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fulltonon

fulltonon

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  • @Bafugaboo said:

    It would be nice to implement a you cannot attempt the self unhook without certain parameters. Those of course being wicked in basement, deliverance, having a minimal percent chance of unhooking at X%, face camp meter, and final chance window before hook stage 2. (Also the in event of every survivor is hooked or downed)

    These could bring a valid excuse to any attempt to unhook and mostly remove the negative intentions. Missing skill shots on stage two is an unavoidable aspect though as it is useful in situations to miss them. (Providing hatch at an advantageous time)

    I mean, you can just make it free second chance.

    Yeah it would make survivors unhook here and there but like who cares, it's not reliable anyway and slippery meat might become meta but game can adapt with other aspect.

  • Honestly he can have 24m TR with 4.6 move speed and no one would consider him OP.

  • @rha said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688262#Comment_3688262

    Because root cause of this problem is people being ######### and not some game issue.

    You can't fix bad people, only thing we can do is just properly punish those people so game won't get harmed.

    No, maybe some throw because they get hook first, but to some extent it's - increasingly - the game. I am one of the folks giving up when the match is lost early, though I always start playing out all matches normally no matter how bad but I usually instantly run into a long streak of bad matches where no gens pop and my teammates just get massacred and I finally want a good one again so I'll take every shortcut to get out. I've been playing since 2017 and I do this only since MMR was introduced and made the game absolutely miserable for me in solo queue. Before MMR I only ever killed myself on hook to give the last teammate the chance to get hatch when I couldn't see a chance to complete the remaining gens.

    There were some horribly imbalanced matches back in the old days, but overall the experience was good enough to not worry much about these matches or drop out early, it was even encouraged not to drop out and get a pip as reward to reduce the chance of getting not so good teammates. Dropped to rank 20 due to not playing for awhile? No prob, play through the low-level chaos and rank up to be back with better players after some time even if you die.

    At low MMR, every match feels horribly bad, and no "take a break" does help because whenever you return, you're still at low MMR and it takes only a single match and you're reminded of why you were quitting the game. The only hope to get out of that is to survive the vast majority of your games and try that solo when most survivors around you are still learning the game or just want to mess around for fun while the killers are sweating hard.

    I don't get it, are you seriously saying instantly suiciding and rerolling your teammates magically makes your MMR up?

    And getting bad matches every time then blaming this is a MMR problem?

    Meanwhile wrecking countless matches only for your own sake?

    I honestly believe you deserves to be in that MMR range and also should take DC penalty, long one.

  • @JoaoVanBlizzard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688368#Comment_3688368

    I already knew that someone would come with this conversation and I already left a prepared response for it:
    It's like the "Whisper" perk for killers, it's a very good perk for finding survivors, but no one uses it because the perk doesn't give any other extra benefits, I don't see any problem with there being a perk that reveals stealth killers, even because in swf people talk about where he's going, if that were the case, they should remove the surv's ability to see the aura of other survs while they're on the hook, because swf tell others which surv the killer is going to, spine chill is a perk for solo player , swf you don't need to use it

    Killers doesn't use whisper because it is extremely unreliable.

    The real situation it works is pretty much only when last survivors standing, you don't know direction or anything for majority of the time, 32m range is ridiculously big to be a good enough recon perk.

    This is not even a skill issue because to make it work, you need back and forth from many direction or else you are going wrong way.

    The fact it works with hooked survivor is ridiculous too.

    And not to mention the information value difference of survivors and killers, especially stealth killers.

    stealth killers can't really seen that much neither, so SWF still don't know where they are most of time.

    We don't need any hard counter for stealth killers because all of them are less than mediocre.

  • @Ilikechips said:

    Imagine if there was a system that would allow a bot to take your place if you wanted to leave the match. Pretty neat hey.

    Now I want you to imagine a system alongside it that encourages people not to allow a bot to take their place. A Disconnect penalty.

    Sound confused? I am too.

    All of a sudden that hook suicide looks pretty tempting.

    I sincerely do not understand what's so confusing here, and we have disconnect penalty well past bot implementation.

    And it doesn't makes sense you somehow "tempted" in hook suiciding, that doesn't spawn bot too.

  • @accessoire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688184#Comment_3688184

    You make it obvious that you don't have much experience playing and learning Blight.

    You just want an easier version of him because you don't want to learn the difficult high skill expression Blight he is right now.

    Cause the slide mechanic is while difficult a mechanic consistend enough that good Blight players can master it and go on streaks in the thousands with him.

    So while you feelings are valid why should it be a good thing to make the killer boring for the current Blight players just so that new ones have an easier time learning him?

    Whatever, I've connected more than hundreds of slide kills too but that was extremely map dependent and not exactly satisfying anyway.

    The fact killer HAS TO learn every one of the stupid objects whether it can be bumped or not was stupid, I don't mind if they decide to let blight himself decide whether he slide or bump too.

    I've even intentionally managed to get hit due to "slidable objects" and not of slide tech, more often than not I wishes I could bump "slidable object" though.

  • @RFSa09 said:

    the infection is designed to never actually happen, just like pig´s RBTs, pure slowdown, but, besides the fact that wesker have one of the best chase powers in the entire game, it stills triggers in chase, the game tells you something like ´´bro, kill him for the love of god, you´re not playing well´´

    His chase power is nowhere near best.

  • It's lot more unfair to secure a hook and get completely denied of it for free thanks to just ONE perk.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688222#Comment_3688222

    when "just playing the game" - as in playing that match is a 0 out of 10 in terms of fun and excitement, nope, getting on that hook and tabbing out is the less boring option.
    The entire point here is that "going next" - one way or the other - because you don't want to be in that match is the thing. 4%ing is just the atm quickest way to accomplish that.

    Most of players doesn't feel more fun in literally doing nothing and repeatedly being hooked and rescued for like 5 or 10 minutes, even when absolutely losing.

    So your argument is moot, people will play out the game when they can't quickly leave, there is no denying.

    Prolonging time and effort it takes to throw the game absolutely will fix problem more or less.

    @hotbabe95 said:

    Why punish survivors instead of looking at the causes for killing themselves?
    You can definitely tell if the game is lost within the first minute. Survivors don’t have any chance of comeback. Healing got massive nerfs, gen regression is meta meaning survivors have to do 7-8 gens. All maps are getting smaller with more unsafe loops and pallets. Killers having anti-loop keeping chases short, and let’s not forget tunnelling which happens in 90% of the games. If survivors can’t get at least 2 gens done during the first chase, the game is pretty much lost. It is simply not fun.

    It’s better to solve the underlying problem before punishing survivors, because let’s be real, no survivors will continue playing with this idea. They will just go afk

    Because root cause of this problem is people being ######### and not some game issue.

    You can't fix bad people, only thing we can do is just properly punish those people so game won't get harmed.

    It's like saying "if you want to stop cheating we should implement free advantage to them so they don't have to cheat", that's stupidest argument.

  • @Halloulle said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688203#Comment_3688203

    When people don't start playing the game while there is a chance to actually play the game - how would a change in the unhook mechanic change anything about that?

    I mean, like I said; I don't particularly care. If either side doesn't want to play that match because there's no point in doing so there are ways for them to go next sooner rather than later. But I highly doubt it will improve the match experience in any way.

    Because survivors might as well actually play the game when they have no choice.

    It's lot more boring to be hooked and rescued three times than just playing the game, even when losing.

  • @Halloulle said:

    So when, upon getting hooked after not having been two tapped, I see zero gen progress, no one on or even near a gen I'm supposed to somehow make myself believe that "trust - this match is gonna turn around!" ?

    I mean, sure. If that's implemented I have no issue planting myself on the next gen and just not going anywhere until I get grabbed two more times. But… does that improve anything? Truth is, that depending on how a match starts, some matches are effectively over within a minute or two.

    Actually, it does improve a lot because if it's not easy to leave vast majority will might as well play the game out.

    or they take penalty.

    Expecting those who can't stay in a game to be hardcore enough to die is weird.

  • It's still strongest when it pulled off, we don't need four health state in a chase.

  • Actually yes.

    People often says "it rewards losing so this is bad", but actually, to make game more balanced and close game SHOULD reward losing lot more.

    The only thing I would say is remove bonus depends on kills instead of downs, downs doesn't really makes them winning, kills do.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688176#Comment_3688176

    It's taking advantage of a game mechanic. If they didn't want people to try and get off the hook, the feature would not exist. Your reports are on the same level as reporting someone for bagging in the exit gate or clicking a flashlight at the killer. Pointless and taking focus away from legitimate reports of cheating and hate speech.

    Except "holding the game hostage" is just equally "taking advantage of a game mechanic" but still bannable.

    And I'm always saying if DC penalty exists remove hook suicide too.

  • Not progressing the game in any way is already bannable offense, so why not?

    @Sarrif said:

    Bad idea but that is a real issue. The game should not be able to be held hostage by either side and it's unreasonable to expect the killer to be able to progress the game. Likewise it's unreasonable for one of the two survivors to essentially kill themselves to try and get gens 5 gens done when two of their teammates sucked. If they go out then they die for sure since they will invariably get found and they don't even know if their other teammate will do gens while you are in chase much less last for five whole gens.

    TLDR the problem is that it's the hatch standoff all over again, whoever acts first looses.

    But with that logic, it makes expecting to survivors do gens at all will be unreasonable because that'll make them found and die.

    If locker hiding while four survivors alive is stupid decision, why not same applied to two?

  • If I had to choose stupid bump mechanics that yeet my own blight on some stupid trees or rocks or removal of hug tech, I'd choose latter.

  • Honestly, we might as well scrap the idea of gen blocking or regression and make gen time all the way up to 120 seconds.

  • Because his chase power is mediocre or even less than that and he actually needs slowdown to compete.

  • Pointless, we are already short of BPs still and definitely do not need any nerfs to it.

  • @Ohyakno said:

    This is not reportable behavior. Please stop clogging up the report queue.

    Actually, intentionally throwing the game is unsportsmanlike behavior and very well reportable.

    It's just that BHVR usually don't have a way to distinct legit try and suicide, unless something in the data is so off I guess?

  • Honestly, the fact there literally is no way to "defend" hex at all feels stupid, all of them are pretty much useless unless survivors are wildly incompetent, might as well scrap hex concept altogether.

  • @anarchy753 said:

    I would say no, only for the fact that Face the Darkness got a huge buff because survivors will no longer want to run Calm Spirit every game when Ultimate Weapon isn't a screaming perk. That means Face the Darkness + Thrill is going to be more annoying to play against, and adding back the notification to Thrill at the same time will make that awful.

    I do agree it shouldn't have been removed in the first place though. It would be like reworking Territorial Imperative in the recent patch so you can't counter Sable's perks with it.

    Just use calm spirit.

  • Considering devour exists, all totems deserves to be "cleanse or die".

    So yes, also blind rework when.

  • @Nos37 said:

    This is like asking utility companies to remove the gas smell from their gas because it punishes people who have a cold or are sick and can't smell a gas leak. It's not a punishment...

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686067#Comment_3686067

    Plague needs this. She can use perks to stealth WITH a ranged power WHILE survivors are injured for the majority of the match??

    The thing is, game shouldn't really be "balanced" (which isn't the case at all because killer sounds and height is not related to killer strength at all) around having such inconsistent and poorly made "mechanics".

  • @Marc_123 said:

    Because it is cool.

    They could add a third one.

    Actually, I think they should go for four.

    I mean there is four survivors, why not for zombies?

  • I'd say some maps are unhealthy for the game and immediately killswitched.

  • @goodfriday said:

    I knew this was coming, more nerf survivor perks even though the perk is not even the most picked one is now a complaint. Can you guys just ask devs to remove the survivors out the game and turn dbd into a killer vs killer battle royal? There is so much more sprint burst/lithe compared to the few times I see background in my match and literally background is a killer perk at times. Its like a survivor chasing the killer down with lightborn instead of doing gens, but killers do not think this way do they?

    Perk doesn't even need to be popular to be unhealthy though, and it's not like lithe actually compete with this perk much.

  • Technically speaking it feels more matching with game than teabagging as we may call it roleplaying.

  • Honestly I don't know?

    Sole purpose of this perk is a help for hook denial, and then they don't even need it for most part, and when they can't do those without it pretty much nothing can be done with perk neither.

    The only real difference being flashbang, but do you actually get mad when survivors managed to do bang save?

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686024#Comment_3686024

    The loud stomps are the counterplay to his chase-power, he is insanely lethal if he gets near you unnoticed, so they added the stomps to make stealth a little bit worse on him.

    Dredge's nightfall is NOT a stealth ability for the most part, the only thing it should and is doing is making it harder too see him in the distance, buff his remnant and make it harder to loop. He's very lethal too if played right, so he is very loud.

    He isn't any more lethal than any other killer, in fact he is mid at best.

  • Go wild, not just basekit bond but basekit kindred too.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3686016#Comment_3686016

    As I have said repeatedly everywhere. It is true that there is no physical way to prevent tunneling, but it is quite possible to create a situation where the killer does not want to do it. The problem is that there are too few survivors who do it properly, or in other words, decent survivors. If everyone did this, the frequency of tunneling would at least be halved, and the chances of surviving being tunneled would double. It's a sad story.

    You know, if survivors are so effortful to save just one person, I will tunnel more for it.

    The thing is, the more effort team puts, the less pressure killer get while killing one survivor because those survivors are guaranteed to not doing gens.

    So only way is to making it effortless and extremely strong, but at that point why not just make them invincible or respawn and make survivors free of perks, meanwhile killers gets much stronger due to statistical problems?

  • @Ohyakno said:

    People always forget killer agency in these discussions. Killers sometimes have to get a survivor out of the game. People hate this fact. The more options you remove from killers, the simpler you make the role by giving them less choices and minimize the second-by-second decision making that makes the role engaging.

    Moreover there are anti tunnel perks. When you refuse to take these because you want your Windows crutch, to heal quickly or do gens quickly, you've made the decision to be vulnerable off hook in exchange for some other aptitude. If you don't like it, trade Windows for DS(still a good perk) or something else.

    That's exactly the reason why it must be so radically though, as long as tunneling is possible all killers are inclined to do so.

    Just make it impossible and balance it accordingly, otherwise tunneling will not die.

  • @HolyDarky said:

    The 6% speed boost is fine for this perk. It is a good and helpful perk in general, especially for indoormaps, new players, and SoloQ. Taking the 6% from this perk away could turn it into a useless one which would be sad. Especially for SoloQ because players could replace it for a selfish perk or something.

    If we have to talk about repair speed, then we should talk about Toolboxes and their addons first before we look at Deja Vu.

    Taking 6% hardly makes it useless.

  • Honestly it's like flashlight but just pretty much guaranteed to success and require two perk slot with one health state, most of time those who do this isn't doing gen so not truly sure about it.

    @Pulsar said:

    Honestly would rather them kill off both perks so I can stop listening to people say it's the only reason they're losing games. I understand that isn't what you are saying, but I'd really rather get it over with.

    If you are that tired of things so minor, you can always stop reading forums or whatever SNS you see and be happier :)

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685830#Comment_3685830

    I think you are underestimating the threat of reconnaissance drones, which are never shot down in the first place. You and others can use this in conjunction with the Empathy-type perk to let stealth-type killers be spotted and alert you to trappers and old hag traps without interference. You should have considered what I came up with in just two or three minutes.

    In order to avoid being misused, we must not be able to obtain information unilaterally and remain invincible, but must take measures that do not involve mutual involvement at all. Someone may have said this, but it's much more sane to say, "Survivors who are taken unhook and rescued will respawn on the furthest hook from killer."

    Actually, I've thought about respawning few times too!

    like not just "farthest" but actually random past certain distance, and doesn't even have to be limited to hooks.

  • Generally speaking, it's much faster and smooth to secure 4k with bleedout than letting survivors camp on hatch for 30 consecutive minutes, I won't bother finding already winning survivor.

    They MUST do something to stop last two survivors from hiding, otherwise bleedout must exist.

  • @xltechno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3685804#Comment_3685804

    The party can also touch a nearby gen and then run with the background player. So, if implemented, it should be made so that the haste perk cannot be used for 5 seconds after invincibility is removed.

    Or alternatively, we could make it so survivors have to "repair" (but not actually gaining any charges) generators for like 15 seconds STRAIGHT, without any interruption.

    If gen gets kicked or survivor stops repair during that period, survivor becomes invincible again and ALL 15 seconds timer will be reverted.

  • No heavy teamwork perks deserves to be strong because all it does is hurting solo while meaninglessly buffing SWFs.

  • Wait, people actually used shadowborn in your dbd, and no killers knew how to look at wall?

  • @xltechno said:

    The rescued survivor becomes literally invincible, and all he has to do is chase the killer's butt and wait for a fellow survivor to go down near the pallet. Since the Killer cannot carry the Survivor on his shoulders forever, the Survivors recommend slug and vow not to complain about it.

    No more pallet drop during invincibility too then, only thing they can do is touch the gen and become hittable or just wandering around aimlessly and uselessly.

  • @RFSa09 said:

    if we´re making them invencible, the survivor shouldn´t even be able to do anything until another survivor gets hooked

    Literally just what I said.

    Completely utterly invincible, no capability of any serious action, maybe we could even make both survivors/killers completely invisible too during that period so no more "stalking killer" problem.

  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3680492#Comment_3680492

    Lacking the compulsion to watch a number go up when you already have enough of the things that number represents is fairly sane. In fact, I'd go so far as to say more people should have that ideology.

    No, "having every wanting perks and addons on every killer/survivor" is a insane amount of grind no matter how you label it, people aren't that hardcore after all.

  • Bloodlust is your friend pal.

    No, 35 seconds for pretty much guaranteed hit is actually good depends on situations.

  • @Crowman said:

    So a survivor with a flashlight just needs to run at the killer so they can be unhooked and follow the killer around preventing them from ever hooking another survivor.

    As long as DBD is an elimination game, survivors cannot be literally invincible.

    Oh that's a problem, maybe remove invincibility when a survivors have flashlights, and drop lights when they are getting hooked?

  • @goodfriday said:

    Remove hook notifications would be another good fix , sick of these teleporting killers or high mobility killers coming back to EVERY unhook they hear, am talking literally doing it willingly because even if you wait till they come across the map they still come back to it to tunnel.

    Hard to agree, hitting rescuer is valid and should be allowed.

    Invincibility is literally the best and least invasive basekit.

    @nodforkiss said:

    so a survivor can do whatever he wants and killer can basically nothing about it? how does that sound balanced at all?

    Survivor can just go anywhere and do a thing, but nothing more.

    Have you read OP after all?

    Oh also balance is not the concern here, if kill rates drop too much maybe make all killers to have +0.2 movement speed or something?

  • @Ohyakno said:

    I think we get too many blood points as it is. They already reduced the grind substantially. You don't need every character in the game p100 or whatever.

    you DO need every character in the game p3 and OP is talking about it.

    Not to mention the fact it doesn't really affect "veteran" players since they already have dozens to hundreds of addons/prestige/whatsoever, all it does is just allows new players to start playing this game during non-event period.

    I must say, joining this game during NOT anniversary seriously is stupidly bad experience, especially when you are the killer.

    And perhaps BHVR might be thinking like "muh playtime", but no worries, game is complex enough to have fun with all the toys available, in fact it is pretty much always more fun to play with all the toys.

  • Honestly, it feels more like "I'm getting stupidly few bps during non-event" than "wow I'm getting so much bps during event" at this point, I believe they should make like at least +100% baseline and nerf events accordingly.

  • Pointless nerf, people would just run other things because that just kills perks.

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