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  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520045#Comment_3520045

    STBFL - You can notice the killer has it when he avoids M1ing you, but not every one else, at this point its on you (the obsession) to try to bodyblock and force stack loss , even then you dont deserve 2 shots at the consolation prize just because you RNG'd as the obsession

    Theres no scenario at which you're 0 hooks at 10 hooks unless you intentionally avoided saves, you dont deserve 2 chances at the consolation prize

    if your whole team isnt doing gens you still dont deserve 2 shots at the consolation prize just because you happen to luck out as the last person to be hooked

    yeah i'm gonna be honest bud, all of this reads as "it is your responsibility as a good teammate to your fellow survivors to give me, an exclusive killer player, free kills, and anything that gets in the way of me getting as many sacrifices as possible is bad game design and bad gameplay"

    killer brings a perk? you better be a god at bodyblocking and intentionally let yourself get downed while also mind controlling your teammate to make the optimal play and not vault into the killer. killer just decides not to chase you for whatever reason? well obviously its beause you didn't help your team, because there's no way the killer wouldn't be camping/immediately return to hook/drop chase with you. you did all the work for your team? don't care, i want my sacrifice so you're wrong. i want my sacrifices, and i can't possibly be wrong, so anyone who disagrees with me must be doing something bad so they deserve to lose

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512012#Comment_3512012

    The scenarios in which you're 0/3 hooks when your teammates are all dead indicate you were a bad teammate.

    Any survivor playing the actual game will be hooked at some point, in order to reach 0/3 hooks when everyone is dead it indicates you ATLEAST threw your last teammate under the bus to grab the consolation prize escape via hatch.

    Theres no valid reason to give the last remaining survivor 2 extra chances at the consolation prize when they were some of the worst survivor teammates you could ever have.

    With 3 dead, the game is over, if you get found accept the L and go next, and most importantly, stop trying to waste the killers time because you got upset. Break the toxicity cycle.

    what if the killer has STBFL and has intentionally avoided me, the obsession, all game? what if i've sucessfully evaded the killer for most of the game but got downed once as the killer's 10th hook? what if the killer's face camped every single survivor they caught and my teammates foolishly refused to do gens while the face camp was happening?

    there's no need to blanket assume someone being the last survivor alive automatically means they're a bad teammate, there are just some of the many conceivable circumstances off the top of my head where that's obviously not the case

  • i think it's funny when i get intentionally sandbagged (so long as it only happens once a day or so)

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515770#Comment_3515770

    With HUD I was referencing the panel on the left showing your team and perks, not literally zero of anything on the entire screen. So skill checks would not be affected. When i used the word "entire" that was poor wording.

    Third Seal and Blood Echo are complete trash. Hence why no one uses them.

    fair enough on the phrasing thing, i probably could have figured you meant something like that TBH that's my bad

    I guess we're going to have to agree to disagree on third seal and blood echo. I feel like they're underrated because you can't see their impact as directly as with fearmonger. they're not great, but I don't think it's fair to call them trash

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515749#Comment_3515749

    It would be more popular, but I wouldn't be that hyperbolic. Fearmonger is also the only even remotely okayish Blind or Exhaustion perk.

    the skillcheck indicator is part of the survivor hud. no hud when repairing = no ability to hit skillchecks. i guess you'd have to carve out an exception for skillchecks because without it, that would reduce escape rates to whoever was lucky enough to find hatch.

    third seal and blood echo are also fairly decent IMO as far as blindness and exhaustion go, respectively.

  • @Verconissp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3515192#Comment_3515192

    What if the surv purposely crawls away when you're slugging in general...

    Should the innocent killer be banned cause a Surv decided to crawl away?

    personally i think if you decided to actually read the post and used some common sense you would be able to figure out the answer to that question

    the person you were replying to said "in extreme situations"

    a survivor crawling off to intentionally let themselves bleed out does not seem like an extreme situation, at least from the point of view of examining the killer player's behaviour

    i would thus encourage you to do some basic math

  • its definitly the fault of the map design and not the perk. a sweaty SWF with good communication and a basic knowledge of where pallets tend to spawn basically gets Windows for free because they know what tiles have pallets where. conversely, when there's a dead zone all windows does is confirms you're clapped.

  • @Blueberry said:

    Blindness is bad, but this change wouldn’t do anything. Make it hide the entire player HUD, now that’s useful.

    Luck I’d like to see improve chests for better items and addons.

    fearmonger play rate would surpass 100%

  • that is reportable

    at least for now the best thing to do would to be go do something else for 4 minutes (eat a snack, brew some tea, take a dump, anything like that) and then report for unsportsmanlike when you get back.

    it would be ideal if they could detect when someone's BM slugging and distinguish that from "all 4 survivors got themselves downed like idiots and then the killer lost some of the slugs so some bled out" but that's hard to do

  • it should be a rummage perk tbh

  • @DyingWish92 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3514209#Comment_3514209

    It's not much of a risk to stay injured when every gen has a pallet within 10 meters of it lmao

    then your problem is with pallet placement, not resilience

  • they reward you for taking a risk by staying injured instead of healing up. the survivor is trading one resource, health, for a different one, speed.

  • @indieeden7 said:

    But we can now Bunny tech without having to DC by using Plot Twist, I think that's a fair trade off.

    true, the flops possible with Plot Twist are great

  • @HarlockTaliesin said:

    Yeah, they seemed to want to be creative with the description for that one but it can be confusing.

    What's supposed to happen is when people are hooked or gens get done a green glyph will spawn on the map where a totem can spawn, just where a totem isn't already spawned/up, and if you're having trouble finding them when EGC starts their aura will show up map-wide for several seconds.

    This one seemed to be bugged, as the first 2-3 trials I ran with that tome entry activated no green glyphs spawned at all anywhere. During EGC no auras confirmed that the glyphs didn't spawn. I was able to get it done on the trial after that, though, so I don't know what the issue was.

    if someone else has the glyph challenge they can also see them and take them. the glyph disappears after someone else takes them. it's possible any glyphs that spawned got nabbed by someone else maybe?

    idk there probably is also a bug but people stealing your glyphs is also a problem

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3510030#Comment_3510030

    Camping and tunneling often go hand in hand. Especially in the mentioned situation.

    You could also say that tunneling is doing the objective efficiently. As this is what often comes up when someone mentions gen rushing. Its just survivors doing their objective efficiently. Well the killers objective is to kill. But doing this efficiently is the least amount of fun (mainly for survivors). Since a player can´t play anymore. But when all gens are finished, no one can play anymore as the match is over.

    There is a surprisingly high amount of survivors that will complain about dying with 26k bloodpoints after a 5 minute match, but will love escaping with 18k bloodpoints after a 5 minute match.

    I prefer option d: the community still doesn´t see how similar the game is for both sides. One side will rush their objective and force the other side to do the same. Leaving little room for "nice" matches. This won´t change as long as both sides want to end a match asap.

    but they're not the same thing. they may be closely related, but however closely we are related i am not my younger sister, and just as this account is run by me and not her, this thread is about one of those two things and not the other.

    your "option D" really doesn't have anything to do with your original post. like, it's actually a fair and salient point, but there's no correlation between that idea and your original post, which was about how survivors wanting to make sure a mostly repaired gen doesn't regress too much is like a killer deciding one person only gets boldness BP this match (the whole point of the list of options was in regards to the intent behind your original post)

    also "i reckon this is what some other people might say in various different scenarios" isn't really an argument, which is what the rest of your post boils down to ("i reckon some people defend survivors playing the game, how horrible", "i reckon survivors would get upset in one scenario i invented in my head but not another", etc)

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509901#Comment_3509901

    The comparison is, that survivors will stay near to a almost finished gen and wait for the killer to leave, in order to finish it. If a killer does wait next to his objective, its called camping. One is seen as bad, while the other one is seen as normal progression of the match. But both sides would be doing their objective. When they could easily go for a different objective instead.

    As long as people don´t understand, that both sides are doing their objective "efficiently". Nothing will change. A killer who has only 1 gen left will camp&tunnel in order to get a survivor out. Because if he doesn´t, the match is over for him. Just as survivors that have been all injured and only have 1 gen left to repair. They will not heal but focus on finishing that one gen. Before its over for them.

    this thread was about tunneling, not camping. there's kind of, almost, a decent analogue between a killer camping a hooked survivor and a survivor waiting out threats to finish a gen (there are some objections I'd make to that comparison as well, though to a lesser degree than comparing to tunneling)

    i guess I failed to consider option c: just expected me to know you were talking about something else entirely

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3509809#Comment_3509809

    They sorta can. If I potentially camp a survivor (killer equivalent of working on a gen) and they get rescued at the 58s of hook stage one, I am thrown back an entire minute of my work, even if I managed to down and hook that survivor again. The two tasks are fundamentally different, of course, so you can't do one on one equivalencies, but this sorta illustrates the concept. A finished gen can never be regressed, though, the same as hook stages and deaths can't be reversed. Yet. But I hope that this stand as solid pillars of DBDs foundation.

    but a survivor loses a hook state the second you put them on a hook? downing a survivor and getting them to hook is for killers what finding a gen and hitting skill checks until it pops is for survivors; camping them to second stage would be like if you could repair the same generator twice for extra credit. saying otherwise is just cope for people who want to justify lazy gameplay

    if a gen is at 90%, there is a possibility it gets kicked and regresses, possibly even back to zero. finishing the gen gets it to a stage where the progress cannot be regressed any further. for your comparison between "tunneling someone out of the game" and "finishing a gen that's nearly done" to be analogous, the progress on getting a survivor out of the game also needs to be reversible. therefore, either you think that survivor hook states can be reversed, or you are intentionally making a bad comparison in bad faith. since it is against the rules to assume other people are acting in bad faith on this forum (and since you do seem to be genuinely expressing an opinion), i am forced to conclude it's the first of those two; that you think hook states can be reversed.

  • i'd be fine going against that but i also wouldn't blame anyone else for not wanting to go against any skull merchants due association with that one annoying playstyle

  • @Tsulan said:

    Both sides tunnel. Or would you ignore a gen thats at 90% and regressing to go for a fresh gen?

    My guy thinks that survivors can reverse their hook states if given enough time

  • no, since the killer is using bodyblocking to progress their win condition (preventing survivors from being rescued advances their hook states)

    i'd be heated if i was on that survivor team and i wouldn't personally do that as killer, but it's not bannable

  • it's an artifact of the old ranked system where your grade detimined who you matched against so it made sense to be able to demote. it honestly feels like they were just too lazy to remove it; the mechanic shouldn't exist anymore except maybe as a DC penalty

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502854#Comment_3502854

    And Prove Thyself is +100% on co-op actions. That is a sub-class of BP scores within one BP category.

    Co-op points are only part of your total points for gen repairs, so whatever Prove Thyself is giving you, it's less than one entire gen without it.

    I'm not entirely sure how co-op points are calculated, but it looks like it's essentially double what you usually get for repairs.

    So if you get 1250 base, then you would get 2500 co-op points, for a total of 3750 base for a co-op gen, and 6250 for co-op with Prove Thyself.

    So 2 co-op gens would be 7500 without Prove Thyself.

    You're really running an entire perk just for 2500 BP, when you could easily make that up by cleansing a couple totems.

    For perspective, in an average survivor game where you'd get around 20k-25k BP this is 10%. This perk is giving you +10% BP. That's less than a Brown BP offering which equates to 12.5% total BP.

    ah i misunderstood what you were getting at. i thought you were saying that you could just do two solo gens, not that you would do two coop gens. that makes at least slightly more sense, but I still disagree with the overall take.

    the cool thing about prove was that it allowed you to bang out one coop gen, get a large portion of BP from that, and then go about the map doing other things like taking chase or going for unhooks. If you only need to do 1 coop gen to get your max BP that gives you roughly 4 gens worth of progress time to do other things, whereas with 2 full PT gens the game's nearly half over before you get a chance to do anything else.

    i'm not saying it's the end of the world, just that I think you're underestimating the degree to which PT's BP gain affects not just the ability to get repair BP but also the ability to get other types of BP or engage in multiple aspects of the game

  • a gen is 1,250 BP. the cap is 10,000. something aint adding up cap'n

  • @Seraphor said:

    The bonus from Prove Thyself was tiny. It only affected coop actions, which might not even happen. It was mostly placebo.

    the BP bonus was huge. you could get almost full objective BP for getting one coop gen done

  • as a survivor i hate it when my teammates taunt like that. the only acceptable exceptions are if the killer has clearly been playing super-toxic (example: the killer was trying to bleed out a 4 slug but an unbreakable play turned it into a 4 out), or if it's super clear that it's sarcastic (example: the hatch randomly spawns on the last slug after the killer gets a 3k with 5 gens left)

  • i had someone leave me to die on first hook because they were convinced i intentionally led the killer to the gen they were working on

  • @averagemikaelamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499367#Comment_3499367

    I dont see how though. New CoH is nigh-on unusable in solo queue and if you're playing casually,get ready to eat dirt from Slugmadako and Gen Merchant

    balancing for, in this case, means "balancing with that demographic's skill level in mind," rather than "balancing in order to appease"

    in the case of CoH, they observed "this particular tool was far too powerful for casual solo survivor players and gave them an absolutely crushing, massive advantage. we need to make it so it isn't so blatantly overpowered in even their inexperienced hands"

  • @Meepy13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499674#Comment_3499674

    I knew I would get a response like this didn't once say I was in disagreement with any way survivors play

    that may be true, but the OP was talking about disliking going against endurance. if "people can play how they like" is an acceptable argument against a person disagreeing with OP, certainly we can accept it as an argument against the OP himself

  • so we agree people are allowed to run endurance perks if they want? cool

  • this is clearly the exact scenario this rule was made to deal with. god forbid a supposed "top" team try to cheat an advantage by abusing hidden tech available only to one specific survivor skin 🙄🙄🙄

    hope [the team that reported them] think that becoming probably the most scorned team in the scene was a worthy price to pay for a third place finish

  • yeah whenever i play survivor i notice a whole lot of my teammates are just oblivious to the state of the game, when a killer intentionally chooses to drop chase against someone to avoid tunnelling, what their teammates are doing, etc.

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495060#Comment_3495060

    There is no adapting. It's just uncounterable in the current state. There are videos of 5000+ hour SWFs showing that you can't do anything if the Onryo knows how to play. You literally can't do gens because you build up so much condemn. This is something that will definitely be nerfed when they realize no one is capable of playing against it. Her kill rate is going to be astronomical if coordinated players with 5000+ hours can't handle her.

    idk maybe you're right i've only played against her once since the rework & haven't had time to play as her. maybe my 1 game was against someone who just hadn't figured out how to play her. i still think 2 days is too short a time to be certain of her power level but we'll see

  • survivors are used to being able to ignore her condemn, once they realize it's no longer a non-factor they'll adapt

  • They're introducing a mechanic that detects for killer proximity to a hooked survivor, and they're introducing a mechanic that reduces the maximum number of charges required to finish a repair.

    I bet they could combine those two to make something that works to combat 3 gens - if a killer has spent more than [x] number of seconds near a generator without a survivor nearby / out of chase, the number of charges needed to finish the generator slowly starts decreasing.

    They would need to tweak the numbers so killers don't get punished for checking gens that have nobody on them, or kicking gens that someone pre-left, but introducing a variation on that new set of mechanics might be the way to go

  • Plunderer's Instinct + Appraisal. So many games where I listened to what the chests told me to do and led my team to a 4 out because of it

  • @LobbyDodgerLeonidas said:

    Maybe you were BMing and he's teaching you a lesson. Don't dish it out if you can't take it

    i love how chastised him for BMing based on exactly zero evidence

  • I think the best option would be to restructure the DC penalty so the first two or so DCs have no penalty (maybe you really had a bad match or two with someone who was slugging you to death or whatever) but then there's a harsher penalty after the first few DCs

  • "But it will counter face camping!" some of you might say. No it won't. Remember when I said earlier that survivors being able to unhook themselves if the killer spends so much as 0.01 seconds close to the hook actually being a good thing for the killer? This is because it allows the killer to accelerate the camping process by immediately chasing the survivor off the hook and putting them back on. Since the hook timer is 60 seconds, if the killer manages to win the chase in less time than it would have taken to just wait for the hooked survivors hook stage to progress, they're getting the survivor closer to being killed faster than if they had camped.

    This is true only if you assume the player is forced to self-unhook the moment the bar fills. Given the text says "will be able to" and not "must" or "will immediately," it seems fair to say a survivor who is getting face-camped will be able to choose when to self-unhook, and will likely choose a time just before they hit struggle.

    The proxy camping thing is true though

  • its not that they're afraid its that they don't know how

  • they want people to actually play the game when the new DLC comes out

    allow hoarding BP: people can max their characters without having to actually play the game.

    with BP cap: you can get some progress, but you need to play if you want the character immediately unlocked

    I think most people who care that much about the game to max the new character immediately would be playing it anyway, so i think it's a bit redundant, but that's the best reason I can come up with

  • At the very least she shouldn't recharge her blinks while fatigued so that she can blink less frequently

    Alternatively I saw an idea where she gets buffed to 4.2 but only recharges blink while in chase (fitting with the theme of her power being derived from peoples' breath) which would limit her global map mobility but keep her power in chase

  • i do not believe you when you say you're having fun with the game. i believe this because threatening to play in a way you (presumably) figure survivor players would not like was your reaction to a survivor perk not being nerfed, and to me that only makes sense as the reaction of someone who plays a game they dislike out of a misguided sense of obligation.

    you are 100% free to do the exact thing i've been doing for the past several months and stop playing the game. for me it was the poor handling of the DDOS situation (once we figure out how players were getting DDOS'ed and how to prevent that i may return but until then no dice). for you a perk that you think is game breaking can be that reason to take a break or even quit entirely

  • @Maelstrom808 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471856#Comment_3471856

    I'm happy AF for the most part. I have a good time in my games. Now it's mostly because I've mostly worked myself into lower tier MMR where I can relax and have fun. If I play on PTB where MMR is turned off, it's a horrific sweat-fest. But everyday games, I'm vibing as the kids say.

    it's just a joke about how much negativity there is on the forums. i generally am pretty happy when playing the game too

  • bro nobody is forcing you to play the game

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472516#Comment_3472516

    Its so ironic that you blame everything but yourself for your losses (here: Genspeeds, Survivor Perks) and then link a video of a player who analyzes their own mistakes.

    he even says "i'm just not that good at blight yet" in the opening 2 minutes like cmon people

  • i agree that a lot of people underrate him but "look at this one game i played" is not definitive proof

  • My MMR is right in that middle ground where, when I get matched against a nurse player, it's generally someone who has decent game sense but isn't an absolute monster player. Playing against people who are good killer players, but only mediocre nurses, is really fun because there's actually a decent amount of counterplay

  • when they post on the BHVR forums

    never seen a killer player who was happy on these forums

    (the same goes for survivor players though so take that as you will)

  • what do you mean you didn't make any mistakes? every time he predropped a pallet and you didn't chain him was a mistake. pee-head has a very solid predrop punish, it takes longer for the survivor to break the chains than it does for you to break the pallet.

    there are some disgusting setups that good survivors can turn into infinites, but this is a very poor choice of clip to make your point

  • The problem is maps, and the reason it's so highly used is because it gives extremely useful info that you can't get from the survivor action HUD

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