result of good matchmaking, rare as that concept is.
Here's one of my examples of a recent unbalanced game. This poor Nemesis didn't stand a chance. Bad matchmaking does not make for fun games and I think it's responsible for a lot of one-sided blow outs.


