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cordonrouge

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  • Where and when have I said that flashlight macros are not a problem?

    where and when did I accuse you of saying that? please use the quote feature, I'm very curious.

    I said that it's not the most severe one and it's scale of magnitude is not worth BHVR's attention atm as there are far more serious issues that must be dealt with before even looking at this one.

    on the other hand, you're quite literally admitting to whataboutism, which is exactly what I accused you of.

    there is literally no excuse to not stop a toxic and possibly dangerous feature that takes one day to fix. even if there are bigger problems, I'm sure they could have found a slow day to work on that in 6 entire years.

  • You do realize that DBD's anit-hack software can't even prevent simple macros right?

    and you do realize that adding a cooldown or making the flashlight break upon spamming doesn't require antihack software right?

  • @Voodoo_Thirsty said:

    https://forum.deadbydaylight.com/en/discussion/313919/bhvr-whats-your-excuse-on-flashlights-i-want-an-actual-answer

    The current hacks include:

    • Two killers against 3 survivors.
    • Flying killers with fast shooting iri hatchets.
    • Subtle speed boosts for survivors.
    • Head on that not only stuns the killer for 1 whole minute or so, but also removes collisions of the killer.
    • DDos attacks.

    And yet you think flashlight macros are the problem?

    This game has too many bugs to fix and that is not the highest priority in BHVR's views.

    typical bhvr shill whataboutism. this takes at max a day to implement, it's a low effort big reward feature.

    it would make sense if they were actively fixing hacking, or addressing any other of the other big problems the game has (sbmm, dh, grinding, camping, CoH) but we all know that's not the case.

    so what is the point you're trying to make? since we don't get fixes to the big problems, we don't deserve qol changes to the smaller ones either?

    just say you enjoy flashlight clicking and go.

    @MandyTalk

  • @[Deleted User] said:

    I really don't know but i hope this discussion gets enough discussion so it gets a BHVR reply. I've never seen them comment on the matter. But they did make it so the lament configuration had a 1 second cooldown and they addressed photosensitivity concerns with the onryo, so they have addressed similar things... just not the most prominent and complained about one.

    @tippy2k2 said:

    I imagine this is going to be similar to color blind mode where they'll just stay radio silent and not say anything. We just have to hope a developer says something INCREDIBLY stupid during a live stream or something, causing the collective weight of the user base and social media to come down on them like a Bubba Mallet.

    They seem to have no desire to implement anything health-related to the game unless enough people pile on them that they're forced to respond

    I've seen @MandyTalk reply often in the forum and even to discussions I made myself.

    if we all start tagging her (and other bhvr employees, if you guys know any) we are bound to at least get an official statement.

    we are paying customers. we deserve this much.

  • @Mooks said:

    at this point I 100% believe that you're just in bad faith because you know toxic survivors give you the most money.

    i don’t even think that can be used as an ‚argument‘ here as those actual toxic survivors in favor of macro flashlights are not a big part of the surv players and won’t bring that much money anyways.

    it’s just the fact that BHVR is -as in almost any situation- super slow. Which might be a Problem due to their design and planning process is or based on priorities from higher up? We can only speculate but assuming it’s because ‚survs bring money‘ is especially in this case not reasonable.

    i don't know about them being a minority (flashlight clickers I mean, not macro users) you get on average one of them every game, and everyone who plays killer can testify to this.

    regardless of planning process, this has been going on for years and it could be fixed in a day for a pretty drastic quality of life improvement.

    therefore I can only assume that they condone this behavior and just want the game experience to be as miserable as possible.

  • @Triforcer said:

    When I occasionally have a match where someone is proven not to have DH or DS, I immediately prioritize that person as the weak link and drive them out of the game (if not by tunneling, than by target selection later when multiple people scatter off gens).

    That person comes out thinking “well, I better DH and DS and let some other non-meta sap take the heat.”

    How can we break the cycle??

    we don't. it's not up to us to balance the game. bhvr needs to do their damn job.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844733#Comment_2844733

    Okay i´ll try to explain myself.

    https://forum.deadbydaylight.com/en/discussion/313723/im-tired-of-nice-killers

    Here you complain about m1 simulator and nice killers that waste 20 minutes of your time. Therefore its save to assume, that you are playing survivor.

    https://forum.deadbydaylight.com/en/discussion/comment/2844704#Comment_2844704

    I never claimed that you are maining anything. As a matter of fact, queue times vary heavily depending on which time of the day and which side you play. The only one who tried to make this a "us vs them" was well... you.

    Now back to the main issue of long queues and nice killers. There is a free weekend right now. So there are probably a few more killers around, which might just want to have a chill or what they consider "nice" game. The grind of this game is horrible, so i can´t be mad about someone who tries to farm. Of course, your opinion might be a completely different on this regard. But sometimes, especially after facing a sweaty SWF squad, its nice to play a chill game, where nothing really matters.

    i see your point and understand why you're unbothered by "nice" killers, unlike me.

    however, i still fail to understand the point you were trying to make in the original comments, by saying "you wouldn't complain about this if you were playing killer".

    regardless, let's not derail the point of the thread and make it about queue times. i have no issues with queue times, as long as you get to play the game after it, because then it is not time wasted. now, if you are met with a troll game after a long queue time, that's an entirely different story.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844704#Comment_2844704

    I mean... you wouldn´t be asking about doing something about nice killers, if you had long killer queues...

    whatever you just said makes 0 sense. this is an issue that affects me when i play survivor. i've made plenty of threads about issues with killer gameplay. they cant be the same.

    would you have preferred if i called the thread "i hate when i play killer and i get nice killers"? honestly if your comment had a point, i must have missed it entirely.

  • @RaSavage42 said:

    So you want Campers and Tunnelers?

    And here I thought that those things were being talked about cause Survivors hate those things so much

    https://en.wikipedia.org/wiki/False_dilemma

    by the way, i would take campers and tunnelers any day over afk/farming killers. at least they actually play the game.

    @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844690#Comment_2844690

    All i get is, that you are mad about survivor queues.

    no, i was talking about an issue that i encountered. but you want to shift the attention to another one and on top of that make assumptions about me.

    i dont care if there is a long queue time, as long as said queue time is actually used to then play the game. you're basically saying that if i refuse to stare at a wall for 10 minutes, then i also refuse to wait 10 minutes while my noodles are cooking. one of those wait times actually has a purpose.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844690#Comment_2844690

    All i get is, that you are mad about survivor queues.

    all you got was whatever you wanted to get, and in the process you managed to miss my point entirely. by the way it's funny how whenever i make a post about killers im assumed to be a killer main, and whenever i post about survivors im a survivor main. the us vs them mentality. i literally play both.

  • @SleepyWillo said:

    How is it taking you 20 minutes to do 5 gens if the killer is nice/afk?

    Even if the other 3 teammates are booty dancing with the killer in the basement it shouldnt take you 20mins to do the gens...

    And if it does then the problem is on your end my friend

    me wanting to actually play the game is my problem apparently. this community is a joke LMAO. dude i dont care if it's not 20 minutes and it's actually 17 minutes and 32 seconds or whatever. it's still a waste of my goddamn time. keep in mind that queues and loading screens take time too. besides, it's a waste of add-ons and offerings as well.

  • I really have no idea how it got through all the employees at bhvr and not one of them said "hold on, her wonky ass head looks terrible. let's change it."

  • @jesterkind said:

    I always interpreted the t-pose as the hooked survivor trying to help balance themselves on the way down, while keeping their arms out of the way so they're not interfering with the unhooking process. Could look nicer, I guess, but I think it's okay.

    Also, the hitboxes haven't changed and I get hits on unhooking survivors fairly frequently.

    I mean that if the unhooking animation is interrupted, the survivor will just float midair in that pseudo t-pose.

  • @Clevite said:

    Is this the same poster that called looping an exploit?

    I see plenty of people getting get during unhooks.

    I guess we see how your posts are going to go

    you added 0 input both in this post and my previous one

    i guess we see how your comments are going to go

  • @Mandy said:

    Looping is not an exploit, regardless of whether or not it was initially intended it's now something ingrained into the core design of the game.

    Bloodlust was introduced to counter infinites in the maps, pretty much all of which now no longer exist.

    that's like making different varieties of stretched resolution available in the game options as a mechanic and saying it is not an exploit anymore. jesus, i guess it technically wouldn't be anymore, would it? bhvr response to issues is: ignore it/put 300 bandaid fixes over it/make it part of the game. im begging you to sell the game to another developer at this point.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2826596#Comment_2826596

    M1 Killers wouldn't have that many problems anymore if loops didn't exist anymore. As to why the devs don't want to buff M1 Killers, stats say they're fine. Pinhead has the highest killrate and I'm expecting another nerf to his Add-ons and maybe to his box

    "M1 Killers wouldn't have that many problems anymore if loops didn't exist anymore." so you're agreeing? hum... idk what to tell you. you're proving my point. antiloop killers totally power creep m1 killers. if looping was removed they could have more freedom of creativy with killer powers withouth making either:

    A)unviable m1 killer (see the reception that sadako is getting.)

    B) power creep anti-loop killer.

  • @ThatOneDemoPlayer said:

    So, let's say this was the case and BHVR decided to remove the loop "exploit". What happens with all the antiloop Killers? Do they all get reworked, since their type of Power isn't needed anymore or do they get nerfed to where their Power doesn't do anything anymore? What happens

    i think you're forgetting the fact that all m1 killers are worthless, if you're not against total newbies? what happens to them in the current state of the meta? maybe bhvr could do their job and make the needed changes.

    @ReverseVelocity said:

    How hard do you have to get rolled to post a take like this? I hope this is bait.

    im a survivor main. maybe i just think that running around a table/rock/tile isn't engaging or fun gameplay? it's honestly embarassing being watched playing this game. people ask you "is this really supposed to be fun?" and i can't even argue back lmao.

    it literally is? and you're exactly who i meant when i said that it's an exploit so deep rooted that people forgot it even was one in the first place. i'll tell you ancient dbd lore kiddo, buckle up.

    once upon a time dbd came out. the premise of the game was surviving against a killer. as people normally do when they're chased by a serial killer, they try to run away as fast, and as far away as possible from him, and try to lose him. then someone found out that since the survivor hitbox is smaller, they could run around any tile (yes, even without pallets or anything) and the killer would literally never be able to catch up, since their bigger hitbox meant making larger loops around a tile. that's how bloodlust got invented. soon after, the game went to #########, since bvhr decided to start putting their infinitely growing layers of bandaid fixes instead of trying to solve the issue.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752188#Comment_2752188

    And as already stated about 10 times they would just camp your body till you auto try and escape and if you do Kobe smack you back down and wait out DS it's really not that hard

    As everyone has told you 100 times already this is how the game used to function and it was changed for a reason but ig you just keep ignoring that fact don't you

    the game used to function with normal hook states, making the survivor able to delay the game for 2 minutes, which is not what im proposing. DS is not the only perk in existence and there's countless variables that would make you able to survive. but fine, let's find yet another solution.

    "Curtain's call" status effect: once only one survivor is left, both killer and survivor have all cooldowns on their skills halved (ds would be 30 seconds). also crawling, bleeding out, frequency of blood pools left on the ground, recovery speed, wiggling speed, killer carrying speed are all increased by 50%.

    this would make the end game fast paced so that both killers and survivor can use everything up their sleeves faster and whoever wins, wins. it would also help in common situations where you're slugged but the killer cant find you, forcing both to wait for your bleeding out timer.

    im sure if i could come up with this in 10 seconds an entire game balancing team at BHVR could make a more elegant solution that both avoids game stalling and bm, and at the same time doesn't rob the last survivor of his chance at escaping which is an already established game mechanic.

    said mechanic was only removed to prevent BM, but band-aid fixes like these instead of actual solutions to problems are terrible design and why the fanbase basically hates BHVR. see bubba mask removal controversy (or literally any of the game balance changes.)

  • @Murgleïs said:

    This dude wants to be able to create a "final girl" build where he can loop the killer / rescue survivors all game and then, when everyone escaped, unhook himself and get out too.

    Yea no, it’s not going to happen, if you are the last survivor, you die. You don’t deserve to get out because it’s a team game when you have to cooperate to win. The game balance is, if you want a 4 man escape if you have to play as a team. That’s why circle of healing is so hated too, it makes every survivor independent, survivors strength should reside in team work, not selfish plays.

    i really dont, i only run breakdown as far as perks that could help me pull this off go. but there's at least a dozen of perks that could easily make it realistic to survive in that situation, and they're not unpopular either. it's dumb that the game says "nah just die you're not gonna make it anyway" when you literally could. i also help my team, getting to end game at 0 hooks is not unrealistic especially when some killers tend to tunnel one survivor at the time, and i never said i build specifically to get into that situation or that it happens to me often either.

    @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2752123#Comment_2752123

    Again, i just think most killer mains here, dont want their free kill go

    And I think most Survivor mains just want to delay Killers for 2 minutes out of spite. See how blanket statements don't do crap?

    Everyone has said why it was changed. The actual reasoning behind the change. And you plug your ears and go 'Lalala! It's because Killer mains are selfish! LALALALA!'

    You're wrong. That's it. The facts are in the thread, and it's not 'selfish Killer mains.'

    oh my god are you not tired of saying the same thing over and over? that doesnt even make sense? giving survivor chance to unhook ≠ giving him both hook phases. as someone said, they could make the survivor attempt automatically then die (possibly after a skillcheck so they can still choose to suicide), otherwise as i suggested, just make the timer about 10 seconds with an unhook attempt removing 3. there. no bm, no game delay. are you gonna keep repeating it another 10 times just because you have ptsd from survivors doing this to you back in 2017 or what? jeez.

  • remove exhaustion, make it token based. you gain a token for every unhook. cooldown of 40/35/30 seconds.

  • they could introduce offerings that show survivors one totem position at the beginning of the game. for killers, hidden offerings that block totems for 40 seconds after the match begins and shows you their positions. also a killer offering that calls the entity to block a totem from being cleansed for x seconds after a survivor interacts with it.

  • huntress has a perk where she gets the "undetectable" status effect after gaining bloodlust, as well as an "undetectable" add-on. that may be what happened. regardless i do agree that chase detection is sometimes wonky.

  • jesus this thread is becoming really aggressive and non-constructive.

    the game could literally stay as it is except make phase 1 hook accessible to the last survivor, lasting 10 second and an attempt at escape taking away 4. he could fail and die instantly when reaching phase 2, he could succeed and immediatly get hooked again, or he could succeed and manage to survive if he has the right perks.

    you don't like second chance mechanics? fine, make a thread in suggestions about it. because this mechanic ALREADY EXISTS, so there is no point in complaining about it. what's dumb is the fact that it exist but you can only use it when daddy BHVR says so, because they decided to make a band-aid fix to BMing instead of fixing the underlying issue.

    either make it accessible all the time or delete the mechanic from the game. peace.

  • @AngyKiller said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750361#Comment_2750361

    I will say it again; Your scenarios are FRINGE CASES.

    Your complaint is, literally, how hooks worked. And 99% of the time, it was just 1 Survivor staying on the hook for 2 minutes to prevent the Killer from leaving the match. Not amazing escapes. Not kobes. Not being hooked near the open door with DS.

    Once again; you're acting like your fringe cases happen every match. The developers saw otherwise, and changed the mechanic so Killers are not forced to camp for 2 minutes.

    The killer still has to make their way back, assuming they don't go on a detour to search for the hatch.

    If I have you alone on a hook, and there's a chance you will get free; I'm not detouring for the hatch. I'm heading right to you until you hit Stage 2 & can't escape anymore.

    Once again; you're throwing 'what if' scenarios out there that will not happen.

    Source: Back when Survivors COULD kobe as the last Survivor; Killers camped them. They did not hunt for hatch until Survivors hit Stage 2. Because most Killers are not stupid enough to leave the FINAL HOOK unattended for a kobe.

    And, now that I remember it, that lead to Survivors never attempting kobe in Stage one (to delay the match as long as possible), and then avoiding Struggle in Phase 2 (to prevent the Killer from getting more BP breaking pallets). It was nothing but BM.

    It's. Not. Coming. Back.

    It must be the third time i say this, but i already proposed several very easily applicable solutions to prevent BM that everyone just decided to ignore in order to make their strawman argument seem more sound.

    Let me explain it again. you get hooked and you dont attempt to free yourself? the progress bar goes extremely fast until you reach hook state 2 ,then you die instantly, like it already is.

    you decide to try the 4%? you still get the 3 attempts, leaving the % regression penalty unaltered despite the faster progression rate of the sacrifice.

    Other people are just arguing against dead strike and the perks i used as an example, completely missing the point. if you have a problem against these perks or the mechanics in the game, that's fine. but that's another issue. as long as they're in the game to be used, i don't see a reason why the developers can decide when you can and can't use them on a whim.

    Other people are complaining that people can struggle on phase 2 to waste time. again, i never proposed that you should be able to do that, i just think you should still be able to interact during PHASE 1 not PHASE 2. if you reach phase 2, you die instantly, simple!

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750323#Comment_2750323

    "But back to my point, which is related. Most of you are under the misconception that if you happen to unhook yourself, you're done for. but guess what, if you have the right perks, you can run the killer around the map while looking for the hatch, or lose him and try to open an exit gate. it's really that simple. but since this gameplay aspect doesn't even cross your mind, stuck in the conviction that the only thing you can do is run around the same spot while others do objectives, you don't consider the notion that im presenting in my OP."

    You seem to be forgetting that killers currently leave the hook because they know the survivor is dead, no matter what. If there's even the slightest of chances that the survivor could escape, you'll see killers facecamp you 'till death. Is that what you want? Doubt it.

    You appear to have missed my post about potential perks here too.

    I didnt miss your post, and my reply still applies to what you said, but i'll try to respond specifically to what you said so you can understand better.

    @GentlemanFridge said:

    If you could kobe as the last survivor, the killer will never leave the hook. The moment you try and succeed you’re back on the floor.

    DS? Wait 60 extra seconds.

    Unbreakable? 1 more smack and you’re down again.

    Soul Guard? Make that 2 more smacks.

    Let's say the killer doesn't leave the hook. i succeed that 4%, i get instantly downed, then one of the following happens:

    he picks me up: i ds then proceed to

    1)run to the nearest open exit gate.

    2)run hoping to come across hatch.

    3)run, hide, and lose him. this gets you into the typical 1v1 endgame situation.

    4) die.

    he doesnt pick me up: (maybe he expects a dead strike, maybe there's no hook nearby because of breakdown.)

    1)i crawl to the nearest open exit gate.

    2)i soul guard, tank the hit, then run and hide / run and find hatch / run to nearby exit gate, whatever.

    3) die.

    The dichotomy between picking or not picking up the survivor is already in itself a mind game and a gameplay mechanic, since the killer has no way of knowing what perks you have. does he risk the deadstrike? does he risk you crawling near the exit gate then getting up with soul guard?

    sure, the chances are slim. in most cases you will just get re-hooked and die, losing a precious 15 more seconds of your life that would still be gained if they applied quality of life changes to the animation issues that i brought up in the original post, where you waste time looking at all these struggle animations.

    by this logic, if there's 4 gens to do and just two survivors on death hook left, the game should randomly execute one of them so the match can proceed, since it's unrealistic that they're both getting out. where do we draw the line between what's not possible and what is? why does the game decide for us when to give up or not?

  • Im honestly just saddened by these replies because they perfectly reflect the general attitude of this community, and also because 90% are arguing with me about points that i already adressed in the OP, reason why it is a big wall of text. It makes me wonder why you're engaging in the discussion at all if you can't be bothered to read the whole thing.

    In general, killers think they're entitled to the kill.

    Survivors on the other hand really don't care about surviving, they just want to have their nice little moments where they stun and loop the killers for hours or "outplay" him in whatever way, and if that doesnt happen they're ready to give up and go on to the next game. their only concept of "fun" is at the killer's expense, the more they frustrate him the more fun it is for them.

    You guys seem to think that the only way to play this game is by looping around a tile indefinitely, and ignore the fact that you CAN lose the killer, and you CAN run him around for quite a distance if you actually RUN instead of mindlessly going around a loop (which i dont know how you think is engaging or fun gameplay).

    Both of these things are what i do despite having several hundred hours of gameplay under my belt, and (for what is worth after the new rank system) being effortlessly iridescent 1.

    if everyone played like that, the killer would lose just as much time finding survivors and then losing them repeatedly than being looped until you get downed. it's just as efficient and it's how the game was originally intended to be played until the loop exploit was discovered and made into an integral part of the game.

    The only moment i loop is if we're just two survivors and i try to keep him off the last gen while my partner is doing it, or whatever.

    But back to my point, which is related. Most of you are under the misconception that if you happen to unhook yourself, you're done for. but guess what, if you have the right perks, you can run the killer around the map while looking for the hatch, or lose him and try to open an exit gate. it's really that simple. but since this gameplay aspect doesn't even cross your mind, stuck in the conviction that the only thing you can do is run around the same spot while others do objectives, you don't consider the notion that im presenting in my OP.

    Again, i cannot stress this enough, your points about the hook state being used to BM have already been adressed in the original post with several easy solutions that i proposed.

    @TAG said:

    Because that thing you said about Jeff having all those extra chance perks is very unlikely to matter to the point where it is not worth pointlessly extending the game.

    Personally i only run breakdown, and with 3 other hooks down by the death of other survivor it is a guaranteed wiggle in most cases. i just proposed other EXAMPLES of perks that would make it so that it's not necessarily game over if you unhook yourself.

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