not_requested49
not_requested49
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@dbdthegame said:
Good. Franklins and Hoarder were always crutches for bad Pinheads. Learn good box spawn logic, Pinhead is still very strong.
Name one scenario where you would need to stand on box for 5 seconds outside of egregious griefing.
Agree on Franklin's, could be pretty annoying
But that was like hoarder's ONE use
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@Trollinmon said:
I really hate the bot feature. Games would be over and end faster before but now they are still over but drag out way more. I've had a game last an extra 5 minutes compared to last patch while still having the same result, and it is god awful to have to deal with that experience. Like you know the game is over and you have to just sit there and waste your time for no good reason. If this stays they need to let players dc and keep the point that they accumulated during the match once someone leaves.
Agree... like the killer DCs and the game ends but all the survivors DC and the killer has to play a bot match?
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@Blueberry said:
Totally agree.
A full team disconnects at the start since they don’t like my killer and then I’m forced to play a boring match against bots that I have no interest in. I play for the pvp factor. If it’s not players I’d rather the match be over or at least allow me to leave without a penalty.
Exactly.. can't even imagine that when the whole team disconnects.. at that point you're literally playing kill the bots tutorial...
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@[Deleted User] said:
I play this game as a PVP game. When the PVP element of a trial is lost, I am no longer interested. In the past if someone disconnected, it was annoying, but the trial would end quicker and we could all move on.
But now those of us who have zero interest in playing with or against bots are trapped in games with bots. We can't get out of these games without eating a d/c penalty. I would rather play a 5 minute 2v1 than slog through a 4v1 with 2 bots. That goes for either side. I'd rather die on hook in the next 30 seconds after a disconnect than play with bot teammates.
Playing killer against bots is horrendously boring. And I'm trapped in that game. I don't play this game for a power role fantasy. It's a PVP game to me. I lose all interest in this game once you introduce bots.
And players are disconnecting A LOT since the update. It has turned some of the killers in my rotation into a PVE mode. Do you really think the remaining two survivors want to play out the game after two teammates disconnect? I had one game before Pinhead got killswitched that was 3 bots/1 real player at 5 gens. Genuinely, what on earth is the point in that trial being played out? Let me out of the match.
Disconnects suck. But games used to end. Now we're stuck in bad games for longer amounts of time. That's not a positive change. Remove the d/c penalty after someone else disconnects, add a vote abandon, etc. You have to iterate on this further. DbD with bots is dull and lifeless. We shouldn't be forced into it.
Think about it: Player A disconnects. Player B also disconnects. Players C, D, and E no longer want to play the game, but are forced to play it out with bots rather than ending it swiftly. That's not ok.
Agree.. I mean I like that the survivors now have a chance if someone were to DC, but.. its just less fun than I thought it would be
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@WinterDraft7 said:
Instead of making this Add-on bad or worse than it already is, I've decided to change it in a way where it's quite more handy instead of what it already is. Instead of having to overheat your chainsaw just to benefit a reduction to your terror radius by 8 meters, I decided to change it by making it so during the chainsaw sprint, you reduce your terror radius by 8 meters instead. This way you can catch survivors off-guard, unless they see you sprinting towards them, or hear your chainsaw from afar and spot you before you can spot them.
Honestly all of the "on overheat" addons need to be looked at IMO, especially since they made it much harder to do in order to get value from them
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@Emeal said:
Killers wont tunnel less even if you add two extra seconds. The problem that DS was feared is because people have stopped using it, the changes were marginal, they just stopped making it easy to abuse and then everyone dropped it like candywrapper. If everybody started using it again, then it would be feared maybe. But being not abusable and survivors thinking they are smart enough to outloop the Killer, this is what you get.
Also, if you add 2 seconds the Perk is abusable with Head On again. Allowing 7 to 8 seconds stuns. even worse with the perks we get tomorrow.
There's no reason to fear DS when you are a mobility or ranged killer, it literally only gives the survivor 2 seconds to run, completely laughable
And even if 5 seconds won't deter them, it still allows the survivor to actually get somewhere
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@Junior10931 said:
There different types of skins you could make, for example, his damaged mask, or, Him when he was in jail and he escaped (The one where his hair covers his face) Or even a mask with blood coming out of his eyes,There so much more that could be done for him but isnt, i mean, id buy it if it was made
Ah yes because BHVR can just do this whenever they want
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493410#Comment_3493410
So you think theat 35% is applied after the bonuses are calculated?
So final self heal speed: (100% + 56%) * 0.35 = 54.6%
Instead of my formula: (100%*0.35) + 56% = 91%
Is there a mod or somebody who can tell which one is true?
I can tell you for sure it's not 91 because in perspective, COH was 75% heal speed (because it factored in its own 50% bonus heal)
Desperate measures does not make it better than old COH speed.
Not even counting the fact that would make the heal 17 ish seconds, since 100% = 16 seconds
There's simply no way it could be anywhere near 91%
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@FilthyLegionRevival said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493374#Comment_3493374
It's actually better than that combo since it doesn't require you to be injured for the endurance to proc. You just get it.
Exactly.. what were their thought process on this?
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@UberSolus said:
Simple idea to make all offerings available to other characters. Limit killer offerings to only other killers, for obvious reasons. And same with survivor but I think this change could really help as I mainly leveled up new characters during the anniversary thus they get the most offerings (Terrormisus). I did try to level my mains but at P100 you only seem to have been getting 2-3 Misus per web which wasn't worth the bloodpoint sink. It would also allow players to change the killer they want to play for long periods of time without needing to play a certain character to get the benefits of the offerings.
TLDR: Make offerings global so I can play different killers and my main survivors.
Thanks for reading :)
Agree, tbh I wouldn't even mind it being a p10 reward
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@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492664#Comment_3492664
What do you mean? What would be the numbers then?
I mean it's definitely not that much
But probably whatever the number is times 0.35
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@Coffeecrashing said:
Buckle up shouldn't combo with For the people. Killers will knock a survivor to the ground, and another survivor will For the people the grounded survivor while the killer is in attack cooldown, and now both survivors have endurance.
I just noticed this and I'm kinda confused why they did this... doesn't it make the secondary effects of WGLF and Made for this redundant? Not to mention the description still says that it Unlocks potential of aura reading..... yet that effect is removed entirely
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@Feneroe said:
Why not just have all the survivors be killed by the entity ala egc end if they're all down and none have a perk to pick themselves up? If you're all slugged like that, you lost. Just end the game.
I mean there IS always the off chance they can wiggle out
Imo I think they should be able to pick themselves up if all are downed for more than 30 seconds and show the killer their auras so that they can take them. Of course if the killer carries someone then the feature is disabled until the person being carried is back standing up, or is dead
And to try and mitigate breakdown plays then the wiggle meter can be slowed after picking a survivor up by 50% so that it is then possible to hook them
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@Ivanynakov said:
I don't use this perk neather because of time. Having 35% healing speed is just too slow by itself.
But paired with Desperate Measures which gives +14% healing and unhooking speed for every hooked, injured or dying survivor, up to 56%, works.
So in the situation you just described (2hooked, 1 chased, and you are injured) it would be 35% + 42% = 77% healing speed. If chased survivor is also injured, you get 91%. Which is pretty good.
Thats not how it works, it's multiplicative
Otherwise adding Botany Knowledge would give it a yellow bar instead of red
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@Zeidoktor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492342#Comment_3492342
I've always viewed getting the mori as a bonus rather than the end goal, similar to Pig's Reverse Bear Traps. Being able to pile on Condemned more easily can also create pressure* in forcing Survivors to leave gens to deal with Tapes. Makes me lament the loss of spreading Condemned when you hook someone with a tape.
I do wonder if being able to put Tapes in any TV shouldn't be changed to "you can put Tapes in any powered TV" and trade off teleporting with making dealing with Condemned that little bit harder.
*I tend to define pressure as anything and everything that keeps Survivors off generators for any length of time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492572#Comment_3492572
One of the changes going into live is that getting hit with a tape gives you 2 stacks is corruption (up from 1) and destroys the tape. So it becomes more risk vs reward and also possibly removes inserting a tape between hits.
Yeah but they can just hop in a locker if they're about to be downed and since it isn't a basic attack, they don't get any stacks
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@Gamergirl69OWO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492253#Comment_3492253
And the only reason that happened is because BHVR labeled and spoke of this as a buff instead of being transparent like they promised and labeled it as it is, a huge ######### nerf
Just like the pharmacy "buff"
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@MaTtRoSiTy said:
Amazing to see people actually defending this as if it isn't completely broken. I play both sides and I am always on the side of killers when something is clearly broken (MFT stacking with Hope is broken imo).
People who defend this are just plain wrong, this is a toxic strategy that ruins the fun in the game for 4 people and it is being exploited by childish trolls who get their kicks out of ruining games for others.
I just cant respect people who will defend this
Nobody is defending this, but they've already stated that the killswitch is when something isn't working properly and providing an unfair advantage
SM is working properly, even if she can do this
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492283#Comment_3492283
They have kill switched broken killers before when they have been bugged out and this killer is clearly broken and is being exploited by the worst people in the community, who are using her to intentionally ruin the fun for others
It's intentional, not bugged
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492269#Comment_3492269
They just pick you up and repeatedly drop you, the intention seems to be to just make the experience as annoying as possible and hold you in the match as long as they possibly can. Eventually they will probably have to let you bleed out but how long will this take?
It's ridiculous this is allowed to continue
Well then your team has time to do gens
Eventually you will die, the only way they could do this is if your team is afk and they knew this
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@DavidHypnos said:
1) it helps prevent camping killers from being able to abuse that same hook
2) just as survivors finishing their objectives makes it riskier (less gens to do means less gens for the killer to patrol) so too is true of the killer (less survivors to worry about but less hooks to utilize)
3) hooks very rarely spawn in a dead zone - I’ve never even seen it myself when I’ve played killer. They are so plentiful you can easily walk from one to the next without a survivor wiggling free.
4) there are many ways to just bypass the hook sacrifice altogether. Moris are very common. Executioner, Onryo, Shape, and Pig all have powers/add-on that allow them to kill without it. A lot of killers slug anyway so if you’re afraid of a dead zone they can still bleed out… not to mention Devour Hope and Rancor are very powerful perks that allow you to kill when conditions are met. Even Blood Warden can be a confirmed death sentence for anyone left if you hook a survivor at the right time. And of course the basement hooks always stay…
Losing at most 3 hooks isn’t going to negatively affect your game enough that this mechanic would even need to be considered for a rework.
Agree, tbh if hook destruction is removed, then gen auras should too to make it fair
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488874#Comment_3488874
And on maps like midwich or ironworks of misery which can literally have 1 hook in a area? (One of the times i played midwich there was only 3 hooks upstairs making it so when you got rid of one impossible. People have even found an entire hallway with no hook at all. Ironworks of misery the entire middle building only has 1 hook inside of it if basements not there. So if someone dies on it (which survivors can easily force) you have the slug the rest hanging upstairs. (Rcpd had this problem to with the library). Its why sabo builds have been such a popular thing for troll teams.
So? They want to be slugged, let them lol
Better for you anyway cuz you don't have to waste time carrying them
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@Ivanynakov said:
Please.... after challenge is finished select next one in row atomatically (randomly if there are several options) so we dont have to go back into Tome and click on it.
Or am I the only one annoyed by going into Tomes after every single game?
I'd also like to be able to replay challenges for a smaller reward..
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@Leon_Scott_Kennedy said:
Since devs wanted to remove the bp bonus from these perks why not just make them basekit? Killers or survivors should be rewarded for good plays and playing the match well, and since literally nobody ever asked for them to remove these bonuses from these perks why not add them to basekit to make up for it, I don’t want to have to dictate which role I play based on bloodpoint incentive on killer or survivor
Agree. At least for prove thyself's..
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@[Deleted User] said:
What do you mean? Show devotion to other players or make it so somehow devotion adds to prestige?
Think OP means be able to reset to level 1, like devotion does
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485547#Comment_3485547
PR, deadlock, corrupt, PGTW, DMS.
You realize even with that most of those aren't even much good right..?
Corrupt is really only useful for setup killers, deadlock is OK I guess, pain resonance is limited, DMS only really works with pain res.. People are using pop again?
Honestly I see those have much less of an impact than a rancor + game afoot build, have no clue why that hasn't caught on when is really strong when done right
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@DBD_and_VG_fan said:
When the killer camps, it is so annoying. In Racoon City, one room had to hooks and he hooked two people on each. He started camping and couldn’t let me or the other player get them off the hooks. So maybe it should be like if you within a 8ft radius, they don’t bleed almost like Flee the facility in Roblox
They are adding pretty much this already in an upcoming update tho?
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You forgot pharmacy which they nerfed like twice for no reason..
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3485476#Comment_3485476
You don't know what you ask for.
She already can't run perk for basic attack.
You want to remove aura reading perks.
So what is left? Basically only slow down perks.
I will rather play against wall hack Nurse than 4 slowdown Nurse any day.
What slowdown perks?
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@nodforkiss said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484864#Comment_3484864
m1 killers needs to be 4.8m at least, or make survivors 3.8m
Nah man, 2.2 m/s and all Killers 5.4 m/s at MINIMUM
And removal of pallets and windows too, they're just stupid OP and extend the chase for no reason at all. Survivor sided game I swear
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@JustAnotherNewbie said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484830#Comment_3484830
Even if exhaustion perks get nerfed, survivors will be buffed in a different way as long as BHVR is looking at 60% winrate being the ideal.
You'll find something else to be annoyed about, and if you're having trouble winning (Idk just making an assumption) you'll still have trouble even with exhaustion perks nerfed. Even if any survivor strategy is gutted new ones will emerge and killers who cannot adapt and still play in an old-fashioned way will still have trouble.
Agree, so to help that I think survivor run speed should be nerfed to 2 m/s and the removal of pallets and windows, as well as doubling the amount of gens needed to complete and timer for doing them each 4 minutes
Also, nerf calm spirit
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@1ettuce said:
100% agreed, except balanced bc its situational, its fine if map offerings dont exist.
Gotta love the cringe comments making non existent points and just jumping to "yeah lets just start survivors dead 🤓"
Wdym? I sincerely think starting all survivors on hook would be a great idea
Heck, even the Texas chainsaw game coming out starts them all on hook
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@MikaelaWantsYourBoon said:
Nah, just start survivors on hook.
100% agree! Why should I have to chase survivors at all? It's stupidly broken, survivor sided game asf
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@Pulsar said:
Has the thought crossed your mind that other people don't seem to be having issues dealing with Exhaustion perks?
Also, c'mon. You really think Smash Hit, Head-On and Background Player are so OP they need to be removed?
OP: Yes. They give free distance for FREE! How are people NOT complaining about it?
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484280#Comment_3484280
You know this post was about making boons stronger but one time use, right? Sounds ripe for the "stronger" portion of that title.
And as I stated here:
@not_requested49 said:
So a 5% dark theory speed boost that's map wide that can stack?
Shadow Step that is map wide and also hide blood pools and extends speed boost on hit by 1 second and can stack as well?
Exponential that actually fits its name and increases recovery by 250% and.. you get the picture
COH that is map wide and can let you heal yourself at 75% speed and 50% bonus to all healing too which of course stacks?
No, I think not. And anything less than these buffs in compensation for permanent removal on snuff would be a straight nerf for no reason when boons are rather weak as is besides COH, which isn't even overpowered anymore just decent
This would be the only way for the boons to be good enough to have the trade off of permanent snuffing
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@Mondhirsch said:
It really needs a Nerf asap.
They stated they don't have any plans to change it ATM so will probably be a bit before they look at it again
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@ARTRA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483481#Comment_3483481
Of course she come back and kick that gen, then cahse for a little and leave to defend another gen.
That gen advanced like 1% in total between gen progression, kick, destroy drone etc...
Its "beatable" but not fun and slow as hell. And literally its faster disconect wait 5 minutes and find another match.
I don't even see how it's beatable, specifically when she has the Oblivious addon and it's meat plant where you can't even tell how long you can work on the gen
Plus, you need to heal otherwise it will just be an easy down because with that add on its either try to do the gen after getting rid of the drone or just run away not knowing when she will come back until the obliviousness has worn off
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@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483461#Comment_3483461
Not at all, the Killer follows the Survivor, who can run into the Boon radius. If the effects are enough to warrant the Killer needing to go out of their way to Break the Boon, it effectively ends the chase.
Of course the problem is that the Boon radius could mean the Boon is placed in such a way that the Killer not only needs to break chase, but they also need to path around a significant obstacle to get to the Boon in the first place in order to break it, being even more of a time waster, such as on mutli-floor maps, or a Boon right above a Loop area, like the Temple of Purgation.
Y'know the survivors also go out of their way to set the boon up right? Meaning less on gens
Also What Boon are you talking about here? Shadowstep? Just follow Grunts of pain or blood trails, if you lose them you can just snuff it then
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@Jhei said:
The DC timers are actually longer than you think. Looking it up, it's 5 minutes, 15 minutes, 15 minutes, 30 minutes, 1 hour, 6 hours 12 hours, 24 hours, 72 hours, ban. DC a total of 10 times within 3 days and you have to start a new account. I know people with spotty internet who play the game maybe once a month to make sure they never reach or exceed the 72 hour penalty and ban. Like I said, I understand wanting to penalize people who DC, however, we already know the result of having the DC penalty which is simply to work around it and force people to have a 3v1 which could at least somewhat be mitigated with the bot replacements. I think people would prefer a 4v1 with a bot helper than a 3v1 with no solution. At least, I would.
It was updated in one of the previous patches
It starts at like 30 seconds
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@Emeal said:
Wesker Distressing builds would disagree
Even better if it is midwich lol
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@DeeBeeDeeAddict said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481408#Comment_3481408
Most people are getting at least 100K bloodpoints per match during the event if all five people are running cakes. AT LEAST. There were some matches where I was leaving with north of 225K bloodpoints. If your reasoning is that they used their last cake and can't get another one with 100K bloodpoints, I call BS. I've burned a cake offering in every match during this event, and still have a ton spread across my survivors and killers to spare, without even trying that hard.
I have nothing against people who want to hoard them and use them during bloodrushes because they don't have a lot of time to play, but those people are literally being rewarded for being greedy. They're collecting bloodpoints from the offerings that other people are bringing, while contributing nothing of their own for the rest of their group. They're intentionally being greedy trolls and not contributing. They're leeches and parasites.
These people shouldn't be rewarded with bonus BP if they're not going to contribute. That's all. If folks want the reward, they should have to pony up a cake offering. Period.
Funnily enough though, there was a blood rush during the last week of the event lol
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481308#Comment_3481308
If you don't want to reward other players, then don't use it.
Then YOU are the one that is greedy and relying on others...
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@ARTRA said:
While boring as hell, hostage is not the term.
Nothing stops you to go to the gen, destroy a drone and play.
Hostage is mostly you are in a corner the killer bodyblock you and doesnt move, you are trapped and can do nothing.
But yes, is awfull desing, bhvr said they will work on it on previous AmA.
Then she just comes back..
Unless you mean just to stay on the gen until she grabs you off and drops you or hooks
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@Wampirita said:
We can all agree that playing a hex and losing it before it has any effect sucks. And I think BHVR is doing something with it, considering all the latest hexes aren't as vulnerable as any of the ones existing before that.
All hexes should work the same as for example Noed or Face the Darkness do. They light up a totem after they start doing something. This would obviously lead to some hexes needing a rework.
The only perk I see being a problem with this theory is Devour hope, because once it starts doing something, it's usually too lateBut also some Hexes shouldn't be even a hex anymore.
Ruin? as long as it has the self turnoff part, I don't get why it even is a hex anymore.
Huntress Lullaby? A complete niche hex, used in one specific build you face once per year. It not being a hex wouldn't change a thing, once you know it's in play you usually just pay more attention to your screen.
Crowd Control would be better as a non-hex perk. Just change it so it blocks the vault for only the survivor in chase, with short duration like 10-15s
What would be your proposed changes to make Hexes more viable?
Honestly even that huntress lullaby bug that allowed it to persist even after it was destroyed with any tokens it had wasn't that overpowered
Tbh I found it fun to use it back then with Pig and the harder skillchecks for the jigsaw boxes and it still was fair because if they destroyed it before you had earned any stacks it would have no effect besides the extra regression on failing skillchecks
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@PotatoPotahto said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3482619#Comment_3482619
Well, there wasn't so much good haste perks to stack before MFT?
So the issue isn't haste stacking then, just MFT right?
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483084#Comment_3483084
Was about to say, addon swapping could be screwy, lol. No one would ever suspect a Nurse to bring a Tombstone piece.
Lol now I can't stop imagining that
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3483075#Comment_3483075
They don't, but iirc the license holders told BHVR to not talk to them again about anything or they will pull the NOES license
What's your source on this?
I said iirc, I don't remember where I saw it
Yeah I know I'm basically saying "just trust me bro" but even if I'm wrong it doesn't change the fact that they can't do anything without the holders' approval. And the craven estate isn't really well known for their leniency..
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@GHOSTfaceP3 said:
Seriously, I want strong boons that are high risk high reward...let the killer destroy boons permanently and make boons strong again, I love the idea of boons but they are all kinda weak rn and not worth it except maybe ahadowstep
So a 5% dark theory speed boost that's map wide that can stack?
Shadow Step that is map wide and also hide blood pools and extends speed boost on hit by 1 second and can stack as well?
Exponential that actually fits its name and increases recovery by 250% and.. you get the picture
COH that is map wide and can let you heal yourself at 75% speed and 50% bonus to all healing too which of course stacks?
No, I think not. And anything less than these buffs in compensation for permanent removal on snuff would be a straight nerf for no reason when boons are rather weak as is besides COH, which isn't even overpowered anymore just decent
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@LordGlint said:
What do you guys think about this? I'm playing some Hag today and since I didn't dump BPs into her like I did other killers, I don't have a stockpile of event cakes on her. Was just thinking... it would be nice if I could have 1 big pile of offerings NOT spread among all my characters. Even if its nor EVERY offering, at least the BP offerings would be nice if they were shareable.
I see no reason not to, at least for offerings
Could even be a p10 award as well, allowing you to use that character's offerings and items + addons (if survivor) on anyone else if they are p10
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@Clockwork_Enigma said:
The DC Penalty mechanic is something that this game has had for years and it's something that, as of at least 7.1.0, is a completely obsolete mechanic with too many exploits to go around.
Developers, I need you to consider the following reasons as to why we do not need the DC Penalty and why I think it should be completely removed for all players outright:
- A recent change made in the 7.1.0 PTB allows Survivors to become Bots upon disconnecting. This allows players that still want to play the match feel like they can still win as Survivor and gives the Killer a fairer match (and sometimes a better Survivor in the process). This comes without a removal of the disconnect penalty which is too much of a punishment since you can be replaced.
- Additionally, there is a new exploit to completely counter getting disconnect Bots into the match, which is to just sacrifice yourself on the hook. This exploit completely circumvents the new system and gives no chance for a fair or winnable match for Survivors, or a fair match for the Killer, and this exploit does not trigger a disconnection penalty.
- On top of that exploit, there is still an exploit in the game that completely circumvents the penalty as a whole. That exploit is when you disconnect during the offering screen or the pre-match loading screen. This does not do a DC penalty even though you have accepted to play the match out, leading to an inconsistency in the system.
- When a player disconnects, all other players in the match still cannot disconnect from the game or else they will also be punished for disconnecting from the match. This means that players will end up being stuck in a match they either feel is no longer winnable or will no longer be fun to play in. Even with the addition of bots, this feature still doesn't feel nice to have.
- At any point in the match that a player disconnects, they will still receive some sort of disconnect penalty. This can even occur at the very end of the match when all Generators are done or all Survivors are hooked or even if you're being sacrificed by the Killer. This flaw in the system means that you get punished even after the game is over for you, just because you didn't want to watch the 15 second long death animation or want to try and contest the gates. If people want to leave after they know they've lost the match, they should leave without any penalty.
All of these factors combined lead to a disconnect penalty system that is obsolete and shouldn't remain in the game. Players shouldn't feel like they should be obligated to play a match that someone disconnects from or that they aren't having fun in and not be able to find a match that they might actually enjoy playing.
Instead of keeping the current Disconnection Penalty, you need to look at alternatives to it in order to ensure that players have reason to keep playing without giving them a reason to play another game instead.
In fact, the best alternative that I could give you to a timer-based Disconnection Penalty is this:
- Upon disconnecting, you lose two Pips from your current Pip system. If you de-pip below 0 Pips on your current grade, you now regress back to the previous grade. This applies even in Max Grade.
- Continuously disconnecting after 3 matches will steadily increase the amount of pips lost, up to 6 Pips.
- Playing a match to its entirety will reset the system.
This would be a significantly fairer punishment for Survivors and Killers that want to disconnect, making it so that they could possibly lose out on getting the end-of-the-season Bloodpoint rewards because they felt inclined to disconnect, while also making it so that players who care more about getting into matches faster can still do so.
Anything can work so long as we just don't have the current system. The current system is both flawed in its utility and bad for the overall health of the game and even pointless considering all of the above factors.
Please just get rid of the timer or give us something to replace the timer.
No.
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@AtoTimber said:
yeah let's just remove counters from everything :) If someone is smart enough to drop an item for franklin's, they deserve it lol.
Yeah I agree next we should remove lockers when against Myers so they can't hide in them to deny the kill
And also any pallets that stun him break too, and all vault locations are blocked for the entire duration of T3
Also you can use tombstone on survivors that are performing actions as well