fulltonon
fulltonon
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Anything except SWF will suffer, much more frustration for solo survivors and much more frustration for pretty much all killers.
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Literally just remove the kobe, there is pretty much no situation kobeing works nicely.
This is such a outdated and poorly thought out mechanics, kinda like bubba facecamping, literally game breaking but somehow not against rules and BHVR NEVER want to fix it, at all.
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It's not that MMR is a bad thing, it's just that MMR literally doesn't work for 99% of times.
The population gap is still huge despite 6.1 dropped, probably it's because SO MUCH has changed in favor of survivors to the point population difference has been pretty much reverted.
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Because by the time two or three gens pops, it's too late to spread pressure around.
It goes same for tunneling/camping, all the strat only works when killer decided to do it from the start.
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Actually, it's bubba sided.
As long as you play seriously, there is no way to lose as bubba... unless survivors also do ACTUAL genrush, not "just sitting on gen" but ACTUAL gen rush through gen perks and items.
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hey, at the very least all those toxic and extreme bad faith posts that serves no purpose and only breeds toxicity in the community aren't against forum rules at all, as long as we don't break the rule we are allowed to say whatever things no matter what!
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Just drop item and pick it up when you need it, wow such easy counter, not even needed a perk slot.
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@Sylhiri said:
Capping gen speeds would require fixing the other issues that come with it. What is the counter to tunneling for the survivor? Do gens fast enough to avoid a snowball. What is the counter to camping? Become disadvantaged in health/hook states or do gens to punish it. Why do you have a lot of balancing around gen speeds? Because people want both tunneling and camping to be a legitimate way to play the game.
You want caps? Then the snowball needs to go.
Base gen speed is not a problem for tunneling anyway, it might be a thing for camping but not tunneling.
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I wish I was playing in a world where survivors repeatedly run into walls, that would be really relaxing experience.
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It's funny seeing "this is a win for killers" when nothing has really changed, quicker altruistic healings already "compensated" self healing, just as BHVR said in his post.
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Why not just remove the hook? that would be infinitely better than this pseudo cheating.
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@Trollinmon said:
GL with that. Reassurance says HI!
Hehehe... what reassurance can save survs from bubba the camp king?
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Tunnel fast, tunnel beautifully.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395598#Comment_3395598
Both are a problem
That's literally just a problem of fundamental game design and nothing needs to be balanced around camping.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395437#Comment_3395437
You think all Killer stress is self-inflicted and Survivors have nothing to do with it? Uhhhhh.....
I mean, every stress is literally made by brain of humans? so yeah not exactly incorrect I guess.
@Technature said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394761#Comment_3394761
Survivors already get punished for all doing the same gen.
It's called everyone being pressured at the same time.
Don't make a joke like that, no killers (maybe except the knight) has capability to chase more than a survivor, realistically speaking they won't be "pressured" or anything.
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395430#Comment_3395430
I would never support removing it entirely because there are certain points in a match where camping or tunneling are legitimately the ONLY option a killer has. Lets say you get your first hook with 2 gens left, you maaaayyyy wanna camp if you really want a kill or to force some kind of pressure somehow. There could basically be endless examples like that which usually stem from a killer having an extreme disadvantage, which warrants the killer using extreme playstyles to make up for lost time or pressure.
There would be no way to remove camping or tunneling from the game without making survivors INCREDIBLY strong in an OP way. Plus, I don't think its in the game's or dev's best interest to try and remove playstyles so long as they aren't technically exploiting glitches and such.
I think "camping and tunneling" on their own are fine, and sometimes needed, but I'm NOT okay with "Camping and tunneling because its apparently the most efficient strategy from the get-go, and I've deduced this without trying any other playstyle".
That is what I think the killer community needs to get away from, and the game should 100% support them trying to get away from it and actively reward them for doing so, and it should discourage them for camping and tunneling SPECIFICALLY when they are not in a position of extreme loss with little to no advantages.
If you ask me, camping and tunneling should be provoked into being the last option, still and option as sometimes it is warranted, but the last one.
And how can BHVR notice that "problem" of making those things ONLY options? only by removal of it.
Let the survivors be OP, make killers ACTUALLY quit, that IS the only way to fix those things.
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May I introduce a best method for a relaxing match?
Take rancor and NWO with bubba, then literally just camp the ######### outta death.
Is it fun is debatable but more or less there won't be any "stress" in survivor staring simulator lul
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@Brandon48 said:
I’ve brought up STBFL needing to be mildly tuned down a while ago but there are certain people that will not hear it. Fact is, it’s a perk that can completely deny unhooks/trades and that’s the biggest problem it has.
I don’t believe it’s the most urgent issue but it’s numbers really should have been adjusted alongside the killer hit recovery change a long while ago.
That's not a problem, there is a way to camp lot better but that hasn't been considered a problem.
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@philward1953 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395253#Comment_3395253
Nobody could have gotten to the hook without getting hit by the guard. Then the knight could have simply hit them.
I've seen countless survivors easily dealing with the guard, they takes decent time to reach survs.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3395434#Comment_3395434
This implies all the stress created in a match of Dead By Daylight is created by Killers.
Technically yes, if killers somehow never tried for win, the game would be much more favor in killers.
That's like saying "if survivors never do gens game will be lot easier for them" though lol
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@WesCravenFan said:
I love how this whole thing is worded in a tone that suggests camping and tunneling is some sort of criminal offense that is going unpunished.
Honestly it IS an offense against statistics, all those tactics are what makes kill rates so high and why all the games are much stressful.
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@Veinslay said:
Who cares what killer main streamers say, most of them are getting fed a steady stream of complete babies from the matchmaking system. It's incredible that pc killer main streamers with 8,000 hours are getting matched with players that routinely run into walls while every time I load into a lobby as a console player i get multiple p100s, 4 mans, super sweaty teams
Yeah this is beyond ridiculous, how can they match against literal babies consistently? I bet I'm playing a different game.
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So we decided to think altruistic healings weren't a problem but self healing is, but somehow also want to buff self healing? quite interesting.
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Or, stop "penalizing" it, but rather outright remove it through whatever means.
There is literally no way to properly balance "other strategies" when all the data is largely skewed by the all those tactics, what we should do is literally just removing both camping and tunneling THEN try to balance things after that.
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The average skill level of players largely differentiate between regions, sometime people literally playing a different game.
Sometime I wish I can actually match with all those inefficient solo q players tbh.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394380#Comment_3394380
you might not know this, but 92 seconds and time spent running is longer than 90 seconds, and one survivor getting chased off a gen and being forced to stop repairing wastes less time than two survivors getting chased off a gen and stopping repairs
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394794#Comment_3394794
yeah, the logic still works in that scenario because its the toolboxes and other perks in dedicated gen speed builds that are the problem there.
"Prove slows down generators"
"oh but what if you decide to also bring things that speed up generators"
then, instead of reducing gen speed from 90 sec to 92 sec + run time for 2 gens, it'll reduce gen speed from 70 sec to 72 sec + run time for 2 gens. it's still the other stuff doing the work there, prove is still a net negative on your gen speed.
people run prove thyself for the BP bonus, not because of gen speed buffs
lmao, what kind of killers can chase two survivors at once.
and if you actually played the game, you'd know 46 seconds absolute time largely outweighs 2 additional total seconds, that is exactly why penalty has been added too.
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Good bye killer main No. 3515872, we will sincerely apologize inconvenience and wish your luck in the future.
@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394748#Comment_3394748
I'm pretty sure it still takes MMR into account. I play on both Switch and PS5. Have a couple years progress on Switch and would say its firmly mid-MMR, but still low MMR on PS5 as I didn't play on it much until recently. I get different incentives on each one despite them being in the same house, same region.
No matter what MMR is, the side with quicker que time is what we needs more player on.
It means there is lot more people waiting to play on other side within that MMR bracket, it literally just doesn't makes sense unless BHVR somehow changing incentives with absolute number rather than ratio or NEVER consider MMR.
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Honestly I agree, even though I believe it doesn't really deserves a nerf from power perspective, it IS a problematic design that shouldn't really be a perk.
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@randonly said:
The best way for you to resolve behaviors, even more this specific type in online pvp games >>>phenomenon<<<, is to try to discover the reasons behind it, which are obviously linked to the fun of the person/match, instead of punishing even more, since if the person doesn't wants to play anymore, will simply resort to other methods like afk or suicide.
No, best way is to always punish people in this matter, even at worst those kind of "bad" people stops playing which improves game drastically.
No matter how things change people throws tantrum on slightest of things, anything beside actual punishment doesn't work at all.
Most people rather just play than staying afk, and suicide shouldn't even be a thing from the beginning as it is literally just a DC without any penalty.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394150#Comment_3394150
trying to use prove slows down gens - 90 seconds for 2 solo gens vs 92 seconds plus running time for 2 duo gens with prove
You might not know this, but surprisingly killers can't regress already finished gen.
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@Technature said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393701#Comment_3393701
So here's the thing.
If you are working on yourself, you are taking up YOUR time. Nobody else has to stop what they're doing to come over to you and heal you. That means they can spend that time on repairing generators.
By having someone heal you, that is now the time of TWO people being taken up. A total of 32 seconds worth of gen repair that is now not happening.
Healing by yourself is still going to be preferable to healing off another person, especially since none of this takes into account that you have to actually find someone to do the healing in the first place.
And... does that mean it's not too fast with all those healing perks?
That's no explanation of why altruistic healings aren't a problem, that's an explanation for why self healings were broken.
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We have an extremely simple fix, remove the ######### hooks and let killers partially sacrifice survivors, and let them respawn after like 60 seconds in random location.
No more camping, no more tunneling, no more "safe place" where survivors can't be hooked, so much problems fixed by this.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394155#Comment_3394155
Blights? Really? They have to be new. Blight’s kit is highly encouraging to NOT camp.
Tbf his kit highly encourages to tunnel tho
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@smartemarte said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394230#Comment_3394230
they do when its blight or nurse.... again look at the streamers on 100+ game winning streaks, they wouldn't get that with other killers regardless of how good they are.... that is not BALANCE.
Ah then we certainly should nerf survivors too because there is plenty of streaks too.
Those who winning regularly is not a common thing at all, even with 60% kill rates they will lose 2/5 matches.
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@Science_Guy said:
"It encourages the killer to hit the unhooked survivor and put them in the deep wound state, meaning that they can no longer use dead hard..."
That already happens on live with the current DH (and OTR). Honestly, this post sounds like an opposite side version of the 'Blood Rush encouraes tunneling!!!' charade.
Yeah it is quite inaccurate, actual difference is that it discourage fair play.
People get punished for it unless they do tunneling.
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@IronKnight55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394179#Comment_3394179
Agreed. A killer shouldn't win almost every game they play simply because they play that character a lot. It's not balanced.
They won't, lmao
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/371382/please-punish-disconnects-more
They cannot differentiate between connection issues and someone intentionally leaving a match. The penalties are applied the same either way.
So long as that's true and the game's iffy coding remains, any changes to these penalties must be carefully measured.
If people gets the connection issues that often, they shouldn't play the game too tbh.
You could just increase BASE time and not the maximum, like 5min - 30min - 1h becomes 1h - 1h - 1h.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394115#Comment_3394115
Whilst I appreciate your comments, your suggestion to Pain Res would actually promote slugging more than healthy gameplay - it does not promote the killer to ignore the unhooked person, it just encourages them to slug that person.
I didn't expected to get those kind of explanation when BHVR made DH to punish those who don't tunnel tbh.
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There is no point in penalizing it, emblem system is already there but no one cares.
Just remove the ######### hooks and make everything like a PH cage or let the survivors respawn in fixed time, there is no penalty that can fix tunneling or camping as long as it can kill like usual.
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Or actually, stop giving free rights of throwing the game.
Let them "play out" or at least give proper penalty for those who decide to throw it, it's just illogical to give exact same thing as DC for free in a game where DC is penalized.
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@Chaos999 said:
Funny thing is that it could be argued that the fact that they adjusted some of the changes that people didn't like the most shows the review bombing worked.
Expect to see it more often.
Those who review bombed right now:
https://us.v-cdn.net/6030815/uploads/QO2YBENPTKTX/descarga-281-29.jpeg
Yeah, we could review bombing just so they can "change things based on feedback" lmao
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Honestly? deadlock is legit OP because bubba is the strongest killer in this game lol
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I mean, survivors actively trying to sabotage cooperation shouldn't really be considered in balancing.
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It's funny how people repeatedly says "skill issue" when there IS extreme gap in average skill levels of survivors across all regions tbh, no wonder dev can't see what this game really is when 80% of players don't know jackshit.
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No, the inability to make a proper map is the feature of BHVR.
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@jesterkind said:
So... just to be clear, killers are going to change roles and leave the game because... the game got better for them?
Don't get me wrong, I'm also kind of irked that we're not getting the cool healing slowdown idea from the PTB, but the death of reliable, safe self-healing and a gigantic nerf to Dead Hard are cause enough to celebrate. Hell, it's not as though Pain Res is going to be dead after this patch- old Pop four times a match isn't bad, it's just weaker than what it currently is.
It's too easy to get blinded by the changes from PTB to live, but if you look at this patch as a change from current live, it's very clearly a huge positive.
This has ultimately just made solo q even weaker, and SWF will not be as affected as they somehow "COMPENSATED" (why the heck do they compensate at all lol) self healing nerfs by making altruistic healing lot better.
The only real positive is ultimately dead hard and just dead hard, calling it huge positive would be ridiculous.
Ah yes, the bonus that goes 100% on survivor when survivor que takes 5 minutes and killer que takes 10 seconds.
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@Technature said:
The game is currently stuck in a rut where both sides build their area into a place where if the other side enters it for too long, they lose.
Killer perks that were nerfed can all be traced back to the question "Does this help me hold a 3 gen?".
It's also why CoH got it's quite frankly much needed nerf.
Blame the people that abused CoH to death and the people that play Knight and Skull Merchant in the least fun way possible.
That doesn't really explain the nerfs for lot of "healthy" regression perks we had though, somehow all of them have been killed too.
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It's funny an update that supposed to change the meta and make injures matter ultimately ended up as generic killer nerf lol
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@sizzlingmario4 said:
It's to balance Styptics and Syringes because of how strong they are. If it depleted your charges instead of deleting your medkit entirely, you'd be able to bypass this downside with BTL. It also means you're encouraged to bring those strong addons on weaker medkits because losing them isn't as big of a deal. Given how powerful those two addons are, I think it's fair the way it is.
Honestly? nothing should be "fine" just because it's rare, using rarity as a downside is stupid.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393399#Comment_3393399
Able to keep Addon after a match would be Huntress able to bring Iri hatchet and survivor able to bring 4 BNP every match.
Able to keep Item after a match would be items become basekit for survivors just like powers are basekit for killers
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393397#Comment_3393397
I had an idea that items are free for survivors, but only have 1 variation of them and nerf them by half.
Now I see, just like you said it makes more sense to make it infinite I guess.