kit_mason
kit_mason
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@Valimure said:
People don't realize how over buffed Singularity is because he's actually rather difficult to pick up and thus not seen too often.
But my God playing against someone who knows what they're doing on him is just a miserable experience. There is no real counterplay to his power - EMPs give you maybe an extra two or three seconds in chase since he can just put another pod right back on you. The combined power of making pallets worthless, fast vaulting, and a movement speed buff on top of it all (that's all easily spammable) means that if you're even remotely out in the open it's basically just a free hit.
EMPs need to actually destroy the pods and / or disable his power for a bit if he's in range. They're not as readily available as people make them out to be.
He needs an addon pass first and foremost. Cremated, DRF, Soma, DTR, even non-strat based addons like Nanomachine Gel and Nutri Slurry need heavily tuning or outright removal.
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@lord_of_dogs said:
Singularity was NOT over buffed. He feels great to play now.
I've mained hux since release. He was massively overbuffed and now is positioned as the killer best at tunneling, best at 3 genning, best at slugging and really not half bad at camping too.
He is so unhealthy right now it's almost laughable.
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@ThatRyanB said:
As we move towards the 8.7.0 release, we wanted to thank everyone for trying out the PTB and for sharing valuable feedback. We wanted to go over some notable changes you can expect.
Haste and Hindered Stacking
The community has shared a lot of valuable feedback regarding the Haste and Hindered Stacking changes as tested on the PTB. After careful consideration by the Design team, we will not be moving forward with all of the changes. We will be moving forward allowing Haste and Hindered to stack again. The perks you saw in the PTB will continue to go Live in 8.7.0 while we monitor their usage on Live servers. The exception will be Champion of Light; this will receive changes prior to release. Keep an eye out for the Patch Notes for full details!
Abandon Option Trial Outcomes
With the new Abandon option added for Killers, we’ve noticed there is some confusion around the results on different scenarios:
Killer
Scenario #1 – If all Survivors Are Bots:
- The Killer can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.
Scenario #2 – If the match has continued for 10 consecutive minutes without a generator being completed or regressed:
- The Killer can Abandon the match without receiving a Disconnection Penalty and the match is considered a LOSS.
DEV NOTE: Due to a bug, the endgame screen will currently show Survivors as sacrificed. This will be fixed in an upcoming Bug Fix patch.
Survivor
Scenario #1 - When all other remaining Survivors left alive in the Trial are bots:
- The last Survivor can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.
Scenario #2 - When all Survivors alive in a Trial are in the Dying State:
- The Survivors can Abandon the match without receiving a Disconnection Penalty and the match is considered a DRAW.
https://us.v-cdn.net/6030815/uploads/ECKM8DAU0A3L/abandonoptiontrialoutcomes.png
See you in The Fog!
The Dead by Daylight Team
Can we get confirmation on if y'all are intending to revert the Rarity Colors? There were serious concerns about accessibility raised from colorblind players, and I'd like to see some sort of statement abt that.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3918373#Comment_3918373
How exactly does a killer "abuses" high ping and a survivor can not?
Ping in dbd is killer-favorable. Higher ping leads to killers being able to hit from further and further away.
If you want an especially egregious example, try to find a wesker player that's not from your region and get them to 1v1 you. It'll show you how beneficial a killer being laggy can be.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917416#Comment_3917416
Very high escape rates for survival game.
I was hoping to give you the benefit of the doubt but thank you for so quickly confirming that it's just ragebait.
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Did you misread the stats? These are escape rates, of which most are hovering very, very close to 61%.
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@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916917#Comment_3916917
It's becoming more and more unreliable......
What matters in high MMR is not how easy it is to become proficient, but how high the limit of ability is.
Kaneki is certainly powerful, but are you trying to claim that it is more than a proficient nurse or Blight, which are often found in high MMR?
Many will understand that is impossible.
I mean, given there are at least two killers stronger than Blight right now (Houndmaster, Hillbilly) it's not that impossible.
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@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916894#Comment_3916894
Oh, it's a vice of mine to want to tease a little when I see someone who is excited, never mind.
Back on topic, I guess I didn't exactly choose not to believe, just that there wasn't a claim out there worth believing.
It's hard to believe that a player with an irrational playstyle, who is not good at killers, would repeatedly hit 3K and 4K in a row after the MMR was raised, and so on, the longer you play the more you can't believe it.
As to your last question, I condemned your statement because you have to take into account the ability of the survivors.
As I said before, I don't believe that a player with an irrational playstyle and a poor killer can make many kills in a top MMR.
It is no different with Nurse or Blight, the top killers in the game.
It's believe from the perspective that Kaneki is and was too strong, and is far simpler than Nurse or Blight to get value from.
That of course said, you have no intent on believing me, so I don't see us getting anywhere other than talking in circles. Have a nice rest of your day.
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@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916880#Comment_3916880
I don't think “moving the goalposts” is such a convenient term. LOL
You simply told a lie that could easily be spotted if you had a good understanding of the game system.
Well, please relax your shoulders.
I didn't, you just chose not to believe me. The highest winstreak I've seen is well into the quadruple digits. Is 25 mathematically impossible under the game's systems somehow?
And for someone that opened our conversation with accusations of disparaging the other side, you do seem to be having fun attempting to make me mad at you. Are you, by the way? Having fun, I mean.
You never did answer my question. How would you like me to assess Kaneki's overall strength without involving the capability of survivors?
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@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916866#Comment_3916866
Do you yourself realize that there is no objectivity whatsoever in your statement?
I agree with you that Kaneki is powerful.
But just powerful is not enough to allow a player with an improved MMR, after 25 wins in a row, and who is not a good killer, to have a string of 3k or 4k against a top survivor.
Even a skilled Nurse or Blight will have a much harder time of it.
That's why I want some kind of proof to trust you.
If Kaneki is such a powerful killer, I will use it. LOL.
We live in a subjective world - without BHVR providing official stats and deep-diving into the reasons why, we will never have objectivity.
You request proof that is impossible to provide, as any you ask for are easily just fodder for moved goalposts.
As I've said. You're free to think I'm lying.
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@daikaimon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3916817#Comment_3916817
If you want to give credence to that statement, you should attach some kind of screenshot.
Besides, it seems to me that you are making too much fun of other survivors to claim to have such a winning streak, even before the nerf.
At least, I don't remember such a winning streak record in my actual experience and in many streamer, and the survivors have now adapted to him.
I don't really agree with your claim that you are disparaging even survivors in order to get your point across.
masterfully done, you both created a setup to move the goalposts with your screenshot request AND you managed to make an ad hominem attack by presuming that me bringing up a 100% winrate at all is a means to disparage survivors.
I do not have screenshots of all 25 matches that make up the streak. Nor would that be sufficient, as I also claim to not employ strategies a winscreen does not detail. You would've needed a recording of every match in the streak. You are free to doubt me, but I assure you I have no reason to lie, seeing as I would quite like to main Kaneki for the forseeable future.
To address your other major point - I am arguing a killer is strong. How would you like me to do this without arguing survivors cannot beat him? I will happily follow that route with you.
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An example of this is if I tried Pain res and Eruption and triggered both in a situation that would cause 30% potential loss in progress if timed correctly, however, it also adds 2 separate regression events to a generator that is being focused by the survivor team and if repeated, mainly by eruption, can isolate the gen from the killer altogether, not forgetting that kicking a gen for 5% is counted towards this tally as well.
If you can shave 110% (35 * 2 from pain res eruption and kick, 40 from pain res for a total of 8 events) of a generator off with the regression events youre given and you still need more to keep the gen from popping, you need to work on your micro to take chases short enough to win games with. You don't need the devs breaking a system that has largely worked to forestall 3 genning outside of one notable exception to give you even more opportunities.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915655#Comment_3915655
They're not instant! I don't know why y'all keep saying that. It's just faster, as in not unbearably slow like the rest of the cast.
Oh, well if you just assume that you have "no" resources every time, which take tons of time for the killer to break, then every killer is technically OP!
You take a look at those nerfs, and honestly say it didn't do anything. Really? He was already somewhat clunky before. Do y'all ever even play the killers y'all complain about? His movement, definitely nerfed, as is his power in general, since the devs force him to lose a token upon pallet break, which is a terrible design precedent. I was already saying, "If you make him worse than he is now, he will lose his ability to compete with good survivors." And so he has! As far as I'm concerned, he's destroyed. He's done.
Bringing up blood points is grounds for writing off someone's complaint, just saying. It has nothing to do with balance.
And what killers are you facing anyway, in comparison to your team? So the killer's just coming back to hook every time, basically guaranteeing no real pressure on the other 3 players. What are they doing in the meantime? Those 5 gens should be done. And if tunneling is that effective, I expect to say the complainers running all the anti-tunnel perks at their disposal. Already, you can get basically instant heals off hook with We'll Make It, and that new survivor's perks isn't even in the game yet.
The maps aren't small. They're just not huge like they historically have been. Still big enough for any kind of gen split to be an instant loss for the killer. Sure, he can bound through a great deal of it with 2-3 tokens, but then he's on cooldown for chase.
Ghoul's anti-loop also isn't that good. I guarantee that if you just continue running the loop normally after he vaults, you still make it back to the pallet 9/10 times. I've seen many people complaining about this who literally just hold forward after he slides over, which he's designed to counter, or they move left and right, essentially making no distance on the loop while he's sliding. It's all on the survivors to mess up.
Making a killer 110% speed instantly kills them, and I don't even have to explain why. The game isn't balanced for the killers who ARE 115%, even those with mobility abilities. Play a 110% killer, or any M1 killer, and feel how bad and slow it is to chase someone.
You can counter Ghoul before anything even happens in-match, by equipping Resilience and/or Made For This. Like Legion, he's gonna get that easy injure. That doesn't make him OP. You simply take that into account, and use it against him. I see a lot of people constantly healing vs him: bad play. He can also body block you by jumping ahead of you at a loop or building, so just position your body between where you're trying to go and where he's coming from, and he won't be able to do that. It's not foolproof, because he's gonna try to move in a way that counters your counter maneuver, but it's something. And like any killer who you just fall apart vs in chase, either take the chases until you get better, or hide vs them.
That's really all I've got. From someone who enjoys playing killer more, I just don't see what y'all are seeing. I saw a pretty well designed killer, now made bullyable by good survivors if he wasn't already. He's accessible, may be y'all's frustration. Most of his techs are accessible to learners and to console players, and don't take 1000 hours to learn. Top Ghouls will always do fine with him, because they're going to learn those crazier bound techs whether it's viable or not, and that'll usually give them the edge/surprise factor to do decently/more than decent. But for all other players, these current and future nerfs just killed him.
Pre-nerf, I won 25 matches in a row, single slowdown, without camping, tunneling, 3 genning or slugging.
Post-nerf, the worst I've done is the odd 1k in a sea of 3ks and 4ks, still playing under a playstyle many would find unnecessarily restrictive.
I'm not that good at killer. Which means Kaneki is the problem. His missed m2 recovery time needs nerfing, and the enraged vault speed bonus needs removing entirely.
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@terumisan said:
ehhhh it doesn't really matter to me because if i get what i want that killer will be nerfed into the ground because survivors complain
the last four killers i tried to main either released op (kaneki) or got buffed into the stratosphere bc players complain (singularity, houndmaster, oni) so jury's out on if its us or them i think
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@Spirit_IsTheBest said:
This killer is the reason why I'm so burnt out of the game right now, and it's every match. All it takes to win with this killer is to jump to a survivor and insta-cancel with your power, and there's no chance for the survivor to make any distance, if you have no resources available you might as well just give up.
The nerfs did absolutely nothing, Ghoul can still traverse the map at an insane rate, easily injure survivors, and destroy any chances at making distance, it's not fair, and it's flat out boring, I'm tired of versing the same thing every match.
I'm trying to also farm blood points, but all these Ghoul's are doing are jumping right back to the hook to tunnel me out, one moment they are across the map, then the moment they hear the unhook notification they are right back at the hook, how is this fun?
If you're on a small map, consider it done, no one's escaping, if you're on a big map like Mother's Dwelling maybe, but still very annoying to deal with considering he can just traverse the map in a blink of an eye, with such a short cooldown.
Wanna try to loop also? Ghoul can also vault pallets, or just close in the distance, including body blocking a pallet or window by jumping to it so the survivor has no chance, very fun and engaging.
And Ghoul has a base speed of 4.6 which is so stupid, why does the Ghoul need that when they also have a stupidly insane map traverse power, as if they weren't strong enough, they need to nerf it down to 4.4.
But in all seriousness, how in the world are you supposed to counter Ghoul? I'm in serious need of help with versing Ghoul; actual tips are appreciated rather than troll comments. I'm not the best looper I'm going to admit, so some other players will be better at versing Ghoul than players like me, so any experienced loopers that have any tips please share!
Incredible question!
You aren't. His recovery from a missed M2 is too fast and… I'm not calling it kidnap tech- the enraged vault grab leaves you with far too little distance to make any play happen.
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Forgotten Ruins.
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@lord_of_dogs said:
Edited to address some issues brought by some comments that would happen if this Deathslinger went live.
At this point we've hit a clear marker of overcomplication - adding system C to counteract system B which you want to "fix" system A, ignoring that system A - deathslinger's current kit - is, compared to half the roster, hugely issue-free.
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2 shots… 1.75s reload between shots… deep wound needs two shots to re-down… he can drag them 60m to an the edge of the map with no LOS breakers or tiles…
Why are we deciding to make Slinger an even better hard tunneler than he already is? Hell- even if he just wants to camp instead, sitting at 31m makes it so a survivor gets downed for the inconvenience of being in a forced animation against a Deathslinger, and then he can use his 1.75s reload to keep camping or redown in the event of a double save. Two for the price of one!
I agree slinger isn't the strongest killer in the game but he's well-balanced right now. Adding all these systems to overbuff him, which make him unhealthier to boot, is an awful idea.
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No, Kaneki is fine. In some scenarios the reduction in Aim Assist has improved him.
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So I can loop around the hook for a 57.5% killer that can be stunned on command?
Sounds awful!
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I think what the game doesn't need right now is for disturbed ward main to be even more pointless for the killer to interact with?
Regardless of if you mean that you should get a sprint burst every time you drop off a second floor or if you just mean no stagger on landing.
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Some kind of sorting would be nice. I already prestige characters as I use them, so it'd move the ones I use the most to the top.
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@Glaz_Vremeni said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912089#Comment_3912089
And how is it balanced if when playing in a team, the survivors have almost a 90% chance of surviving in four?
They don't, though.
Well- maybe they do for you I don't know what your winrates look like, but every swf I have ever been in has not hit 90%. The SWFs that use clock callouts and good perks and proper organizational efficiency don't hit 90% because at least one person is going to shadow for flashie saves since its more fun than just pumping gens depsite being objectively worse for macro.
If I had to guess I'd say the average swf escapes no more or a little more than solos do, because they're motivated to just spend a good time with friends, not pump out speedrun victories.
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So if I hit the unhooker I can then immediately hit the unhooked, counting as a protection hit, neutralizing their basekit BT and letting them immediately settle back into being on the hook?
Sounds awful!
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911603#Comment_3911603
Thank you for the responses.
"Unhooking comes with the assurance that on your unhook, you will have a minimum amount of time before you can be hooked again. Without any antitunnel, that duration is admittedly rather short, at 10 seconds, but it is still a significant enough amount of time that, when paired with exhaustion, can get you to a pallet that can then begin to extend your time between downs further. "
I don't really see this as a reason to hate slugging. Being on the ground doesn't encur a hook state. IE the entire point of those things is to prevent an immediate extra state. If anything being slugged is a base kit much longer version of those other things. Also, bleed out state is longer so it's significantly easier to punish the killer for this if he's camping them or something since you can literally free pump all the gens out. This doesn't seem like being able to go back down immediately is a good argument. I feel like if the team is getting 4 slugged they had to be getting outplayed extremely. This is not an easy thing to do bar some killer exceptions.
I don't agree about disincentivizing slugging. I haven't heard a good reason yet why it should be. I am however in favor of incentivizing hooking more. Currently there's very little incentive to do so.
It's a matter of agency. The person being slugged does not ever get the opportunity to play the game again without being bailed out by a perk they likely do not have access to. Hooking comes with a small assurance that you might get to.
Punishing a killer for slugging requires a level of organization that most SoloQ survivors aren't really equipped to handle. This constructs a SWF/Solo disparity, even now that Knockout is gone. Given SoloQ players are already at a disadvantage even when the killer is hooking, simply due to gen inefficiency and a lack of macro organization, it's understandable that this would frustrate players further than a loss when the killer is interacting with game systems as intended would.
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@Blueberry said:
I know lots of the community hates slugging and I tend to get a lot of hate for it in matches. I wanted to post here and get some rational responses as to why it's toxic/bad/boring, whichever interpretation you have.
Note: I am not talking about leaving 4 people slugged to intentionally bleed them out. So assuming as soon as everyone's downed you hook them. Also not talking about slugging for hatch for this conversation. Everything else fair game.
What's the difference between being on the ground and being on the hook? At least on the ground you can move around, set up for a pallet/flashlight save/ hide/potentially anti slug/heal perks/might not lose one of my health states. On the hook you literally cannot doing anything other than try to remove yourself from the game.
If you can't do anything on the hook I can't even see an argument for it being less boring than being slugged. The only rational reason I can see for hating slugging is that they want the ability to remove themselves from the game on the hook, that's it, and I don't think that should be encouraged.
I'm genuinely looking a good reason to support peoples dislikes or to change my mind on the topic. As a survivor I'd always rather be slugged than hooked, I can't see any reason why I wouldn't.
Unhook perks and Basekit BT.
Unhooking comes with the assurance that on your unhook, you will have a minimum amount of time before you can be hooked again. Without any antitunnel, that duration is admittedly rather short, at 10 seconds, but it is still a significant enough amount of time that, when paired with exhaustion, can get you to a pallet that can then begin to extend your time between downs further.
When being picked up from a slugging killer, chances are you will immediately go down again. The only ways to prevent instant re-downing is to bring self-pickup, so you can time it properly, WGLF on the person picking you up which for SoloQs is a rare comfort, or Soul Guard, which is considered far too situational to garner an entire perk slot.
That's not to say I want some kind of… basekit Soul Guard, because I think Slugging should be disincentivised in ways that aren't adding more basekit systems after the abject failure that has been antifacecamp. But that's hopefully an explanation on why slugging is more frustrating than being hooked.
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An entirely new system of moderation would need to be created and taught what conduct is okay or not just for a LTM.
Beyond the fact that it would be an awful idea (Skoegul goes into a good few excellent reasons why) - it wouldn't be worth BHVR investing this much into a LTM.
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So, I don't track my own personal escape rate, but my full team escape rate for just my SoloQ matches is 41% across 231 games played over the last 6 months.
So, just barely, yeah.
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BHVR has to store the value of how many of each addon we have to know when it ticks under 999.
I don't know what the problem is with them showing us the full figure. Make it a toggle, if they're concerned about clarity at a glance.
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907966#Comment_3907966
I'm not pretending. Yes, if a product is materially different after service than it was advertised, it can be considered false advertising because the product no longer matches the description or representation made in the ad. Simple Google search. SM 100% here.
Great news! You bought Ken Kaneki, and after the nerfs you'll still have Ken Kaneki.
Not false advertising to nerf a character. And again, trust me - you don't want that to be considered false advertising.
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907903#Comment_3907903
I don't want to sue them. I want them to stop releasing broken killers that needed more time in the oven, or cash grab op killers only to nerf them after everyone bas bought them. If they have some responsibility the game will be a lot healthier.
Then say that instead of pretending you know what false advertising is.
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@Callahan9116 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907680#Comment_3907680
Minor tweaks are fine, but when you purchase a product and it is changed SUBSTANTIALLY within a short period of time you were 100% misled.
You can argue you felt misled, but you cannot argue you were legally misled. You were not promised that Kaneki will remain at the level of power that he is at.
Besides, do you want to go back and sue BHVR for them bugfixing houndmaster btw? They made her more functional, sounds like a mislead in your eyes.
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@Callahan9116 said:
He just came out. Nerfing him now is 100% false advertisement. Players bought a product and then it gets made of less value?!?!?! That is nonsense, and if it happens I hope judges tear those ELUA's to shreds.
yall dont understand what false advertisement means and its getting kinda tiring.
false advertisement is not when a video game character is nerfed. if that counted a character would never be changed after release, ever, and you don't want that. false advertisement would be if they advertised kaneki as they have and you bought him and go to check your account and oops! you actually bought a 2d picture of ken kaneki and hes not usable in game at all.
i get that you're mad that many are calling for a killer you clearly like to get nerfed. but argue why those nerfs are unnecessary, rather than arguing that bhvr would be breaking the law if they made changes to their video game.
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Generally an aspect of the game is killswitched as a last resort. This is a double-edged sword - sometimes, stuff that a more aggressive killswitch would hit don't really need it because its already bannable and happening in a small minority of games, but sometimes stuff that needed to be killswitched (like the old Trickster photosensitivity bugs) wasn't as quickly as was necessary.
But, broadly - presume something won't be killswitched until BHVR's put out the tweet saying it has been.
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how does him being 4.4 affect anything? he still backrevs you.
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It's very strong. The simple act of forcing a 4 hook spread is incredibly strong, after all, but it does require proper play to use it well, which most survivors simply aren't capable of. So it makes sense you mostly see people throw with it.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906691#Comment_3906691
They put content in the game that claimed people would get it from buying something else, and once the people bought that they put another paywall inbetween.
They could have said "Hey, everyone getting the Ghoul skin is a bug, we are working on fixing it, don't expect to keep it." But they didn't.
Imagine if they suddenly made it so you need to pay 2000 AC to play any killer but trapper and said "Oh, that was always meant to be this way. Not having to pay to play was a bug." Would you als be like: "Its not a big deal, you can still acess the perks of the killers you bought when you were under the false impression you could use the killers for free. Its not like you lost all your contents, and you can always pay money to use what you thought you had. They fixed a bug, there was nothing 'scummy' here."
Imagine if they suddenly made it so you need to pay 2000 AC to play any killer but trapper and said "Oh, that was always meant to be this way. Not having to pay to play was a bug." Would you als be like: "Its not a big deal, you can still acess the perks of the killers you bought when you were under the false impression you could use the killers for free. Its not like you lost all your contents, and you can always pay money to use what you thought you had. They fixed a bug, there was nothing 'scummy' here."
No, because making killers 2k Auric and taken them off me is taking something I bought. And something that was advertised to be given to me in exchange for that purchase, outright and blatantly.
The skin a bug gave to you though, you didn't buy (the character is the same basic price as all the others) and wasn't advertised as anything other than what it is - a paid skin. If BHVR were intending to hand it out to you for free, they would've plastered that information everywhere in an attempt to get people to buy Kaneki out of excitement for a free, quality skin to use as an extra option.
I get that constructing a ridiculous what if scenario and pretending its at all analagous works at the best of times, but it isn't working out for you currently. Sorry.
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Medkits are less useful when a killer with a very fast injure is popular, as he is right now.
So people could move to Flashlights or Toolboxes. And toolboxes win more matches.
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lifeguard whistle encouraged gameplay where the killer never interacted with anyone. just shooed survivors off totems until someone make a big enough mistake (or gave up) which let devour get stacked. since it got removed, Thrill has been buffed, making this playstyle even less punishing than it already was.
do something interesting with the addon, sure. just not what it was previously.
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906669#Comment_3906669
They did that AFTER I paid money to be able to use it.
then contact support if they took away something you paid for. why didn't you start with that?
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@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3906656#Comment_3906656
I mistakenly thought I owned it because the game told me I owned it, and the company behind the game made no attempt to correct it.
They did better than an attempt to correct it - they successfully corrected it by taking it out of your inventory.
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lets just be clear. you mistakenly thought you owned something you didn't buy, bhvr fixed it because - again - you didn't buy it, and you're now mad that you don't own the thing that you didn't buy?
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None of these are a reason to delete it, though.
You're describing a net neutral (or, more accurately, a net postive but only slightly so) part of the game, not a net negative one.
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Would this not just cause lobby shopping, though?
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A new killer just came out, and he's fun.
More killers queued than there are packs of survivors queued, so you gotta wait in line.
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Maybe! It's a delicate balance, though - lots of survivors aren't very good at macro as-is and I already have concerns with the blood gens and they aren't out (primarily if the fuel cans are Special Items, because that'll make Condemn Sadako very potent on the event mode).
But if they can get that delicate balance right, sure!
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3904322#Comment_3904322
Why would I argue against Merchant changes, BHVR laid out perfectly logical and provable reasons for why she needs to change. Do you not read the preview? or thing its just all opinion? I genuinely don't understand why you think I would argue against that… Can you give me the logic for it?
You dismiss statements about badham because "You have 0.5% chance to be sent to a map, where Survivors could win 1in10 over you. Anyway."
The SM changes will be mathematically identical in outcome. I'm calling out an inconsistency in logic.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903971#Comment_3903971
Sure, im sure if BHVR does exactly what you say, then that will prove you correct, dont really care about predicting the future right now. I dont understand what you think telling me this would do for your argument here, like either you are wrong or your are right about the facts you fling out. Speculation regarding BHVR following your orders make no sense to me whatsoever.
Also a stats claim, Interesting do you mean these stats?
https://us.v-cdn.net/6030815/uploads/0D5765ZV3UR6/image.png
Yeah by 10% which means every 10 matches, Survivors win 1 more than they need to, which is extremely meaningful ofc.
You have 0.5% chance to be sent to a map, where Survivors could win 1in10 over you. Anyway.
Excited for you to loudly argue against Merchant changes since her pickrate is 1% and her winrate will likely move by less than 5%.
It's a 1% chance for survivors to win 1 in 20 less than they are now, right?
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I think he's probably top 12-15 but by no means does he hold a candle to the four arguable s tiers rn - nurse, billy, houndmaster and blight all make shorter work of survivors with less room for counterplay.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903951#Comment_3903951
These are all claims that could be tested, if the Badham Variants were survivor sides then they would show up as such on stats.
But none of these are things we have evidence currently to substantiate. Without evidence not much I can say to this other than speculation.You are also just repeating and doubling down on what you said two responses ago here.
BHVR has not even acknowledged anything you said could be a thing, Sure they could focus more on less maps, but will they?If they don't focus on maps, then I'm right to think that deletion would be better long-term for the game.
If they do focus on maps, then they'd stand to benefit from being able to polish the ones we have rather than having to polish badham five times and ormond thrice and shelter woods twice and- you get the idea.
Also, Unofficial stats do back up Badham - of all the realms in the game, only two boast sub-50% kill rates on nightlight. Forsaken Boneyard and Springwood. Whilst not necessarily accurate to the game's actual numbers, comparing it to the rest of the unofficial data, it's clear Springwood is survivor sided.
