kingcarl2012
kingcarl2012
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- kingcarl2012
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@semercury said:
There are several archive challenges that are bugged, tome 4 quick thinking, tome 6 self preservation, and tome 9 out isn't an option are the ones I've personally struggled with. I've checked back on various bug reports only to see them go dead after months, even the acknowledged ones.
Would there be a way for the team to give us some communication about these? I know there's a lot of frustration on the bug reporting threads concerning the challenges, and I think just a word that we're being heard would be helpful. Additionally if there was some official list of bugged challenges I think that would not only be encouraging toward those of us trying to complete old archives, but it would also probably prevent duplicate bug reports. I've noticed it can be really difficult to keep track of which report thread is the most viewed/oldest/most likely to gain the attention of those who could fix it. I often find myself searching for the threads again only to be met with several threads concerning the same bugged challenge.
I know fixing old tome challenges isn't top priority, but it's really disheartening for those of us trying to 100% the archives and get all the lore to see an acknowledge report from the summer still not fixed in the winter. Some kind of ETA would go a long way I think.
Tome 9 out isnt an option isnt bugged it works fine.
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@ViperTheCharon said:
So you tell that huntress Lullaby is very weak and made it somehow even worse, you prioritize no skill check sounds with no additional penalty at the start and you need to hook, just to get 1%. You didn't even mentioned differences on each tier and you made that it punishes survivors for losing the game. You need 6 hooks to get current 6% penalty on Huntress Lullaby, which is pathetic.
I'm pretty sure he meant the tokens would increase the base not replace it, so as you gain tokens the failed skill check would be
0 tokens 6%
1 token 7%
2 token 8%
3 token 9%
4 token 10%
I dont hate the Idea, but I would cap it at 4 tokens (20% for a failed skill check is plenty) and only grant tokens the first time a survivor is hooked like No Way Out, and a token is lost if a survivor dies.
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@TragicSolitude said:
I want to block SWF as survivor. I hate being the random with a 3-man. In my years of playing, I can count on one hand the number of times a 3-man has treated me like a teammate.
As killer, I don't give a crap.
You realize you can justbsolve your own issue by finding your own group right.
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@devilsdemon7 said:
this game is too buggy to have a ban timer; because the killer has stone age internet it kicks me out of matches. How do i know its not my internet you may ask. My girlfriend on the same internet is not kicked from the match whilst i am. I also have no issue with other games doing this. I am now being punished with a 6 hour ban because I verse killers who cant use a decent internet provider. Fix the game and stop worrying about cosmetics and asthetics.
Sincerely - A day 1 player whose put so much money, time, and effort into this game.
The fact that its kicking you and not your girlfriend or the killer does imply the issue is on your end.
Regardless any time they remove the DC penalty, DC'S shoot through the roof eliminating the possibility that the penalty will ever leave.
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@Thralfazuz said:
I like the Blast mine + Repressed alliance combo but I can't use it because it triggers both at the same time since in their description, they both say press active ability button 1 to activate.
I don't understand why not make one of them to be ability button 2 like Potential energy, or just add another input binding key, like activate ability 3 so if a survivor decides to run Blast Mine + Repressed Aliance + Potetial Energy, it doesn't screw him over because of both perks sharing the same key.
I think it is very useful for the perks that may come in the future because it would be easier to add new keys bindings than to rewrite the code.
You don't have to ovethink what order which perk should trigger first in your game code, let the players make that decision
Problem is there are only so many buttons on a controller.
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@scenicpickle said:
after playing with new dh for about a year i think i can say without a doubt that any and all endurance related perks addon and what not should not give survivors a speed boost. deepwound is literally borrowing time potentially unlimited time at that by allowing the survivors a second life in chase by playing random chance im fine if the tank a hatchet or or use it like parry but the fact that they also get so much extra distance is nuts. ive even started using it lately and literally it takes no skill to use its either you force a swing at a pallet or wait for a desperate lunge that is readable or if you are out of options cause there is no where to run guess and maybe you get the timing right. normally at low levels it easy to deal with but against high level players with 4 people running it your gonna eat the DH at some point and that will most likely cost you the game since time is valueble especially if your using a weak chase killer like trapper or hag
any thoughts from fellow killer and Dbdextrous players not to be mean or exclusive but every survivor only player i hear on these forums are usually 1 sided bias and thinks most killers are op and survivor nerfs are ruining the game but i think all veterans know this game will always and forever will be survivor sided and thats fine a sometimes a challenge is nice
My current solution is going for an early lunge and missing triggering the dead hard, if you miss and can get them to dead hard they get no speedboost and your attack cooldown is shorter, and then you just have to keep them from recovering their exhaustion.
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@naosoumarcelo said:
If I have deliverance activated and it's my first hook when I'm the last survivor, let me escape the hook, it's not fair to die instantly.
If you had deliverance available, you should have used it before you were the last survivor to buy your team some time to not die.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323785#Comment_3323785
Eh.
MMR works fine in games with smaller communities and works fine here. It's not perfect, but it's better than what we had before.
They never said 'fails', within recent memory.
The cap is absolutely not that low.
Yes, this game is snowbally.
For the most part it is better, but when the incentive is at 100% on either side it an be just as bad as it used to be.
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/361683/killer-adept-changes
The rating should be tied to protecting generators and not kills.
The survivor fixes the generators / the killer protects the generators.
Many killers end the game when the survivors still have 2-3 generators. So the developers need to tie the killer rating to the unfinished generators. I would be more pleased to play against professional assassins who know exactly their target and not stand toxically at the hook waiting for someone to die.
Ok but then you would need to change survivor adepts to make them more difficult because that is where the issue lies. You could keep the same current standard for killer adepts if you made survivor adepts require a double pip, but then people would be up in arms about those being too difficult.
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Can confirm I just did Out isnt an option, with no Issues today.
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@Zokenay said:
For those that dont know, to get this achievement you gotta take a protection hit near a recently unhooked survivor 250 times... again, 250 TIMES.
Theres several problems with this, it promotes poor play by being forced to do unsafe hooks to even be able to progress it, and its entirely on the killers hands, since if they dont go back to hook, camp, or anything similar (Aka getting safe unhooks) you wont get any progress on it.
Then theres the unreasonable amount of times that it must be done, being 250 times, which is just absurd for the requirements of this achievement.
One of these two changes should happen:
A. Reduce the amount to 50.
B. Change it so it counts any protection hit.
The second option would be the best, since not only it still fits with the name, but taking hits for your team is often more beneficial (Specially if they are getting tunneled or are dead on hook) than farming them from the hook and likely getting them killed in the process.
In my opinion, in its current state, this is one of the worst achievements in the game, it takes too long (Arguably the longest) and it promotes poor play to get it at any reasonable speed.
There are plenty of situations (camping and tunneling) when an unsafe unhook is the only option, and even with basekit BT its often not a terrible idea to still take a protection hit and try to take aggro for the person you unhook.
Its unlikely to get changed because even if they do try to change it, the change wont be allowed on Playstation so it would have different requirements accross the different platforms, and the requirements arent that bad to begin with.
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@DarKStaR350z said:
IIRC there are changes coming to how killer adept challenges are handled, with Merciless Killer being attached to getting 4 kills and required to complete the adept challenge.
With survivor adepts being “escape using their 3 unique perks”, is there a reason killer adepts could not be something similar such as “kill all 4 survivors by any means OR no survivor escapes through the exit gates while using the killers 3 unique perks”?
From a survivor POV, there are lots of complaints about slugging and changing killer adepts to 4 kills will only increase this.
From a killer POV, it would prevent losing the adept challenge to the random hatch and possibly also DCs denying the adept.
I can’t think of any reason why this would be a bad suggestion and wondered what other peoples opinion on it is?
The achievement is for getting a merciless killer rating while using the killers 3 perks, that isnt changing.
The only change is the merciless killer rating is being given when you get a 4k instead of being tied into the pip sysytem. The pip system itself also isnt changing.
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@Bot_Salvo88 said:
Is it possible to move my Dead by Daylight progress from the Epic Games Launcher to Xbox Gamepass on PC? It's mainly because I have all of the games I own on Gamepass so I can just use one "launcher" for everything.
You cant even do it between xbox console and windows store even though its the same account.
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@Seraphor said:
Yet another plea bump to make Maps and Keys useful again.
Tbf I disagree with the fact that they are useless, far from it in fact. I will accknowledge they are weaker overall, but I definitely dont think they should be combined.
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@skylerbound said:
At least for those of us that do not play this character and are just playing for the daily. Is there any plans to rework this?
It doesnt promote camping though, all you have to do it get a guard on them and cut them off and let the guard hit them instead of you doing it
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@Stabby_Widdershins said:
Report them after the match ends. AFKing is against the rules.
Though I find it hilarious that some Survivors defend 'DC On Hook' with everything they have ("You can't force someone to play a match they are not enjoying! You can't change hook mechanics or people will just sandbag & afk!")
But AFK Killers are apparently horrid people who deserve punishments.
Honestly I give no poops about bot killers at least those you can farm for points, I only dislike the afk wraiths where all you can do is do gens.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321429#Comment_3321429
Yeah it is. I get on dbd to play 2 games at night and the game is ruined because a survivor felt they didn't want to play it out. No other game allows for this terrible behavior. I am a killer main, winning doesn't matter to me it's having fun chases where the game has any chance of going either way. When someone DC's I feel like I am doing work while the person at fault is in queue to ruin the next game.
Plenty of games actually do though, but Id love to hear your examples.
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@elodietokyo said:
Asian servers are infested with bot killers.. it’s not really fair to have to finish the games fixing gens in order not to be penalized.
Record and report
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@arcticgirl36 said:
It would be nice if there was a feature to allow a user to completely delete ones account including all posts from the user control panel. There are various reasons one might wish to delete their account. Unfortunately, I do not see any such option. Thank you.
All you have to do is create a post and one of many forum members will tag a mod and they will handle that, is that something you wanna do?
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@Nachocat said:
Hello! I would like to talk about the removal of matchmaking time penalty’s in Dead by Daylight. I know why it exists, but there is one MASSIVE downside to it, sometimes the game instantly kicks you from the trail because of internet quality and after you are removed from the trail you still have to sit through the entirety of the matchmaking time penalty, even though you didn’t even want to leave the trail. I don’t know what else to say, I simply think that the matchmaking penalty should either be removed or updated so that when you accidentally disconnect you don’t have to wait an hour is so. Thank you for your support and have a damn good day!
And hiw do you tell if a disconnect is intentional or not?
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321302#Comment_3321302
The issues of bloodlust not being granted because of line of sight issues constantly cancelling chases, the issue of a survivor being informed they're in a chase, the issue of killers being informed they're in a chase, and various other minor things
This is one of your points I just dont get, the chase is easy to identify by the chase music, and I really dont have the issues you describe of bloodlust not kicking in or losing it unintentionally.
The real problem is to remove bloodlust you would have to rebalance so many aspects of the game you would be better off building a new game from the ground up.
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@SmolBlob said:
If a STANDING survivor or killer moves less than 5 or so? meters within 60s or so?, automatically kick them and give them the disconnection penalty as if they disconnected.
"But what about [insert reasons]?" Simple. Just code in certain exceptions so the auto-kick function is disabled or ignored in certain situations:
Exceptions
Survivor: If another Survivor or Killer is within a super small distance for the span of time (ie, bodyblocking them) AND the Survivor being blocked is actively running.
- The running requirement prevents squads from AFKing next to each other to trigger the small distance requirement.
- The running also makes it obvious the survivor being blocked was trying to move but cannot for some reason.
Killer: If a Survivor is hooked, caged, or downed nearby.
- If other survivors are nearby, forcing leaving would be giving survivors a free unhook.
First fix matchmaking so it actually works then maybe you can do that.
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@Grandpa_Crack_Pipe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3321285#Comment_3321285
Most of my irritation is directed towards the people on the forums who go around and defend doing this.
I've made peace with my matches. I know how bad it's gonna be. I usually forget the quitters 10-15 minutes after a match ends, I don't have that much attention span. I point and laugh at them and move on.
But the people who go out and actually defend it, who go out and argue with people about it? That's the people who're gonna see this. That's who this is for. The "i'm a quitter and proud!" people who i'd like to make the self-justification just slightly harder for.
Gonna change anyone's mind? Sure ain't. But no one goes to forums to change their minds anyhow.
It depends I am against early suicides but at the same time every match has a breaking point where the time your investing isnt worth the stress of the match.
If I play killer and am getting destroyed sitting with 1 or 2 hooks and 4 gens done, I will gladly afk at the gate till the gens are done and open it and walk away, there is literally no point in continuing that match.
If I get Hooked in a game and the killer has 6 hooks 1 dead and we still need to do all 5 gens, and my teammates are doing nothing, same thing match is basically over anyways
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@jamally093 said:
So with her getting a rework they said her blink would be a special attack now meaning stuff like STBFL won't be usable anymore well a question I have is why do people who play Nurse run that perk. I've only ran it if I have her increased movement speed add-ons but other then that I've seen people have it on without that add-on does STBFL decrease the fatigue from blinks or something?
To be fair STBFL can work on any killer, all you have to do is not chase the obsession and you can preserve stacks, you can still grab them and preserve stacks. Obsession can also change throughout the trial with certain perks.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320516#Comment_3320516
Yes! this is the conversation I was looking for. Thank you for providing this example. So assuming no blood lust can be gained we then instead create a scenario where blood lust is unnecessary for a successful hit - if the killer plays perfectly without redirecting his or her focus.
I just noticed though that it doesn't seem like you've provided an example for how long it takes for a killer to catch up to a survivor. I'll do that for time sake. In increments of 4 the amount of distance traveled by the killer increases by .6 meters per second over the survivor. (or .4 for some). from 0-4 meters you can hit the survivor in less than 1 second. from 5-8 units its (x+y)/4.6 is greater than or equal to survivor time given same distance. x is starting distance and y is added distance. so for a killer 4.6/4.6=1 which means anything below 4.6 is 1 second of chase. at 9.2/4.6=2. (which makes me question the 8 unit math you've done. clearly 4.6x2 is not 13. 4.6x3 is 13.8. so perhaps you're using a different system than i am. regardless the math is simple. you get a .6 bonus to distance travelled per second. which means every 7 seconds you travel an additional second of distance with a remainder of .2. so if your opponent is x meters away you can expect to gain on them at a rate of ~1/7th a second. or in other words it takes ~7 seconds to catch a survivor at beyond 4 meters per additional 4 meters and after 28 meters you gain a second back. maybe that's where you get 13? regardless.
if we use the numbers you provided 8/13 and 8/20 and 4/1 we end up with the scenarios you provided regardless of bloodlust. perimeter being 30 units with a bisector for essentially a 15 perimeter equivalence. which boils down to basically meaning 30/4.6 ; 15/4.0. 6.52~ for a 4.6 killer to circle without breaking pallet. And 3.75 for a survivor to make it to the pallet.
in zero scenarios is it worth not breaking the pallet. by making it 15/4.6 the time becomes 3.2. according to your numbers this gives the survivor ~2 seconds to look for a new option such as another nearby loop or hiding place. this is still less than 6.52 at 5.2
So in this situation your only viable option is break the pallet.
I'm going to use your 195 seconds example since it's what you provided, however, you failed to provide a preferred time or a range of times that would be considered appropriate for a 4K versus a 4E. 4K=4 kills and 4E=4 escapes.
if we assume that 90 seconds is what it takes to repair 1 generator and that generators are repaired simultaneously and the final is repaired by 4 players at 41 seconds then a game can be through the generator phase in 131 seconds. So if a perfect game is 131 seconds (not including add-ons, perks, items, etc.) then a terrible game would be 90x5 or 450 seconds. or 7.5 minutes. So a killer should succeed somewhere between the middle ground or on the upper end of the bell curve. in other words 7.5/3 or 2.5. every 2.5 minutes the game slips closer to killer advantage. 2.5 is greater than a perfect game. 135<150. then the killer zone is 5-7.5 minutes. at this point the game is in favor of the killer. and from 2.5-5.0 it's neutral. obviously there is the gen rush strat that can bring generators to under 70 seconds, but that's a broken system that is intentionally broken to reward perfect scenarios. just the same as there are broken killer perfect scenarios. tombstone+fragrant tuft comes to mind on a speedster meyers build.
But then what is the goal for a non perfect scenario perfect killer? if we chase a single player then that adds 90 seconds to the total. since 3 gens will be completed in the first 90 seconds. that means 2 gens will still need completion. with 1 survivor hooked. according to the wiki it takes 2 minutes to die from a hook. which means that worst case scenario is 2 survivors finish 1 gen in 52 seconds and head towards the door and the remaining solo gen will be finished in 90 seconds. what's more likely to happen is that 1 person heads to the door and 2 people work on the gen. this would reduce the overall time to about 23 additional seconds. or 75 seconds. if all 3 work it then its 19 or 71 total seconds. negligible difference. if we assume 20 seconds for the gate to open that's about 95 seconds. that's not even long enough to guarantee a sacrifice if you camped - which due to endurance being default for hook saves, 3 full hp players can easily overwhelm a killer.
so face camping is out. it's not viable.
but what if a killer chases after hooking? same scenario if the chase goes longer than 90 seconds. that's still 3 players doing gens. so the goal for a killer has to be able to chase at less than 90 seconds. what about 45 seconds? thats twice as many. if a killer chases at 0 percent for 45 seconds 3 gens will be at 45 percent. it's more efficient to work on separate generators. so until generators < survivors that's the assumption we'll use. at 45 percent a second survivor leaves to get chased. that's 2 hooks. and 2 generators completed. 45 seconds is less than 60 so the second survivor can still be hooked again. it we assume there's a minor reset (both survivors are saved but not healed) that means 3 people can go back to gens and 1 can be chased for the 45 second duration. at 90 seconds 2.5 gens are repaired. at 135 seconds 3 gens are fully repaired and 2 are half repaired. if we assumed the person on the hook at 135 then we have a similar scenario to before. however after 45 seconds both gens will be repaired only allowing for a total of 4 hooks and 2 hook transitions. add 20 seconds for gate. This value would be about neautral the match - 2 kills. Which means that 45 seconds is the middle ground for chase time. 60 and 30 being the advantage zones. for survivor amd killer respectively. taking into account for perks, items, add ons and human error it should be easy to provide a 15 second variable without adding it to the base calculations.
this means that killers should always be able to catch a survivor at 45 seconds of chase - regardless of bloodlust. for 2 seconds advantage per chase survivors would need to stun 15x4/2=30 times. this would by far outweigh your 13 pallets scenario.
if loops are designed to be useless after 45 seconds of constant chase then the issue of looping disappears.
The math is much simpler than you are making it, 8m head start, killer moves .6m/s faster than survivor.
8m÷0.6m/s = 13 seconds to catch up regardless of further distance traveled
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@Dark_Alex said:
Killers should be able to use their ability while carrying survivors. Change my mind.
Nurse teleporting survivors to basement hooks
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@mr_Beast_Artist said:
https://us.v-cdn.net/6030815/uploads/A18C7N5M8YID/image.png
who did not understand, then I'm talking about it
I dont see what your up in arms about this change literally only changes things for the adept achievements, to bring their difficulty more in line with survivor adepts.
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@wydyadoit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310242#Comment_3310242
Your introductory statement is flawed. "more likely" and "eventually". So when? When I hit bloodlust 2? Bloodlust 3? You can't say. Nobody can because the mechanic isn't static. it's dynamic. Which is exactly my point. The fact is you may never actually get a hit in. Because dead hard exists and there are some pallets and wall configurations where you have to break the pallet or look beyond the survivor because even with blood lust 3 you won't be able to catch a player. All 3 of those situations will reset blood lust and sometimes those situations are stacked side by side. Meaning as a killer the match was rigged from the start in the survivors favor. easiest example is meat factory. For this reason alone I run brutal strength on killers without a teleport or stealth gimmick. 20% isn't much, but it's something.
Thank you for clarifying your definition of "pre-dropped". I would consider the act of "pre-dropping" a waste, but 🤷🏻♂️ then again I have decent internet and a wired connection so I don't typically rubberband. The only benefit I could see to pre-dropping would be to distract via noise cue and then resetting it with Yui's perk "any means necessary". There may be others, but that's the only one that comes to mind. maybe lithe, but honestly just look for a window at that point. there are almost 8 pages though so i apologize in advance if i missed something.
The concept of tiered pallets being good or bad for gameplay is honestly an opinion so I won't spend too much time talking about it. bottom line is this - it's inevitable that some things in the map are going to be better or worse for looping. That being said I personally believe that "god pallets" are a broken mechanic. As well as a cringy name. essentially what this equates to is a pallet that isn't balanced - at all. Layering them in the game as safe, neutral, and unsafe is ironic and of course inevitable, but nothing should be "safe". That's part of the reason why the game can feel so survivor sided. I personally would prefer that all pallets be a neutral reset and serve the same purpose. if you stun you escape and if you block a path you buy time.
I disagree with your scenario for the bloodlust being gained by stuns causing early pallet drops. For one thing there are more than just pallet stuns: flashlights, flashbangs, firecrackers, blast mines, grasp escapes, headons, and decisive strikes to name a few. If anything you'd be giving up a significant weapon as a survivor to counter an inevitability. Because currently the idea of movement speed increasing as a player chases limits the base movement speed of the killers. This portion would simply need to be rebalanced.
If we take a purely mathematical approach to a chase, then it should be expected to end after a specific amount of time. You can treat a chase like a mathematical equation this way. Something like it takes x amount of seconds for speed A to overtake speed B from initial y distance. actions like stuns or exhaustion perks would increase the initial distance by a min-max range based on balance. With this method every action can be balanced and the concept of blood lust being applied based on stuns and permanently increasing base movement until downing or possibly even hooking would allow for a tier system that either linearly or exponentially decreases that x value as the killer is assaulted.
and the most important part. it would provide an outlet for a back and forth interaction between the survivor and killer sides without feeling abusive or useless in design.
I play a lot of killer. when it comes to a chase it's possible to draw it out as a flowchart. i recommend you giving it a shot. or anyone else reading for that matter.
My introductory statement isnt actually flawed. Due to differences in player skill and human descisions there will always be the possibility of not getting a hit, nothing can be done to fix that.
Lets take your concept though, bloodlust is changed so the killer only gains it by being stunned. What happens if the killer doesn't get stunned?
There is no bloodlust, you now have loops that can be essentially infinites, every single map/pallet/loop would have to be rebalanced.
Here is your new gameplay loop, I will use a very basic loop from Haddonfield with 2 cars and a pallet between them.
1. Survivor goes to pallet and drops just before killer gets there so no stun.
2. A) Killer breaks pallet and survivor runs away, survivor gains 2 seconds of distance or 8m for the pallet break animation.
B) Killer chases around loop with no bloodlust, standing on opposite side of the pallet survivor has approx 13m of distance.
8m of distance is 13 seconds for a 4.6 killer and 20 seconds for a 4.4.
13m of distance is 21 seconds for a 4.6 killer and 32 seconds for a 4.4
Thats with no exhaustion perks, and i will ignore the 4.4 killer and focus on the 4.6.
In option B the 21 seconds can be reset with a well timed vault so you will probably have to break the pallet.
In option A the 13 seconds is going to be enough time to get to the next pallet or window to buy another bit of distance to get to a pallet.
Lets just use the 15 seconds though (13 seconds catch up + 2 seconds break time) assuming 13 pallets per map, this means a survivor could run the killer for 195 seconds which is enough time for the other 3 survivors to complete all 5 gens
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@Bot_Salvo88 said:
The broken challenges are:
Tome 4 Level 1
https://us.v-cdn.net/6030815/uploads/CPI2SHF1A5B0/tome-4-level-1.png
Tome 6 Level 1
https://us.v-cdn.net/6030815/uploads/CED97OR8P7A1/tome-6-level-1.png
Tome 9 Level 2
https://us.v-cdn.net/6030815/uploads/D1924NZUOSR2/tome-9-level-2.png
Tome 10 Level 2
https://us.v-cdn.net/6030815/uploads/L39QL41FDDBL/tome-10-level-2.png
They all have been reported many months ago, with no actual fix to them.
I wish they had completion dates on them I have 2 of them done ( generate fear and self preservation) but I may take a crack at the other 2.
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@Bot_Salvo88 said:
It took me a year but I finally did it! It's just for a personal goal but I made it. Only problem is that 4 challenges are completely broken (in tome 4, 6, 9 and 10) and I could not complete them. Do you think if I ask the to the support they can actually autocomplete them for me?
https://us.v-cdn.net/6030815/uploads/00BYX13VRSYA/all-tomes.png
https://us.v-cdn.net/6030815/uploads/YA149VFD9VGH/all-tomes-2.png
https://us.v-cdn.net/6030815/uploads/XA2Z0GYQ017V/tome-13.png
They definitely wont do that but I would make sure they are reported as bugged and vote them up, which challenges?
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@faithfulknight said:
You would expect this perk to be like Streetwise or Vigil but the effects seems so odd to me. Why isn't this perk affecting all survivors within a 8 meter radius without a token system and work on any skill check regardless if they're cooperating with you or not unless you guys can come up with a better idea? I never seen anyone run this perk much like Tinkerer.
It is a solo queue stealth perk, to let you work on a gen without having to worry about a teammate failing a skill check and giving away your position.
Lets you compensate for teammates as added protection against skill check based perks, or when a friend is just learning the game and getting used to skill checks. Highly useful at low MMR when you get randos who suck at skill checks.
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@OmegaHP said:
Hello everyone, I hope you're fine and that you have a good day all together.
I feel very strange starting this discussion while I knowing I will cut into a wound of the community, but I at least want to address the common problems of dbd, all briefly addressed and summed up into some juicy nutshells :)
Otherwise we would sit her for days if I start discussing everything in detail, so I hope everyone understands my pov. Just so you know, I started playing dbd this year, Summer 2022 and have ever since had a lot of fun as well as a lot of issues with the game, many if not all I will address here
- The killer tier list:
Let's face it, compare current Trapper to Blight for example, however I do acknowledge that this comparison is quite controversial due to their different playstyles.
My point is, that I feel like a lot of Killers at D and C tier need certain reworks, buffs etc, especially older characters such as Freddy or Trapper, cause I find it important that it is possible to have similar chances to win for each playable character in the game.
- The meta:
Oh well, I start of with the heaviest and tbh greatest discussion in all of dbd rn, also including the changes with the 6.1 patch.
As I said, I started playing this late summer and was born in the eruption and call of brine meta, you know what I mean, those perks are discussed for being unhealthy to the game and providing no real skill or intreresting gameplay, as I heard of a lot survs recently, a lot of content creators did address it as well.
As a killer main, I personally find it pretty op and well yes, boring kicking gens 24 7.
I play Ghostface mainly and use primarily jolt on him, which is mostly fine, but I find it does do nothing if you play against a gen efficient team with prove thyself brand new parts or even pure gen rush builds ( I actually rarely saw anyone use those builds).
So, do killers get forced to play like this or do killers just pretend to face gen efficient teams?
Idk the true answer personally, maybe you know it.
Also, I informed myself about those topics, with the meta however, I find strange that DH, despite its recent nerf, is widely used and to be fair counterable, lets now look at the killer meta changes, pop and ruin are no longer widely used, not even considered to be even strong now these days, this role now goes to eruption, call of brine, etc.
So, do you think that the survivor meta was less affected than the killer meta
(I'm sry for not including DS, iron will and og dead hard, but to me it's strange that the killer meta perk whise, in usage, are constantly changed whereas survs are not as much as affected, I'm not saying EVERYTHING stayed the same.)
1.Maps and offerings:
We all can agree that each map is unique in itsself.
With that being said, many maps are mostly survivor or killer sided, depending on the map.
As soon as I heard of the changes of eyri of crows, I found it weird that no other maps were changed at the same time , such as garden of joy, rpd or Ormont.
Those maps for killers with no to 0 map mobility are usually a great issue with no escape if the map is chosen by an offering, and I am sry to address, but I always only get an offering while playing against survs and tbh it is very annoying spending time playing on a map you know you will loose for the most part in.
So, offerings should be vaulted and cancelled once and for all, since I find it desasterous that someone has influence over the outcome of a game.
What are your thoughts on the current stae of the games, I would really like to know, point out your issues and ideas in the comments, also it would be nice to say if you are a killer or surv main, that would help me greatly undersatnding your pov and opinion :)
Have a good day, I am curios about your responses, OmegaHP ✌️
There is a problem with your take on map offerings, because you are only seeing one side of the equation. You are looking at them as a source of advantage, and while yes sometimes they are used that way, that is far from their only use.
Map RNG is far from perfect and will often send you to the same map multiple times. If I get sent to coldwind farm 3 out of 4 games I will burn an offering every match because i want variety.
Similarly Tome challenges often need a map offering to make them easier to complete, fall from a great height while being chased can be impossible to get progress on with certain maps, burning a jigsaw piece is great when you need to break pallets.
There is also just liking certain maps, My 2 favorite maps are Ormand and Saloon, one is regarded as survivor sided (Ormand) the other Killer sided (Saloon), If I am just jumping on to play a few matches i will use these regardless of what side I'm playing because I like those maps, and if I'm only playing a few matches I want maps I enjoy.
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@Ithiria said:
You could leave the gen speed on resilience and simply make it apply haemorrhage to the survivor to make it actually inherently risky.
Resilience isn't a top tier perk because it gives you extra gen speeds (among other things.) It's a top tier perk because good users can 99 a heal on themselves and finish up the moment they hear a terror radius.
To compensate you could toss on 9% mending speed and totem blessing speed to make it genuinely affect basically every action.
I actually really like the idea of resilience applying hemorrhage, that totally fixes the biggest problem with it
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@havoc said:
Hello, I have +3600 hours in the game and i play both roles about the same amount.
In the last 2 weeks my 2 best friends i played DBD with both quit and by now almost all those i played DBD with have quit. Their reasons are the current meta and that the game just isn't fun currently. I still play daily but i fully understand their point of view, the game is not as fun as it used to be.
I have some Suggestions to improve the game play and hopefully boost the player base again to help the game continue to move forward.
First of all i would change the rank/pip system to be based on hooks. I saw the news about changing it to depend on kills only and I'm afraid that will make more killers play the game in a less fun way for both sides.
I would suggest killers pip/rank system should depend on hooks, it would mean the killer should go for more hooks rather than trying to kill a survivor in their first hook stage. so hooking someone is 1 point, reaching second stage on first hook does not make it 2 points.
I would suggest that 0-3 hooks should mean you get "The entity hungers.." (minus 1 rank)
4-6 hooks should give "Brutal Killer" (no rank difference)
7-9 hooks should give "Ruthless Killer" (plus 1 rank)
10-12 hooks should give "Merciless Killer" (plus 2 rank) And adept if you're trying to get that.
Also i would suggest a few perk changes to provide a better and more fun and fair game play for both sides.
Eruption: Change the duration of "incapacitated" to 12-14-16 seconds depending on perk tier 1/2/3
Call of Brine: Change the regression percentage to 125-150-175% depending on perk tier 1/2/3
Dead Hard: Either reduce the movement speed after a successful dead hard. I think currently it's 1.8 second of boosted movement speed after the hit, I would suggest changing that to 1.0 seconds. Or change it so after a successful dead hard the survivors mending timer will be going down even while sprinting or in chase over a certain amount of time. That would still buy the survivor time in chase and give an option to mend if the killer leaves you. The mending timer should stop while mending so you could perhaps try to mend in chase after vaulting a window or dropping a pallet.
Stake Out + Hyperfocus combo. I would suggest these perks should not work together or maybe change the stake out perk as almost nobody uses it without hyperfocus. Hyperfocus requires some skill to work but stake out makes it too easy and strong.
Off the Record: Keep prevented aura reading, keep suppressed grunts of pain, remove endurance effect and instead add a 5% speed increase when repairing gens, healing, cleansing, blessing and opening exit gates. For maybe 40/50/60 seconds.
Sorry for the long post, i hope this might be useful. - Havoc
Just an FYI the killer pip system isnt changing. The killer rating is being tied to number of kills, specifically for Adept achievements to bring their difficulty more in line with survivor adept achievements.
Your change to eruption is fine although its base regression should be raised to 12% to compensate for the reduced incapacitated effect.
Call of brine is fine and doesnt need a change.
Dead hard is fine you can actually play around it most of the time by missing and getting them to use it and not lose a ton of distance. It only grants the standard speed boost of a regular hit.
Stakeout + Hyperfocus would be fine if it didnt work with toolboxes as prev comment said
Off the record, No just no, it is fine as it is as a anti tunnel perk and we absolutely dont need it to grant stealth and action speed.
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It kind of already is free to play on xbox/windows store, its been included with the gamepass subsciption for years.
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@JediWithASniper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319273#Comment_3319273
I’m not sure I see it hurting solo queue if you have 8-10 chests per map with decent items. Takes less time than a boon or dull totem.
Are they gonna be completely RNG or a minimum of certain items?
Whats your solution for the player who just goes around opening chests and trying to hide all the items?
Whats your plan for tome challenges that require items?
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@TiSeraph said:
No, I don't want that perk. Please stop having it show up ten times in twenty bloodwebs. I do not want it with a fox. I do not want it on a train. I do not want that perk you guys. Please have the bloodweb randomize.
If you just get it a few times it will stop showing up, not really a problem.
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@mibbs said:
Im not playing for a winstreak, im not playing to be the most efficient killer, im just looking to take some chases and get a couple hookstates. when i get sent to one of the known objectively survivor sided map the entire game loses its appeal. "oh the other side doesnt care about a fair game." I dont really understand why map offerings are still allowed, and would honestly like to see the winrate of killer/survivor when using a map offering vs not because it really does feel like probably the most winrate increasing thing you can equip and it doesnt even take up a slot used for items or perks. there has been an increase in eyrie map offerings since you guys stated it was the strongest map in the game, people understand its strong, and i dont really understand why its still a part of the game when players have gotten so much better than when this system was implemented.
If you arent playing for wins and dont care about being efficient then why do you care if there is a map offering?
The reason for all the eyrie offering is because they are balancing the map so people are trying to take advantage of it before it changes, killers did the same thing with Mori offering when they tested the basekit unbreakable idea.
Map offering exist and can be used for lots of reasons, some builds need certain maps for them to be useful, some challenges/achievements need certain maps to be completed, sometimes RNG sucks and keeps sending you to the same map and you want to not go there for a game, sometimes you are only playing a few matches and want to go to your favorite map.
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@LestForce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319600#Comment_3319600
This opinion has never been productive to any conversation.
And yet that is also the devs stance.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319772#Comment_3319772
If you’re found first, hooked and camped till death you still depip as survivor. Is that also reasonable to you?
Technically, yes as you could have taken steps to be harder to find and down but depending on how your first chase goes you may still safety pip.
You pose an interesting question, lets examine the results.
First I will say that in my experience, that is pretty rare, especially for multiple matches in a row where your team cant even force a trade, but nonetheless.
Using my suggestion you would need 6 embem points in bronze/silver, and 7 emblem points in gold/iri to safety pip.
We will specifically use the 7 threshold,
Lightbringer, lets say you get 1/4th of a gen done before you get found.
1 point per % you do, so 25 points
1 point per % per gen of progress for gens you dont touch, max 33 points per gen, if your team just leaves you for the full 2 min with out a trade 3 gens should get done so 99 points.
5 points per gen completed so thats 15
That is 140 points silver is 100 and gold is 190 so 2-3 emblem points easy depending on how much you are able to do before your chase starts and what your team does.
Unbroken, this one is pretty cut and dry, no emblem if under 5 min bronze if over 5min but under 9 min.
Depending on how your chase goes this'll be either 0 or 1 most likely, but 1 definitely is in reach.
Benevolent, bronze at 25 points, silver at 45 points start at 35 points. As the first hook and not getting unhooked you wont earn any extra but your point total only drops 10 points if another survivor gets hooked without getting unhooked, so unless 2 people get hooked while you are being camped and no one gets you off hook, by default you should get bronze, so thats 1 emblem point.
Evader, I hate calculating this but unless your getting ambushed by a stealth instadown killer, bronze/silver should be within reach even with only a single 30 sec chase, you also get some points for not being in chase inside the killer terror radius. So thats another 0-2 .
So even at its most basic, you should be able to get 3-7 emblem points depending on what your team does and how your chase goes, with 3 or less being if your team completely throws, and if your team is moderately competent, and you play a little safe 7 is definitely in reach, and thats without even considering perks that extend the chase like exhaustion perks
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319791#Comment_3319791
You can honestly only Depip with a 4K when you are killing all 4 Survivors with a Tombstone as Myers. Other than that, I have never seen a 4K with a Depip.
On the other hand, as Survivor, you basically have to escape to have a chance for a Pip at Iri Grade and often enough, not escaping means that you Depip.
Furthermore, Pipping will be easier as Killer with the upcoming Patch. This includes safety pipping, you will only need a 1K to Safety pip.
As far as i have seen, the changes in the merciless killer rating are only affecting that for achievement progress and not changing the way the pip system works. If you have seen anything specific to that by all means I would love to see that info.
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@ASurvkillivorer said:
I don't think the survivors who do that care either way though. In theory, it COULD increase but I honestly don't think it would.
Killer is slightly different. The survivors can still make a mistake and turn any game into the killers favor. As killer I do not even think abouit pips because they're much easier for me to force. I can't imagine purposely losing faster because I know I won't obtain one. That's kinda a catch 22 thing? I could see some super casual player doing that but then again a super casual player wouldn't care about the pips.
Its totally a possibility, if your trying to pip up as a survivor and just moved up a grade and have no pips started to the next grade, you can suicide on first hook as much as you want with no real penalty until you get a match with a good start. There is no way to know exactly how much of hook suicides are as a result of that exact situation.
As to killer I usually play at a time where there are lots of higher MMR survivors and the matchmaking can be a little skewed and put me in games I have no chance in. In those games I will gladly take my 5k BP for a 6 min game rather than stress myself out for 12k in 8-10 min getting bullied.
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@ASurvkillivorer said:
Be honest, as survivor how often do you actually depip from actual poor play on your part? Because for me this is basically nonexistent. A depip for me is exclusively due to my team DCing or a killer camping etc. I am in no control over the fact I depip. If the match plays out normally I will safety pip or gain pips 95% of the time if not more.
I just don't see how this old part of the matchmaking system is still needed in its NEW place as the grade system. You should either gain nothing or gain. Never should you lose pips.
While I will agree that the requirements for safety pipping could stand to be adjusted, my suggestion would be using bronze safety pip values for bronze/silver and silver safety pip values for gold/iridescent, and adding a minimum saftey pip for when a DC occurs.
Persnally I dont think getting rid of depips altogether is the right idea. Currently the only punishment there is for the person who gets hooked first and suicides on hook is the depip.
Lets say you are in a killer match, I can often tell a few minutes in roughly how its going to go. Now if you know your going to lose (0k less than 4 hooks) and not pip or depip because the survivors are much better than you, what is the incentive to continue trying in the match? Sure there is BP but that is gonna be minimal anyways, If you are trying to pip up your best option is to get out of the match as fast as possible by not interacting with the survivors so they finish gens and you can get to the next game faster.
The same logic applies on the survivor side as well. All that removing the depip would do is increase AFKs and hook suicides by people trying to pip up especially as you get closer to rank reset.
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@Arylios said:
The Doctor need a nerf. I have encountered multiple matches with this killer who spams his power over and over again and i cant vault and drop a pallet. All i can do is run. I am an experienced dbd player with 1000+ hours so i know how to loop a killer. But to be able to spam his power is outragous. I am suggesting a cooldown on shock therapy for a few seconds so it doesnt get ridiculous.
Not too overly critcize your take, but it already has a cooldown.
You are prevented from interacting with objects for 2.5 seonds.
After a shock the doctor cant attack or interact for 1.5 seconds and it takes 1 full second to charge a shock. Also as others have said he slows down while charging a shock.
The real problem is your looping has to change against him because his power is specifically designed to counter looping much like you would do against clown.
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@Johnagon_Infinity said:
One of the singular most annoying things in this game are survivors who give up on first hook because "They hate the Knight" or some other dumb reason. You've wasted the time of 4 other people because this wasn't your favorite killer to face. I understand the necessity to want to concede what is a losing match, like if you have a teammate who dies at 3 generators because a killer has 7 hooks already, I get it. Which is why be able to "Kobe" off hook should only be an option within the trial after one person is already dead.
Removing the kobe is a bad Idea as sometimes it is neccessary, I have literally had games where i get hooked for the first time and watched all 3 teammates climb into lockers and have to unhook myself, or use it to save myself from losing 2 hookstates on one hook because my teamates dont get their fast enough.
The simple answer is to make a hook suicide count as a dc , with the following conditions not counting as hook suicides.
If you have been hooked twice. Lets you still leave if being tunneled or hook farmed.
Hooked once with 60 seconds of time on hook, add an individual timer for each survivor so they can moniter and make the descision based on why they havent been unhooked in that time and makes sure your not punishing players who just get left on hook to die.
If there's 2 or less active survivor (not downed, dead, or on hook), to make for still being able to give hatch to teammate.
This would still let people do it but apply the dc penalty to them.
It can still be worked around so players arent "forced to play" but I dont think requiring 2 hook states or at least 60 sec of total hook time when there are 3 players still standing is too much to ask.
I have also had many times where someone hook suicides on first hook and 5 seconds after they do we pop 2 or 3 gens, having the 60 second requirment might make some people change their mind.
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@Johnagon_Infinity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319623#Comment_3319623
No, this would force the killer to hook you, instead of leaving you slugged for 4-minutes while he searches for your last teammate.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319627#Comment_3319627
The existence of the hatch mechanic is not why killers slug for the 4k. Removing hatch would not all of a sudden make killers stop slugging for the 4k. That doesn't make sense. Killers slug for the 4k because they want to kill all four survivors. The problem that comes along is that now a player is going to spend the next 4 minutes on the ground while the killer is searching for the last survivor, downing them, hooking them, and then finding the slug again.
Giving two-survivors basekit unbreakable when it's a 2v1 scenario is hardly a "huge buff". Literally any 2v1 scenario is easily winnable by any killer in the game on any map. If you really wanted to expedite the process, when 2 survivors are left, the struggle phase can be 200% faster. This would mean the sole survivor would have to greatly prioritize unhooking his friend, or find a place to wait and find hatch.
First your statement on a 2v1 is dependant on game situation, at 4-5 gens left your right, with one gen left and the last survivor on it at over 50% progress your very wrong.
Expediting the struggle phase isn't fair to survivors either because in a 1 gen remaining scenario every second of gen progress is crucial if you are actually trying to finish the match and get 2 escapes.
Not all killers are the same, while it would not get rid of all slugging for the 4k it would definitely reduce it. While yes at its core its about killing all 4 survivors, there are several subdivisions within that reason.
1. They just want the 4k as you said
2. Adept challenges will require a 4k after the next update, and even now in the emblem system is almost required at gold/iri ranks
3. Trying to pip up, looking specifically at the devout emblem, a 3k can be worth as low as a silver emblem which at higher ranks can lead to a depip, or be the difference between a safety pip and a pip even in the lower ranks.
The current issue is the killer can be completely screwed over regardless of why they are going for the 4k, by the hatch spawning right next to the last survivor with no chance to contest the escape, essentially sacrificing their objective simply by not slugging for the 4k.
Now I will give an example of a more balanced endgame. Once there is 1 survivor remaining, EGC starts with a 3 min timer (3 min is in case of NWO, allowing for 2 min after it expires), at this time doors are powered, hatch will spawn in closed and a key will spawn at the top of the basement stairs.
To balance this certain changes will need to happen regarding spawns,
Maps with non dedicated door spawns will have a min/max amount of seperation that will be affected by a killers mobility (Basically a higher mobility killer like Blight would have a larger patrol area)
Hatch spawn would use logic similar to pinheads box with a min/max distance based on endgame objects (So it cant spawn too close to either door, the killer/survivor, or the Key, and also so it doesnt spawn so far off in a corner that it cant be contested at all)
Pink and purple keys can still open hatch, if the dedicated key at basement stairs is picked up a loud noise notification is triggered, there would be no notfication for keys found in chests or brought in from prematch lobby.
This would create a tactical endgame, as opposed to having to worry about hooking the second to last survivor, them dying right away and having hatch spawn right next to the last survivor for a free escape.
With an endgame like this you could let the slugged survivor sacrifice themself with no penalty because the final survivor will actually have to use gameplay to escape, and completely eliminate slugging for the 4k unless the 2nd last survivor wants to stay in the game, but if that option is used it would count as the killer puttng them on the hook so it cant be used just to deprive the killer of emblem progress.
With the current endgame I do also support the slugged survivor being able to leave, and have a husk remain in the match to allow the game to progress to its natural conclusion of hatch not spawning until the survivor is hooked/dead. Both players would be notified that the slug has left and if the slug is picked up they would be instantly hooked on the closest hook, so the killer cant prolong the game indefinitely by carrying the survivor, and would prevent it from being used to spawn hatch faster for the last survivor. This would be a quality of life example of a fix, because there is no reason for the player getting to leave having an effect on the outcome of the game.
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@Johnagon_Infinity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319600#Comment_3319600
I'm not sure if you're grasping the fact I'm not critiquing the playstyle but lobbying for fundamental changes to mechanics for the sake of game-health.
What you are actually lobbying for in your specific suggestion is a huge buff for survivors and has nothing to do with game health.
Simply put as long as Hatch exisists, slugging for the 4k will as well, because Hatch is a mehanic that favors survivors.
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@ImpAurora said:
I've been slowly going through the compendium trying to do all the challenges because I'm a completionist. In Tome 2 chapter 3, there's a challenge "Hatch an Escape" that requires you to open a hatch with a key and escape. But, from my understanding, the hatch only spawns if there's one survivor left, in which case a key isn't required to open it. Does this make the challenge impossible, or is there something I'm missing?
You would need to be the last survivor and have a key, then wait for the killer to close hatch, then you can open it with a key.
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@bathwatergrill said:
Solo que lobbies are destroyed by basement camping Demogorgons. I always pair with survivors without antitunnel perks and it's ridiculous that demogorgon can teleport to basement entrance. Can we not rework so that tunnels can't be created next to hook and basement entrance?
Good one, this made me laugh milk out my nose.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319167#Comment_3319167
I'm not asking to punish anyone, fine you got me can I just suicide and move on ?
My opininion on that is here
@kingcarl2012 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3319024#Comment_3319024
Not quite, slugging for the 4k would probably go down because instead of potentially having the 4th survivor get a guaranteed escape because the hatch spawns right next to them, it would create a fair strategic door battle.
I will admit that for that to be balanced door spawns would have to be adjusted with a min/max distance that would differ based on killer mobility, as an example doors for blight would be more spread than they would be for trapper, ut it would eliminate the garbage of killing the 3rd and having no chance to find the 4th.
I bave no issue with letting the slugged survivor leave, but it shouldnt affect the outcome of the match. So if they leave their body should stay slugged, and both remaining players are notified, and the match should progress to its normal conclusion, so it isnt used as a ploy to get hatch to spawn sooner.
