ratcoffee
ratcoffee
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I find most survivors aren't very good and don't mix up their playstyle except they're on death hook in which case they might start playing boringly cautiously. because of that, I try to always hook each survivor once before second-hooking anyone, or at least give each survivor one good chance at a chase (maybe one survivor will have my number). my main goal in this is to get to play against as many playstyles as possible - individual players may not mix up their play styles, but different players will probably run different within the same game so that's how I get my variety in.
i don't super care what the result is at the end game screen (though I won't turn down the opportunity for a 3-4k), and i feel i pretty clearly play like it, so i understand anyone who teabags or trash talks at the end is just too bad to even be able to tell I was being chill and it more amuses me than anything else.
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my snarky sarcastic response is "you know technically nobody has to do anything"
my more serious response is that i'm fine with any killer who says that tunneling at 5 gens is necessary, so long as they agree to add the caveat "in order for [them] to have a chance to win against the opponents that ranked matchmaking regularly puts [them] against" and to own up to all that entails
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@UndeddJester said:
I actually agree FTP is a pretty bad perk without Buckle Up.
For a while I kept saying FTP needs to be a health state transfer instead of "healing" for the purpose of perk interactions... before realising that totally kills the perk.
It seems like one of those perks that would always be bordering useless/overpowered. If you allow "healing" interactions, you have to factor it is for every healing based perk you ever create... if you don't, the loss of a health state isn't really worth it except for very niche scenarios that won't be common enough to bother taking.
If we go ahead with the health transfer instead of healing idea to prevent potentially broken perk interactions, it needs something else to make FTP viable.
A nutty idea I read the other day (I don't remember where) was to allow survivors to trade hook states. The idea suggested only allowing a survivor to transfer a hook state either way 1 time, so once you've taken or given a hook state, that's it, you can't do it again. This means a SWF for example could only do it 2 times as a team, which makes sense as otherwise it'd be busted AF.
It could be given to FTP, so if you go to a survivor on hook, you can use FTP to transfer a hook state to help prevent tunneling. The killer would see the sacrifice progress change if they pay attention, so they now know to go for the survivor who unhooked, so smart killers wouldn't be fooled by it.
However that doesn't mean the FTP player has to unhook, so if you can successfully hide who it was who sacrificed the hook state that has potential... and between being able to clutch anti-slug, and clutch anti-tunnel, that might see FTP be a perk that has enough potential to make its way into some builds.
That was my thread I think 😁
That would be a cool idea for a rework if the combo continues to be problematic
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597978#Comment_3597978
Your facts are not BHVR's facts tho because all i am seeing both sides are complaining and both sides are getting nerfs or buffs.
an argument as old as time - anything that supports me is a fact, everything that refutes me is an opinion.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594363#Comment_3594363
But that's not what it is anymore, is it?
As far as I know, the bnp "only" removes 10 seconds form a Gen permanently.
So why call it insta Gen?
If I got it wrong, I'm sorry.
William was saying that back when BNPs like that existed they were clearly broken and it was not an "outplay" to use them but an abuse of OP mechanics
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@ProfessorDunwich said:
You’re going to be told by many it doesn’t matter but it’s true. If you put in the time to P100 a character, you will have at least a decent idea of what you are doing at a minimum.
The same can be said if you put in the time to P3+ all 34 killers, you're gonna have a decent idea of at least the game's fundamentals
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I mostly like it and think it's a cool concept, but on the flipside I worry it can also have the opposite effect - discourage survivors from doing side objectives, make them focus on only gens.
Honestly I think it's in a good place as it is now, I would just recommend to be sparing with when you use it because if survivors see it every game they might ignore side objectives even more than they do now.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597757#Comment_3597757
Survivor complaints: Valid
Killer complaints: “Sounds like an issue with you, have you been practicing self-care…”
Dismissal disguised as empathy.
Friend, there have over the last little while been multiple independent people telling you that you ought to allow yourself to take some time away from this site & game and use that time to heal your mental. I would encourage you to reflect on the fact multiple people have told you the same thing.
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Basically right in the middle I think
Maybe they had lightborn? maybe you didn't have an angle?
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TY to @C3Tooth for the coms
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In addition to the "flag post - report - post breaks forum rules" option, it would be great to have an option to let moderators know that a post does not break forum rules, but that it's in the wrong section of the forums (i.e. a new idea for a killer or an idea for a perk rework posted outside of the suggestions section)
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596816#Comment_3596816
But that was literally what happend when every killer thought that every survivor had DS. They slugged.
Not been around then? It was the change that introduced every match having the obsession sign, even when no obsession perks were in the match.
People forget this stuff really fast.
i didn't really ever see that except in cases where survivors made it really obvious they had DS tbh. Like it happened but it was very rare in my games at least
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593711#Comment_3593711
There is a fourth option. Constantly changing perks. Meta overhaul every 3 months. Prioritizing the current meta and the perks that see no action at all.
It simply can´t be, that very old perks are still meta after all this time.
That doesn't prevent a meta from forming though. League of Legends has a balance patch every two weeks and there's always still a meta
You'd basically have to hire at least one full time balance person (probably more) just to force players to adjust to the new meta more often, which often happens within a couple days.
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596766#Comment_3596766
Strawman: statement 1 that helps the other side
Strawman: statement 2 that makes them look hypocritical and silly
DBD forums as always
is it a strawman if they're accurately summarizing the post they responded to
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@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596200#Comment_3596200
But thats whats going to happen. Killers will slug everyone and survivors will complain about slugging.
We already had that.
Just like how when the anti-camp mechanic was introduced killers only ever slugged and never hooked, or like how killers never hooked back before the DS nerf, right?
Face it, "killers will just do [other presumed-to-be toxic thing] so you better not give survivors anything useful" is basically always an empty threat directed at people who don't even have power over balance changes anyway
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@WorthlessBeing said:
Entity forbid you actually try to win
reminds me of this
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@saintjimmy456 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593704#Comment_3593704
Xeno might not be dead but I have seen it once in my last 50 games, so from my experience it is at least dying.
I don't blame people for pre-empting a Chucky nerf. Xeno came out, he was everywhere, super strong, survivors struggling to fight back, then the devs make changes, it becomes easier to play against, now you barely see it.
Why would you not be worried about hearing all the hype about how strong Chucky is, spend money on him, then in a month he gets a major change to make him weaker?
There are 34 killers (33 when you played your last 50 games presumably) so it's not at all strange that you've only seen one Xeno in the last 50 games, statistically it's the most likely outcome even
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Since killers can see gen auras, and since she can send 3 at once, she can send crows at 3 random gens.
If she checks 2 gens by looking at them and 3 more by sending crows, there's a 5/7 chance she finds you on a gen
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that would be absolutely broken against low level survivors, and not in the fun way but in the "make new players miserable and drive them away from the game" kind of way
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devs have explicitly said that they want the RNG to sometimes just let less experienced player beat better players
one of many reasons I think it's clear this is meant to be a casual game; devs are intentionally designing it so sometimes the better team/player can play better and still lose due to the map
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@WilliamSN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593720#Comment_3593720
Its as much of an "outplay" as insta gen BNPs.
Nobody is getting "outplayed" when the killer has no possible counterplay to FTP+BU allowing insta pickups with free 10s of endurance before killer even finishes wiping his weapon, or just the mere fact that he can't predict a survivor coming from one edge of the map to the other at mach 10 with BP to pallet stun/flashie save.
These perks are fundamentally busted and demand a revert.
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@moulesfrites said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593697#Comment_3593697
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593720#Comment_3593720
Thanks for derailing my post, #########.
Any time love
(To be serious for a second, I don't agree that my semi-serious, semi-joking post about why I object to certain ways of framing basic gameplay mechanics is derailing your thread; I feel I was making a relevant point)
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@Fërgesë said:
No, don't nerf these perks, I want to use these perks and abuse killers with it!
How terrible of you to abuse the killer by using your perks and items to outplay them! Everyone knows it's only the killer that's allowed to use their perks and abilities to outplay survivors, not the other way around!
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@Tsulan said:
Most healthy meta would be no meta at all.
Like what we had a couple of months after the meta shake up.
I mean, survivor meta barely changed over the last 5 years.
Killer meta also doesn´t look good. Slowdown perks still make up the biggest chunk of what killers pick.
Meta develops because players are able to observe what affects their effectiveness in the match the most and are able to choose what to bring in to the match. In order for there to be no meta, you would need:
1) to prevent perks from meaningfully changing your likelihood of winning, relative to each other
2) to prevent players from being able to observe which perks they win more often with, or
3) to prevent players from being able to consistently choose those perks
I hope you see the problem with each of those options
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We should introduce a new, never-before-seen mechanic, where whenever a killer kicks a gen, the gen loses the equivalent of, IDK, 10 seconds of regular regression time. That way, if a survivor taps the gen, you can get more value out of re-kicking it than you would if they'd never tapped the gen to begin with.
BHVR, please add this new feature to DBD!
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actually a perk that makes you invisible for a couple seconds would be pretty tight, just give it an activation condition like if you enter chase within 15 seconds of getting unhooked you're invisible for 8 seconds. can't be used aggressively, only useful for anti tunnel, still has a helpful effect
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@appleas said:
Lack of qol like this is why dumb things like cj tech exist
CJ tech is good for the game though, it's fun for survivors and easy to outplay for killers
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I promise you those killers are not as hard as you think except on their absolute worst maps. It took me like 3 tries to get nurse adept, and about 4 with blight.
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Something that makes it easier to be gen efficient by splitting up would be great yeah.
Until that happens I would just roll my eyes, put up with the inefficiency of doubling a gen, be extra quick to leave if you hear a TR, and accept it as the tax you pay to not have your teammates sandbag you. If you escape enough of those games you should gradually get more and more people who know splitting gens is more effective.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3589594#Comment_3589594
Correction, brand new part was buffed, not nerfed. Now there is a guaranteed minimum of 10 seconds up to an entire 40 seconds that can be permanently removed from a generators regression potential. That's hand over fist stronger than it's original form. Originally, a killer could chase someone off a gen and get it regressing and eliminate what good it did. Now once a survivor uses bnp, it's a permanent penalty on the killer that cannot be removed or reduced. Having an on demand -40 seconds on a generator is absolutely huge. If that generator ever regresses to 0, then the moment any survivor touches it treats it as if they had just sat there for 40 seconds working on it.
If 4 people used BNP on a gen pre nerf it would just get done instantly. Also, if one person used an BNP and then got forced off the gen it would take 40 seconds of uninterrupted regression for old BNP's value to be seen, and since survivors know the gen got BNP'ed, they'd be more likely to let it sit instead of contesting it - meaning you can get more regression value while pressuring other parts of the map
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@Seraphor said:
This would be an incredible anti-tunnel perk. It would be a pretty strong perk though so would have to have suitable restrictions. For example, only once per game, and after you've used it to take a hookstate for someone, no one can then use it on you to take one from you. This would mean it could only be used a maximum of twice per game, Survivor A takes a hook off Survivor B, Survivor C takes a hook off Survivor D, that's it.
Yeah, I thought it would only work if the other survivor was in struggle (second hook) and you hadn't been hooked yet at the very least - that would include the transferred hook state so it would automatically deactivate for the rest of the trial after using it on someone.
The additional restriction that it only works once per survivor target and/or that you can't have it used on you once it on someone else would probably also be good to limit it a bit more.
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There's another thread up on these forums telling people to just hit gens if someone is being tunneled. Clearly there's two competing philosophies here
-Try to take aggro to de-tunnel a teammate
-Hit gens if someone is getting tunneled so that you can try to ensure a 3 out
I think the people who refuse to take hits think they're playing with this second philosophy in mind, and when they teabag at the end they think they're communicating the idea "haha you tunneled and all the gens still got done, get dunked on sweaty loser." There's certainly some games where that's applicable but I agree those people often end up looking like they're teabagging after getting carried, and there are far more games where the killer would be willing to switch chase to a fresh survivor instead of chasing the same one
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/397602/99-9-of-wraith-killers-camp-the-hook
- Take away his invisibility and see how many ppl play him as killer then.
Yeah, nobody would, because then he literally would have no power. That is his power....
That's like saying "take away trappers traps and nobody would play him"
I mean to be fair there's still the undetectable that could theoretically exist independent of the cloak, the toggling between a high-move speed mode where you can't attack and a normal-speed mode where you can attack, the extended lunge you get while uncloaking. You could compare Wraith without the invisibility to Sadako, but instead of TVs she has a big move speed buff when demanifested.
OP is obviously vent-posting and removing the invisibility would be silly (and I agree few if any people would play him), but there's more to his power than just the model not being rendered with a texture.
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Ppl can change their TV settings if they want
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@Huxy said:
Usually the Survivors’ fault so when it happens, so I don’t mind when it happens.
Mildly annoying when it happens to me since I can’t control my teammates
idk I feel like the OP was pretty clearly talking about the strategy of a killer loading into a game and immediately intentionally only walking between 3 generators, kicking them and hitting a survivor if they're nearby, refusing at all costs to acknowledge anything outside the few tiles those gens are on. that's why they said the killer 'only' protects the 3 gen, why they described it as a 'tactic', etc. at the very least I would hope you would recognize blaming survivors for the killer deciding to use that strategy is factually incorrect
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3585180#Comment_3585180
Do you feel the same about survivors giving up and dying on purpose early in the match? Killers don't have a parallel way out, so it makes them more likely to be selective about their matches. The two are halves of the same coin imo.
Oh yeah for sure, if a survivor gives up on hook that's absolutely a violation of the social contract that players sign by queueing for a game; the one exception being if there are only 2 survivors left and one gets hooked with multiple gens to complete & self-sacrificing would only accelerate the inevitable outcome of a 1v1 endgame
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75:5:20
Very occasionally if I'm the +1 for a 3-person SWF I'll offer to fill out the lobby, and the incentive is rarely on killer when I play otherwise but it does happen
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I maintain that the game would be so much better if there was a stacking penalty for lobby dodging similar to the one for disconnecting. You committed to playing the game, that commitment begins once the match has been found.
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if something is obviously broken and needs fixing, nobody is gonna bother arguing against you. if something is not broken but you claim it is, people will fight that incorrect claim
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killers have interaction by forcing survivors to use their good pallets, thus reducing the number of good pallets still left on the map. survivors cannot force killers to reduce the number of guaranteed hits available
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there are definitely some toxic things killers do - 4 slugging for bleed outs even when they see survivors crawl to hook, humping survivors on ground, hitting multiple times on hook - but basically everything you mentioned is not really that. strategies that are annoying to deal with are not necessarily toxic; "toxic" usually means being rude for rudeness sake
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they're a way of tracking survivors that bypasses both calm spirit and perks that block aura reading - that's why you can see their auras.
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@Astel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582924#Comment_3582924
why is even looping in the list
choy youtube moment
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My (apparently) hot take is that the game is killer sided on average
My other hot take is, that's a good thing and BHVR should work to make it even more killer sided, if only slightly so.
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people are complaining because you won't be able to see him over the short junk-pile loops that you can see every other killer over. it's not completely ridiculous to be annoyed that one of the primary means of reacting to killers and preventing free hits every 5 seconds doesnt work.
however, since they have the glowing footsteps you can see through walls to react to, i think there's still a decent amount of counterplay you can do. sure he has hidey-ho mode, but at that point you're complaining that a stealth killer has stealth. i like him personally anything that changes up the normal gameplay loop is fun.
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The camera seems to rotate around the doll model so I would assume it is true 3rd person
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@TeleportingTurkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3579688#Comment_3579688
that's very fun but because of that mentality we have people like knightlight and other competitive / thousands of hours tryhards playing against casual andies because mmr is soft capped at very low numbers to make sure the queues are fast.
because we also lack any separate "clean" gamemode we have events turning game into unavoidable circus for weeks.
ranked gamemode would do this game a lot of good.
that same problem would be solved by increasing the MMR softcap
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@squbax said:
If a casual mode was implemented, what would stop me from doing this while on a casual match?
That is the joke
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bring in a boon and hope you get lucky. yeah, it sucks to grind but that's all you realistically can do. if the killer has plaything that's super good
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3577121#Comment_3577121
Didn't dbd work before the windows buff as well?
What changed?
killer got basekit buffs as part of that same update



