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drsoontm

drsoontm

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drsoontm
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  • I disagree on about half of these.

    The most absurd one, IMO, is Nurse where you constantly progress even after 30000 blink attacks. I also find her more difficult than Blight.

    Ah well, I don't have the afternoon to sort the rest out so I'll leave it at that.

  • Most killers need a slight buff, except for Blight and maybe Nurse (She may need some kind of buff because all Nurses aren't proficient and last time we checked, she has a low success rate. I'm against any buff mind you. I don't want her to be easier nor even casual.)

    So I guess my answer is : Blight.

  • I'm not sure it's true.

    That being said, survivor is generally less stressful than killer (no downtime) so this could explain that perception.

    It's perfectly possible to play killer casually (sometimes I play only to throw a few hatchets or doing a few blinks without a care for the gens).

  • I'm not playing as much as I used to. Last month, over 3 or 4 nights I think I've versed a couple of "subtle" cheaters. Speed-hacks for both of them. It wasn't obvious though so I'm not 100% sure.

    When I was playing almost every-day and, probably, in a higher MMR than I am now I've versed up to three obvious cheater per night, but at least once a week.

    I feel BHVR has made a lot of progress on that front. I feel they could still validate speed and that would only leave a few hard-to-find kind of cheats I will not detail here.

  • Twins, Birdie, Legion. It's almost never fun.

    Plague when the team sucks.

    Trickster with the bouncing add-on.

    Huntress with the iridescent hatchet.

    I've never versed a SM so I can't tell anything about it.

  • She is already pretty easy to destroy. A brain with more than two neurons is required though.

  • @Pulsar said:

    The game is pretty good for Killer at the moment.

    Killer is stronger now than it has ever been before, except right after 6.1.0

    Survivor has only gotten weaker over the years, that's an objective fact.

    If right after 6.1.0 was right before the recent Thana nerf (among others) then yours post is the most accurate so far.

  • Given how many times this happened, it's absolutely irrelevant.

    I wouldn't mind keeping the burn though (as a successful one happens once in a blue moon and failed attempts are usually a free hit)

  • Fair, I'm not sure. The most fun matches I've got (for both sides, given the chat feedback) were ones where the gens were mostly ignored, chases (with somewhat aggressive survivors) were distributed round-robin style and survivors weren't always hooked. I had these with Huntress, Pyramid-Head, Myers, Blight and Nurse.

    If somehow BHVR managed to get rid of the gens to focus on chases and interactions, I would probably never leave that game mode.

  • I was raiding non-stop (more than 50 raids the first two days, I think).

    I've got 8 visits in 36 hours. (Then I've stopped playing altogether.)


  • Whoops ... no, thanks ^_^;;

    I'll move this as soon as I remember what it was about.

  • You don't always know how the game will go.

    Sometimes as killer you apply the same tactic as ever and the survivor answer with such a streak of bad plays they end up on the ground in a couple of minutes with 4 gens left.

    It happens once in a blue moon but it happens.

    If it happens to you often, there may be an issue with your team (or you are playing solo and being badly matched)

  • edit: Whoops, that post way meant for another thread. (Thanks for pointing it out @Mystic_Mizu )

  • I highly doubt you get strong teams all the time.

    Even with my best killers I don't always get "SWAT" teams, even when I was playing every day, even with my Nurse, even when I was crushing teams several times in a row. As for bullies, they are pretty rare (Once a night maybe, and they usually are pretty manageable. My worst bullies kill for the last few months has been tonight actually : only 2 kills because the 3rd survivor managed to unhook himself and drop into the hatch that had popped next to him. Nevertheless they were pretty livid in the chat so it was still kind of a win ;) )

    Beginners using the new information to push the gens aren't a "SWAT". They are just doing the most basic thing survivors have to do in the game that only an utter beginner doesn't do. (The one reason tunnelling is the only tactic left in the game.)

    I'm not sure I read anger but if you were, it's probably a good thing you've uninstalled. I'd suggest taking up meditation.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397971#Comment_3397971

    Cause I am a bit of a fool. Will admit this is my first time really being active on forms so I am a newbie in that sense XD.

    It is a shame you stopped playing the game. Think you are fully done with it or might come back to it after some time?

    Don't say that about yourself. (Being nice would be an equally valid explanation, among others)

    I plan to play again as soon as they fix the 0-visits per 12-hours useless prestige issue.

    Having builders testing/proving their own outpost is another thing that's bound to increase my interest.

  • @VirtuaTyKing said:

    Get them to try a weaker killer for a while until their mmr is raised then see what they think lol

    Why a weaker killer? Blight or Nurse would do fine and may drill the point further.

  • @magic1236 said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3397652#Comment_3397652

    I don’t see how me explaining to the person what a “kill box room” is makes me a newbie. There has yet to be a level I haven’t beat. Only one I have failed to beat was one where a storm took out my power in the middle of raiding the outpost.

    this game is going to thrive depending the community. Do try not being rude/toxic/talk down to others especially those that are new as it’s best not to drive people away Because they feel the community it toxic. That could lead to the downfall of this game real quick. And if this is bait well good on you it was well placed. I fear the baits you leave in your outpost XD.

    Why you bothered to dignify that kind of post with a reply is beyond me.


    As for the OP : the gain for an outpost is relatively constant for a category. A kill room (among others) has a very poor time/reward ratio so a skip is often more efficient. I was already bored with the game after 30 or so raids so after a point all I was interested was the resources I would get. Fun wasn't a factor anymore and I wouldn't mind dropping inefficient runs immediately. (Speaking in the past as I've stopped playing the game after 12 hours)

  • Has been suggested since at least the beta.

    No comment from the devs so far AFAIK.

  • By not caring one bit about the game.

  • Remember: If you don't see an exhaustion perk, tunnel right off of hook.

    Fixed that for you.


  • @TragicSolitude said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3394898#Comment_3394898

    Whatever the reason, time shouldn't count, or there should be a minimum number of visits.

    ^ This.

    Time of day when an Outpost is activated can have a huge effect on the number of Raiders it gets. Activate the Outpost on the wrong day and it could really suffer. But the only way to Prestige an Outpost so it can stick around longer and get more Raiders requires Prestige points which are earned by getting Raiders.

    The only motivation to raid Outposts if you're a builder is to earn Synthite. Raiding should do more to benefit your own Outposts; the more you raid (actual raids, like dying at least five times or escaping with the GenMat and leaving at least one Accolade), the higher the minimum number of Raiders your Outpost should be guaranteed to get (again, real Raiders, we don't want players trying to cheat the system by starting and leaving).

    It sucks that my friend built a really cool Outpost for me; I think it's fun without being brutal (even though it's rated Brutal) with attention paid to all three of the Forsaken Tombs, but it's getting no Raiders. I've been raiding a lot of Outposts, but it's doesn't do anything to help our Outposts. Three activated Outposts, each a different difficulty level, and two are doing terrible and one's doing okay at best.

    I'm glad I got this game on PlayStation Plus because I don't think a system like this has longevity: it's extremely discouraging to put effort into Outposts and get nothing for it. The excitement's gone and now I'm just feeling disappointed.

    Case in point. I don't feel like playing anymore. I've closed the game a few minutes ago.

    I'm bored of raiding.

    I have no interest investing into building.

    Twelve hours and that's it. I don't think I'll play again until there is some change.

  • @Seraphor said:

    I don't think I even get 8 visits per run yet. Either the builders are grossly outweighing the raiders or there's some kind of bs youtube algorithm that prevents your outpost getting to the top page.

    That's 8 visits in 36 hours, not 12.

    Whatever the reason, time shouldn't count, or there should be a minimum number of visits.

  • @CotePathos said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392755#Comment_3392755

    Design your unbeatable level and put it in the community tab, I'll beat it for you.

    I'd also like to point out you "could", you haven't done so. The people who actually do build these levels are almost always the ones who are willing to go through them, spite is a powerful motivator

    Harv is a potent difficulty ceiling, they ensure all levels have a clear path to the genmat. Mixed with every trap being avoidable on reaction (barring maybe a hidden piston) and unbeatable levels are impossible.

    Next time I have both the time and the resources to make such a map, I'll post it around here and I'll tag you.

  • @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392770#Comment_3392770

    After a raid, you can vote up to 2 times on the 4 categories, if the map was fun, brutal, etc.

    Those votes are called acholites (i think, don´t nail me on that one, as i´m not playing in englisch). The builders get points for all the votes after a match.

    So having a filter for one of the 4 categories could change how certain maps are appearing in the rotation.

    The German version is probably pretty close to the English one. At least I know what you mean.

    I tend to give no points to bad bases (dumb kill boxes, ...) and I'm probably not the only one.

    Thus, such a filter would probably work nicely indeed.

  • @Tsulan said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392006#Comment_3392006

    Or they could give us a filter for maps. Where we can choose if we want a map with the most acholites per category.

    Kill boxes would get most likely very little points and thus get less traffic.

    I don't know the implications as I'm not sure what acholites are.

  • @CotePathos said:

    Anyone who builds a killbox understands how to break a killbox.

    I have a couple of design in mind that would be lethal and that I have no idea how to beat. Which is kind of the point of their design.

    @CotePathos said:

    https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3392293#Comment_3392293

    I'm confused; Mario maker is famous for its kaizo levels, if anything it proves forcing a player to beat their own level is redundant since once they do (and they will) we're back to square one.

    And the Harv system prevents impossible levels in this game. the worst you can encounter are piston path hells, but while hard they can absolutely be beaten.

    Not square one. We are left with levels that someone has beaten. I can beat all my maps but, as I've mentioned above, I can design something I cannot beat.

    I went in such a map tonight. I've immediately left and blocked the designer.

  • Harvey killed me in a map, preventing me to walk back from a trap.

    Now I kill it every single time.

  • If it's not made mandatory, make it so players can dodge unproven maps.

  • I would like something more than V-sync as well. More than 60 fps isn't required for this.

  • I came here just to report my Chimera is level 11 and I didn't get the level 2 achievement.

    I don't know what else I've missed.

  • @Entchenklein said:

    The thing is the first outposts i made were pritty unique they had something special about them but once i realized the outpost only lives about a week or so asuming you even get to prestige them i just slapped a few killboxes together and turned on overdrive way more efficient then actually thinking about fun and challenging setups

    Yep, I've just done a test map (level "2", ~3000) and it will be there for 12 hours unless I prestige it.

    Utter waste of time.

  • @Matoshiro said:

    I think the expiration time for Outpost is pretty fine. You want people to go through it once, not twice.

    Moreover, nothing stops you from "trying" the same setup/traps, etc, on another plot of land. You may get some "bedrock" at a place you didn't have before. And the genmat/forsaken tombs being at another position too. But the "style" and trap setup you did, can always be replicated.

    The expiration is long enough, so that you can keep modifying it for a max of 2 weeks, but short enough so that you still need to make a new one time by time.

    Also, the Outpost/builder don't get much from doing so. You're way better spamming brutal raids to unlock stuff fast. So the "why can't I keep the same base for a month to make mats" isn't optimal.

    Now, having a "trap setup" or a possibility to copy/paste some traps/guard setup and store them in a slot for new outpost. That'd be dope :)

    The problem is that when you spend hours making a nice place, you don't want to redo it sandcastle-style. (Well : I don't)

  • @Matoshiro said:

    Forgot to add, that there's is some plot of land with 6 000 genmat activity. So if 150=1hour, and you can prestige 10 times. That's around 18 days of Outpost being out. And around 40 hours 'til you need to refill it with a prestige.

    During the demo, my 4000 crafted maze got less than 24 hours of shelf life. So either there is another factor, either there are bugs.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385711#Comment_3385711

    The perk already gets removed if you miss the DH?

    You have to get another unhook if you miss the DH already

    So basically the loop is:

    • unhook safely
    • get one DH armed
    • (other safe unhooks do not arm the DH further? tokens?)
    • use the DH successfully or not
    • lose the DH.

    If it's not already using tokens, it probably should, with a timer.

    Maybe missing its use should be linked to a timer to auto-rearm it after 45s/60s ...


    What DH needs to lose is its ubiquity.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385682#Comment_3385682

    Nope.

    The perk is a guaranteed health state, no skill or timing required.

    /s

    I agree with the people above. If the perk is going to deactivate upon any usage, it shouldn't be an Exhaustion perk.

    Not sure if you agree or not.

    No matter.

    How would you prevent spamming DH until it actually dodges a hit?

    Another unhook? (Or is it already the case?)

  • @Coffeecrashing said:

    This finally makes dead hard a high risk high reward perk, which is what it should be. The perk will finally have an actual risk, because if it’s used incorrectly, the survivor loses the activation.

    It's already pretty high risk as it is.

    That being said, it should not be spammable.

  • Even if it was (I didn't read, not relevant) it doesn't matter one bit.

    Play however you like.

    Besides, at this point tunnelling is the last remaining tactic that hasn't been destroyed by the devs.

  • I wouldn't even give shards for that, and I have 222220 of those (Nice number, I know).

  • It's simple : if a team goes in the game not to play normally but to be extremely annoying (hiding forever and using pebble when the killer is far away, chaining stun after stun after stun, chaining flashlights, ... ) for the majority of the "match", then it's a bully squad.

    Outside of this frame, I don't think a team can be called a bully squad.

    They are not rare and I love going against them because over the years I've learned how to deal with them.

    And yes, even if they get spanked, they are still a bully squad. Going against someone who can defend himself isn't a mitigating factor.


    Note that bullies can also bully another survivor. It happened to me once, two idiots kept sandbagging on purpose and I couldn't do anything. I've reported the two jerks with a video, the killer with them as he obviously chose to play along.

    On the killer side it's a bit more subtle but I think that some behaviors can be considered bullying. (e.g. slugging for no reason*) Stuff like hitting a hook is BM, not bullying IMHO.


    I need to add that I may underestimate the "strength" of the word "bullying" so take this with a pinch of salt.


    *) Because there are of course very reasonable reasons for slugging.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384694#Comment_3384694

    I forget which version, but maybe it was a beta, it was basekit, then it was changed to a totem on 1.0.0 because it was seen as a bit too oppressive.

    The general idea though is "No one escapes death" as in, the killer at the very end of the game becomes very powerful. It incentivize escaping, back before they had the EGC.

    I believe the first version was a simple perk. Then they made it a Hex.

  • @Shroompy said:

    Honestly, I think the best "nerf" it could get is if it were to become base-kit.

    Now that might sound crazy at first, but think about it for a second. People have been asking for a secondary objective for a LONG time and this would fit the role. Survivors aren't forced to do it how ever they would suffer the consequences if they don't. Another thing that makes NOED so strong is its surprise factor. Remove that and you'll realize it won't have nearly as much of an impact.

    Honestly I think that should be a new kind of perk with a dedicated slot to it. It would work similarly to totems but the perks associated to it would only work during endgame.

    That's a very good idea.

    I also believe it's the first time I've heard this proposition.

    This would indeed give more incentive to slow the game down a bit.

  • Months ago. If NOED is still an issue for you then I have bad news ...

  • The negative point are they are killing what little fun remained on Billy and they are putting Hag in an even worse position she was already (against players who know how to verse her).

    Kicking the two currently most OP perks is kind of what they've done for the last few months (this time for survivors) and I'm more curious about what the new META will be after this.

    My biggest fear is a push toward more tunnelling (gen speed) but even if it becomes even more necessary, it will not be worse (it has already passed the threshold of anti-fun a couple of months ago)

    We'll know in a few minutes.

  • I was expecting some rant about window tech, 360, huh tech, ...

    Not about playing the game.

  • @Platinum_Cloud said:

    Yeah I remember being confused by the same thing. I spent hours making a base as I love making artistic looking designs but I was really disappointed to see that my base was deactivated the next time I logged in. And apparently after prestiging 10 times your base is basically retired at that point which I found to be highly disappointing.

    I understand that they might want to limit how many bases can be played at once and to keep old unattended bases out of the queue but maybe take away the 10 time limit and have bases decay after a longer period of time? This system feels a little harsh for active players. Maybe a system where bases decay after certain number of raiders have attempted which would ensure a fair judgment for a bases deadliness?

    Whatever they do, we'll know in a week if the game is worth a builder's time.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381585#Comment_3381585

    Tbh, i would have prefered a different approach by buffing the lesser used perks instead of nerfing the meta ones. Changing the meta by giving out more alternatives.

    I guess they went the easy road. Nerfing a few strong perks is probably easier than buffing intelligently tens of weaker perks.

  • About Nurse, to be fair, I've been flashed by a survivor maybe once or twice a year. (On the killer side I main her)

    So yes, it's a buff, but it's inconsequential.

    They need to remove the vulnerability of Hag's trap.

    They've also managed to hurt Billy a bit more by removing his traversal.

    Hopefully they'll fix that after the PTB.

  • @foodie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3381610#Comment_3381610

    I think I mentioned all reasons in the main post, but also in the comments.

    This can be abused heavily since it provides 0 punishment to survivors. Hag can't do anything about this and given that there are 5 other methods to removing/avoiding her traps, this is a huge nerf.

    She is not getting any buffs for this change, but I explain this in more details above

    I was missing the "without flashlight" part. (Someone told me in another thread)

    This is so stupid I thought that what it meant was that survivors had to crouch with a flashlight to remove a trap.

    They are killing her.

  • DOH, that's the part I've missed about Hag.

    That's an HORRIBLE change.

  • edited: someone told me what I was missing.

    Allowing survivors to remove hag traps is an horrible idea.

    If they could instead focus to fix the 180 bug/exploit/hack, that'd be nice.

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