ratcoffee
ratcoffee
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have you seen Jane
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@jamally093 said:
For me simple last minute hero I basically get screwed over by so many things mainly the gates being 99 and not opened by someone when I'm begging for the door to be opened just so I can rescue a person ONCE. It's a master challenge that I can't complete because of all the things that basically prevent you from completely it countless times I've been ready to throw my controller.
@ChurchofPig said:
I feel this. It's definitely Last Minute Hero for me. It's like I have 2 options, I can get the save before the gates are opened or I can shove my fellow survivor out of the way and open it myself just so someone else can get it instead. I don't understand how a challenge that is SO SIMPLE can be so difficult to get.
If you're struggling with Last Minute Hero, I figured something cool out: at least for now, you get the challenge if the "Safe Unhook" score event happens after the gate is open, even if the actual unhook happened when it was closed. This means you can get an unhook while the exit gate is 99'ed, run over, pop the gate, and get the challenge done as long as you do it within 10 seconds.
I don't know if that's intended, so theres's a possibility it gets changed, but as of a couple days ago it worked for me.
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they said they're looking at a solution for faster BP spending which they implied would come up before the next anniversary update; hopefully that means auto-leveling (or at least something similar) within the next few months. not perfect but at least they're coming!
would love to see all those other ones as well
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@cheryl_enjoyer said:
Want to try something new and was thinking of Pain Res + Oppression on Doctor so the oppression skill check hits and its wonky, then Huntress Lullaby and maybe some other gen slowdown/regression perk if I wanna be sweaty or maybe just another perk to be annoying like Merciless Storm. I was wondering if this would work at all?
pain res doesn't activate on-kick perks, no
usually if people are running skillcheck doctor, i see some combination of Unnerving Presence, Huntress Lullaby, Merciless Storm, Coulrophobia, Distressing, Monitor, Agitation, Overwhelming Presence. in that order from most to least common.
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moving fast fun
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@Unam said:
At this point, it is hard to argue against the fact that BHVR obviously has two standards when balancing the Game on Survivor and Killer Side.
But I would like to know where this comes from?
I get it. Getting tunneled out of the Game, facecamped on hook, or being incapacitated for 25 sec. is indeed not fun gameplay. Losing in general is no fun gameplay.
But why is the attention to "no fun gameplay" so high on survivor side? I mean like, getting pallet stunned and blinded or getting blinded while vaulting is "no fun gameplay" and has no counterplay. Yet it still is accepted as part of the game.
Getting Blast mined at 3 gens in succession is 12 sec of not being able to move, do or even see things, without counterplay is no fun in any way... Yet still accepted.
Memorizing every hookstate of survivors with the same skin, getting bodyblocked or hook saboed with a purple toolbox has also no counterplay and is "no fun gameplay" to the killer. Yet, aswell, still accepted.
Is it the fact, that BHVR really tries to make every survivor feel like they are winning even when they are (obviously) not good at the game? And why is that? and why is this standard not the same on Killerside?
i'm fine being blinded while vaulting because i have a headset so i can track whoever it was blinded me and they lose distance they could have gotten by running away while i was vaulting. even if that weren't the case, though, being blinded lasts a couple seconds and then stops. camping and tunneling can ensure you can't play for the entire rest of the game (although with base BT it's worse at this, and i personally am also fine with getting tunneled most of the time because it ensures i get some fun chases in)
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347362#Comment_3347362
I don't know why Shape is so popular. He is simple and weak killer without stupid addons that to be fair are quite offten played. Maybe people love sneaky one shoting killer hmm. (+ He is iconic).
as a frequent mikers player i like that he can bypass DH, that with monitor & abuse + rabbit he can sneak up on survivors and pop tier 3 with a 6 meter TR, and with that same build + infectious he can snowball super hard. i also like that some of his addons allow for additional fun in certain settings, such as scratched mirror on indoor maps like Lerys. I don't frequently use his iri addons but the infinte tombstone build is pretty fun too, and i like bringing in tombstone piece + judith memorial for surprise endgame moris. although he's certainly a M1 killer with a fair bit of counterplay, i think he's somewhat underrated on a lot of players' tier lists for average gameplay conditions.
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idk, in all the games i've played it's not the people who try their best despite being behind that flame in chat; its the people sandbagging and throwing that always have something negative to say. toxic/bad/disrespectful gameplay doesn't necessarily directly relate with flaming and rudeness one-to-one, but its not like there's no relation between the two
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@Noel_Vermillion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347153#Comment_3347153
So I looked at this bug on youtube you are talking about and OHHHHH!
You are talking about sound occlusion not playing sounds at all or not playing directional audio where it should
you mean the exact same thing every single killer in the game university has had to deal with for god knows how many years now where survivor footsteps are either downed out sounding like they in a locker or detaching or taken away completely or don't have any directional sound leading to easy detaches.
Yeah sucks don't it
Especially on a killer that revolves around accurate sound information in their power XD spirit is doing EXACTLY what survivor audio does when they round a corner or on the other side lf a wall, but it's only a problem when sound is bugged for 1 killer but when universally for all survivor noises and foot steps it's not a high priority issue.
Sure yeah awesome.
Spirit bug is a conversation for a different thread, she will probably get given a cow bell or something and a neon sign saying "SPIRIT HERE" Like the new killers radar but for survivors to track spirit in another rework(nerf) at some point.(jk obviously)
But hey if it means I can finally use one of my favourite killers and not get bullied in end game chat for it awesome Gut her, nerf her into unviability I'll be right there using her all the same because shes a badazz ghostly vengeful ethereal force with an awesome aesthetic that I can relate to more
Same reason why I like Spirt, sadako, legion. As my 3 mains
I'm am Asian, female, who loves rock music, gaming and anime hence my main 3 killers of choice and why my legion is sussie all cladded up in neon and constantly using franks and sussies mix tapes (still use them all but float around 8 of them mostly)
I don't see bugs or tier lists I see style and expression and all my killer choices are based off of that. Could care less If i lose to a 4 man out if I feel good doing it as a killer I enjoy
Just wanna play the damn game without being harassed.
Just wanna play the game without the game ending prematurely if I'm doing well.
If for some miracle I get to end you get rage comments and abuse or the games just prematurely end because someone or two disconnected and just basically finished the game for everyone as its unsavageable
I know this is not an isolated ME issue and it's definitely not a spirit ONLY issue.
Hell let survivor see what killer they are vs, if they lobby dodge great get the hell out of here, at least people here to play a good old round of dbd can play in peace without the fear of some salty man child who don't like a character throwing their dummy out the pram.
Back in the day if you couldn't go against the killer or they annoy you, people would just practice vs them until you could, nowadays people just quit instead of trying to better themselves
characters exist they could be stronger they could be weaker they could be viable they could be absolute dog water but you will always get people who will play this certain characters you may or may not like and you just have to deal with it, killers don't like waiting behind survivors sniffing farts yet dead hard still exists and makes you do just that stilll all the these years later, and am I going to quit the game if I hit somebody who uses dead hard on me? NOOOOO, I am goong to roll my eyes and deal with it, hell even use that frustration to elevate my game play.
Strategies, play styles, meta, they have one thing in common and it's all good,
GAMEPLAY
I would rather go up against the subtle hacker who's actually going to do something in my game make me question their gameplay and actually think if they are a hacking or if it's just an odd string of circumstances versus someone who's just going to stand there do nothing or just quit the game. At least there is GAMEPLAY of some capacity
hackers are terrible suck yes but honestly at this point in my opinion and people who just quit suck more because they damage the gameplay more than any subtle hacker do
you can't have gameplay against the person that doesn't exist.
yeah honestly i was willing to be sympathetic until you posted this, having a hard time believing you were truly as non-toxic in your gameplay if this is how you respond to criticism. certainly survivors are mostly to blame for ragequitting, yeah, but unless your gameplay is completely different from this i can only imagine it was a ragequit in reaction to something that was more than merely imagined.
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form glitched out on me and made me think my original response never got posted, so now i'm editing this so the duplicate post doesn't show up. is there a delete button? there should be a delete button. i don't see one, but maybe i just didn't look in the right place
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346843#Comment_3346843
You didn't understand what I meant, blame my poor bad English for sure.
Anyway, the conversation is useless, I leave you to rejoice about the nerfs and how much the killers cry since they are all balanced and perfect, I'm done with the game
not sure why you thought I didn't understand what you meant, I even correctly identified what killer you were trying to discuss. i assume that means you aren't going to take me up on my offer to help you with your Myers gameplay, btw?
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@Blinckx said:
"you still have a good amount of alternatives to Eruption"
Like what ? No, seriously, i'm sure you have more knowledge than me and i don't know those alternatives, can you name me a few ?
"looking how you can improve as killer"
Again, you're for sure more skilled than me, please tell me how i can improve my Mayers/Freddy/Twin/Trapper gameplay, maybe on Decimated Borgo map without using any gen regression perks
"a full potential survivors can stomp most killers to the ground."
I'm sorry i'm confused now, haven't you just said killers are fine and it's just a matter of skill and now "most killers" are going to be stomped against good survivors. So..are killers fine or "most killers sucks" ?
"Balancing wise killer is in a good place."
True, trapper is so in a good place rig..oh wait you meant Blight/Wesker/Spirit are in a good place..is that you meant right ? And for balance you mean exactly what ? They are strong against low level or new players and have no chance against a comp team or even a medium skilled team on almost every map ? Well yes if you mean that yes, killers are balanced.
what other slowdown perks are there?
Pain Res, DMS, CoB, Overcharge, Jolt is surprisingly decent, Pop is still good, you could use Tremors and that also doubles as an info perk, there's also Corrupt, Deadlock which you don't even need to get a down to take advantage of, and that's just off the top of my head
what can i, specifically, do to improve?
That's hard to say, I would need to see a video to know what mistakes you're making. you mentioned struggling with Borgo and Mayers[sic], I'd love to help with that, Myers is one of my mains and I've gotten plenty of 3k's and 4k's with him on Borgo. knowing a map and a killer name really isn't enough to go off of, though.
confusion about "full potential"
"full potential" means the best-of-the-best, skill wise. Certainly you recognize the best survivors are probably going to be able to win against a random sampling of killer players, because that random sampling of killer players is going to be mostly average. The best of the best should usually beat average players - I would hope you would agree that if average players on one side were beating the best players on the other side, there would be a power imbalance there.
couldn't really find anything to respond to in your last point as its mostly just melodrama (to be fair, it's really fun to engage in melodrama and often helps arguments so no criticism there) but hope that clears some points up for you bud. See you in the fog!
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great, can't wait until someone accuses me of nagging but with a slightly different vowel
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@ButterFlee13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346088#Comment_3346088
Yeah, but compare to those two, the skull merchant is like a 9. last year, we got wesker and everyone play him because coat and cool, glasses.
Now we got a low shirt female killer. Oh boy. Gonna be a big one :D
everyone plays wesker because he's mechanically fun, everyone plays huntress because hitting long range hatchets feels super gratifying, everyone plays spirit because phasing on people, popping out and downing them feels super powerful. if the killer doesn't have fun mechanics people won't play them. killers vary a whole lot, unlike survivors, so killers don't treat their characters as a "favorite skin" but as mechanically separate concepts.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345742#Comment_3345742
I see this argument often and while I understand it to a degree, most of the dcs like this will happen before tunneling is even able to officially begin. I'll eat your map offering without tunneling you, the least you can do is make the game somewhat interesting for everyone in the game including me as the killer.
Unless you actually took a swamp offering. Then... we might have some grievances to attend to...
the point is, they were tunneled in previous games, so they want to make a game that's easier for themself.
when the game ends up not being easy, they ragequit, regardless of if they've actually been "tunneled." it's irrational and rude to all other players in the game, yes, but that's the reasoning behind it.
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@barsw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345322#Comment_3345322
they are making it balanced not nerfing
nerfing is just when you reduce the power of something. reducing the power from OP to balanced is still a nerf (in the case of Eruption it's being reduced from OP to nearly useless, but the point remains)
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i'm fairly certain most people who SWF are just playing like they would normally, but they happen to be with a friend. you don't realize it because they don't play like the stereotype of a SWF, they play like a normal solo queue player. i'm not 100% positive this is the case, but based off of the SWFs i've seen it feels like it is
edit: so, to answer the question, I don't judge SWFs because practically speaking that's basically just judging them for having friends, which would be a really weird thing to judge people for. there are certain behaviors that seem to be more common with SWFs, but we should judge people for doing those behaviors as individuals, rather than assuming a connection between those actions and SWF status
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@illNicola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344055#Comment_3344055
But kill rates doesn't mean anything, it would be a problem if kill rate is like 90%. In a match there are 4 survs, so obviously kill rate will be higher than escape rate (in every match at least one surv die, so you know), but Devs doesn't count suicide, rage quit and things like this, they only see "Oh this month's died 7728293939393 survs", they don't see "Oh ok, this month's died 73839292939393 survs, but half of this are suicide on first hook and a 25% is from ragequit" for example. If this are numbers, then, are still wrong numbers. For the next kill rate I would like to see every %, % of suicide and % of ragequit, so we will see if actually kill rate is this high and, if it will go higher after the next patch, is because killer will hard tunnel more and play only strong killers, so they maybe have a chance against good swf.
they remove ragequit from the stats. when someone ragequits, they treat it like that person never joined the game in the first place; if 100 people queue up, 50 are sacrificed, 40 escape and 10 rage quit, they treat it as if 90 people had played, 50 were sacrificed and 40 escaped.
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@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341730#Comment_3341730
it does actually mean if you stun a cloaked wraith you can reset the pallet and drop it on them again lmao
i'm not entirely sure this is true. i think part of the survivor's pallet animation happens after the drop, which means the survivor can't start resetting the pallet until partway through the stun animation, and you won't be able to reset it in time. this is the same reason you can't vault into a pallet stunned killer who has enduring - the stun animation with enduring is 1 second and the vault animation is 0.5 seconds, but because the vault animation starts a second after dropping the pallet the killer can still swing or do a vault grab
again, i'm not 100% sure that's how it works, but based on my own experience and what a couple survivor players who are better than me have said, i'm more sure than not it is true.
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pick up animation is 4 seconds, stun animation is 2 seconds. killer gets 2 seconds to get out of the way of the pallet.
also, the survivor is locked in an animation after pickup for a short time. if the survivor resets in the killer's face, the killer can hit through the pallet fairly consistently, so the survivor would have to trade a health state to do that.
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i think its just broken right now
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Honestly I think if they just reverted it to how it was before the meta shakeup it would be fine - 6% total progress and 16 seconds incapacitated is nothing to scoff at, but it feels more fair.
it was a decent slowdown perk back then, and unfortunately overshadowed by a handful of much stronger ones.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340031#Comment_3340031
I didn't check but other guy said it's normal. I can't believe it really they must hate killers these devs. I play both sides.
all of the boons except for circle of healing are mediocre and map / boon placement dependent, though
-one gives no scratch marks in an AOE, which only really works if there are a bunch of LOS blockers such as an indoor map. it's basically just Lightweight but more situational, and Lightweight is hardly considered strong
-one gives a bonus 2% speed boost, which means the boon needs to be in a loop (so if you're using it for that, other people can't heal with it). It's basically a strictly worse Hope.
-one gives a bonus to self-pickup, which means it's basically useless if the killer doesn't slug. It's a reusable, but more situational Unbreakable.
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There are only 4 boon perks in the game. What probably happened is they had multiple boons, and also someone else had an area-of-effect perk like Prove Thyself, Leader, Vigil, Streetwise, or something else similar.
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it's worth keeping in mind, anything above a 75% winrate is going to have a majority of the matches end by means of hatch. if your kill rate is in that range, you're not balancing around gens, you're not balancing Dead by Daylight. You're balancing hide and go seek tag.
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334893#Comment_3334893
So I play on console. I noticed a few days after the gen changes to 90s patch that because I had "auto sprint" on by default from the options menu, if I held L1 (My sprint button) to get off a gen, the gen would blow up like 90% of the time. So I looked for a solution to stop it cause it was really annoying me at the time, I then realised that if I just pressed Square (the same button to get onto the gen and where your animation is walking off the gen) it would never blow up.
Hope I cleared up any confusion for anyone.
Interesting. that's either a bug or an unfortunate coincidence then, because that's not supposed to be a feature (and I've certainly never noticed anything like that before)
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@MoNosEmpire said:
https://forums.bhvr.com/dead-by-daylight/discussion/363291/skill-checks-when-leaving-gens
To stop the skill check when leaving gens, don't sprint off the gen, just go off it like normal.
what on earth do you mean by this? what is "going off a gen like normal" and how does it differ from "sprinting off the gen"?
do you think that last-second skill checks like, retroactively go back in time and blow up your gen if you press the shift key within a certain time frame of leaving the gen? that's the only thing i can possibly imagine you mean, but I also know you're not saying that because that would be ridiculous. please clarify what you mean
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332986#Comment_3332986
all keys need a buff so that they give at least something throughout the game, and it is best to do so that they can open the chest 1 time without searching. In general, make charges on the keys. add brown for 1 charge, green for 2, yellow for 3, red for 5 and each charge opens a chest - a hatch immediately.
Now you can safely combine key upgrades with the map
that sounds like a great idea, but I want to preserve the aura reading of keys and i'm worried about what having two separate charges would do. the instant unlocking, particularly of hatch, also does seem a bit too good.
Maybe if they allowed you to use a key on a chest the same way you use a toolbox on generators, it used charges the same way aura reading did, and keys had their own unlocking speed bonuses and unlocking speed addons.
Overall though I love the idea and energy.
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@HungrySnek said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332966#Comment_3332966
Ah Yeah. Swf is too strong since years and the solution is to make the solo gameplay as broken?
unironically yes
a good portion of the player base is SWF, so they can't outright ban SWF or else nobody will ever find a match (figuratively. people will find matches but it will take sooooo long)
most SWF are just friends casually hanging out, so they can't penalize SWFs just for queueing together because then matches would get sweatier (SWFs would be forced to sweat just to offset the penalty, rather than playing casually)
if they buff killer to the power where they can deal with SWF without buffing solo queue, then solo queue will disappear and again it will be (figuratively) impossible to find a match (the few matches that do happen will be sweat-fests)
the only way to keep the game balanced is to make solo queue as OP as SWF, and to buff killer to make it able to compete with that level of OP.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329360#Comment_3329360
Because you can't use it at all without addons, and that's pretty dumb
It's like having a killer power that does absolutely nothing until you put addons on it
and that's fair, and a very good reason to rework it - I think that all keys should open the hatch, but do so at different speeds, and notify the killer when the opening action starts. the green key should take something like 10 seconds so there's actually a decent chance of the killer interrupting the action.
see, now we're actually talking about good reworks to underused items that would actually make them more viable. saying "get rid of it because i can't use it right this second :(" blocks that kind of discussion
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332563#Comment_3332563
As stated before. The item does not make sense even when you carry it out of lobby. As it's hands-down THE worst item in the game, you will NEVER EVER equip it right after the game when you looted it. The only exception is when you want to meme, or if your bloodweb bugs out to the point you can't use it (still it will probably take very long time before you start to use broken keys).
How many times did you brought to your game green key? If your argument is real, then the number should represent at least 1% of all of your games. Heck I would say that it still has some value even if it represented 0.1% of your (not just trying what this item does) games
i currently have zero green keys on the survivors I regularly play. this is because I regularly use green keys when I have them, and used them frequently enough where I eventually failed to escape and lost the keys. However, I feel the need to once again remind you that I do think green keys should be buffed, that they need more power. I just think what you're arguing for (removing them from chests) is not the right thing to do, and that the reason you give (they don't give immediate value in the round you find them) is a bit shortsighted
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332194#Comment_3332194
Have you even tried to play with it? You can bring skeleton key with extra duration and blood amber and it will still not really help you. Aura read has delay. You can't do anything while holding them. For these 2 reasons you need to hold it for whole interaction time (baring time you move from one loop to another) or you don't need to use it at all. Even given this any decent killer will not even see the difference.
As said. The item is by far most useless item in game. Not opening the chest if it turns out to be green key is always preferable. Even if you can open the chest without risking anything. The only exception is open-chest challenge (but for this one opening a chest to find it empty would be as valuable). Until the item has any niche usage where it shines (no matter how rare), so long will the item be worse then empty chest by a huge margin.
you can just anticipate when you're going to approach a part of the loop that's mindgameable and pre-activate the key, you only need the occasional flicker to take advantage of it, but that's hardly relevant.
the point is, once again, that you can absolutely still make use of a green key you find in a chest - not in the game you find it, but you can still use it. not being able to use it in the game you find it is not sufficient reason for them to be removed from chests.
looking forward for you to once again respond by saying "but i can't use it in the game i find it :(" ignoring the 9000 times i've already said that's not a good argument
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331579#Comment_3331579
So long as it's the worst item in game (it is, green map with addons is by far better then even green key with blood ember + something) - it's worse then finding empty chest (after the rework you proposed, this would not be true). Even taking into account your argument of "you can use it next game". No you "can't use it next game" if you don't want to troll. As we are talking about THE worst item in the game, you would do better for your team if you brought literally anything else but green key.
As for your toolbox example - still not true. Even brown toolbox has some limited value over key (not a negative value as green key. It has very situational, but positive value). The reason being, a, that opening a chest is generally safer then doing gen b, you can't sabotage hook without toolbox (or saboteur perk) - so even brown toolbox will in some cases provide you with positive value. Green key is exclusively negative value.
but i'm not talking about value over key, i'm talking about value over not having opened the chest in the first place.
yes, some items have a net benefit once you get them from the chest, but you're forgetting that "not opening the chest" is a choice you're allowed to make, and 99.9% of the time, the time saved from choosing to do that is a greater net benefit than whatever you end up getting from the chest. the benefit from opening a chest comes not in the current game, but in the subsequent games where you have the item you looted from the chest - it's an investment across multiple games
the aura reading on keys is underrated. yes, they should buff it because it's not on the same level as some other items, but it's still good. to say it's "trolling" to bring in an item that can help you win every mind game at a jungle gym, give you literal constant vision on one survivor, or help you find/avoid teammates is an extreme exaggeration.
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and I want to clarify - I think green keys should be reworked, I think they should be able to open the hatch at a slower speed, I just think the arguments you are currently presenting for your case are full of inconsistencies and do not work for improving the game
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@Saitamfed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330865#Comment_3330865
Actually... you're talking about a let's suppose. What if I don't escape the trail? Then I'd be forced to be with a key that does nothing at all.
If you don't escape the trial then it wouldn't matter what item you find, because you still don't get to keep it. Unless you brought a white ward, in which case your hypothetical is again redundant.
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330865#Comment_3330865
Ah. So I should only take advantage outside of that game. So no. There's NOT A SINGLE ADVANTAGE that item will give me in that game. None. Zero. Zilch. Nada. Not found. Nonexistent. But there's a real negative the item will give me in that case (namely time spend finding it in chest, possibly picking it up and having one less chest and not getting anything useful)
And you still say it's "ok" to have it in a chest. Are you perhaps exclusively killer main?
Also next game it will give me also 0 advantage, because the item is THE WORST item I could use in the game. So I am bound to equip ANYTHING else but this item. Even when taking addons - even green map on it's own will give you arguably more value. And I also have another surprise for you - bloodweb exists - so I will 100% have some item - and any item giving more advantage then this one - I will not take green key in my next game (and I can't take key from last game + my item I get from bloodweb). So even in this case green key is 100% waste
as fun as it is to laugh at your horribly misdirected and over-the-top ridiculousness, i do implore you to carefully read all of the things i have to say, and to think about all of the things i am saying, because it currently appears you are only writing responses to select parts of my post.
feel free to judge for yourself which i play more of (most of those killer p3's are from the switch over to the new prestige system and were P1 at that time, most of the p1's were just outside of the prestige range at that time, i did not prestige any survivors in order to preserve the multitude of anniversary items I had on them)
as far as the no net value in that game, you're right. Correct. Bingo. Hole in one, aced the test, passed with flying colors. However, if you're judging things by "how useful are they in the round I am currently playing" then you cannot use the Bloodweb as an example, because as I have already said, you can't access the bloodweb and get anything during your current game, so by the standard you yourself laid out, the bloodweb is as useless as a green key in a chest. if we're admitting that we use things from previous games in next games (such as the bloodpoints earned from one match to buy items for another match) then certainly you can admit that "i don't get value in the round i earn it, therefore it shouldn't exist" is a poorly thought out and childishly shortsighted chain of logic.
if you're talking about time wasted, let me give you a little perspective - a chest takes 10 seconds to open, and the item takes 1 second to pick up for a total of 11 seconds. Finding a commodious toolbox, the fastest repair box, saves you 10.7 seconds on a generator, or 13.3 seconds if you happen to be running Streetwise. Even in the best case scenario, you need to dedicate an extra perk slot, get ridiculously lucky, and notice a chest that's literally less than 2 seconds out of the way to a gen in order to just barely break even on your time investment. If I was a tryhard sweaty killer main I would absolutely want the number of boxes out there increased and I'd want green keys removed from chests so survivors like you would waste more time trying to find "useful" items that would actually waste your time.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329360#Comment_3329360
Ok. Tell me any single (intended) use of a green key when you find it in locker. And just to not be smart ass, you are not allowed to equip ace in the hole.
Now tell me ANY situation on ANY map where you get ANY - even marginal benefit from the item in that game. Finding green key in a chest is much worse then finding empty chest - at least in case of empty chest you don't waste time opening it. Any other item provides at least some value - that's true also for brown toolbox or green map. But not green key. Devs should 100% remove the item from game or change it
i already did, so feel free to reread the thread and familiarize yourself with what i said
i am begging on my hands and knees for you to obtain the patience to wait the ten minutes between finding the key in one game and equipping aura reading addons in the next game. you're already playing a game where the most important core mechanic is waiting for a progress bar to fill, certainly you can wait for the next game to come around. the BP you obtain throughout the game are also not usable until after the game finishes; do you think we should remove BP? because I don't
the ultimate irony of this is that I do think that green keys should be reworked, because right now the aura reading provided by keys in general is almost always not powerful enough to justify bringing them. it's just that "i can't use it the second i get it" isn't a valid reason for keys to be removed from the game in general or chests specifically
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@Wowie said:
-healing actions make the killer instantly explode
-healing actions have a 10% chance to permanently ban the killer
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But I don't want Circle of Healing, I want the old Botany Knowledge back.
COH requires you to make a boon, and requires you be in a certain area, and doesn't affect medkit efficiency. Entirely different perk providing an entirely different set of benefits with an entirely different system of limitations.
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can you please explain to me how "an item you can use to enable aura reading" gives you "nothing at all"
i understand the frustration of not finding a purple medkit or a green toolbox and not being able to use it immediately, right that second, but that's still not "nothing at all"
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327259#Comment_3327259
Wait, what? What else should they do, then? Shift + W is not especially fun.
the best counterplay is to use line-of-sight blockers. run to a place where she can't blink straight to you, but has to predict what your next move will be. the more possible moves you can make, the better.
if you run behind a rock that's 15 meters away from her, she needs to predict if you're going to keep running a circle around the rock, or you're going to double back, or just stay there, or run straight away from her using the rock as cover, or run away at an angle, and if you're running away from the rock at an angle if it's left or right. there's half a dozen different options, and she can only cover at most a couple at once.
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i'm not sure what you mean by "50% more popular." 50% as compared to what time? before the meta shake-up patch, DH was being run at 75% frequency in high level games, now it's more like 40%. that seems closer to 50% less popular, rather than 50% more. was there some other time frame you were talking about?
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thats almost certainly someone who just leaves the game running throughout the day in order to artificially inflate their hour count
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run bond
if you're in chase and your teammates are doing gens, use that info to stay away from them. if they're not doing gens, give them a chance to take a hit and help extend the chase
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@mr_Beast_Artist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323631#Comment_3323631
the green key is useless and you need to make sure that the keys are already with improvements. What's the point of having it in the chest if it doesn't give anything at all!!!!!!
It is possible to make it so that all items from the chests initially had one improvement according to the standard
the point of having it in the chest is that you can take items from chests out of the trial, as i already said
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that sounds like a terrible idea. i'd never get to play against nurse because everyone else would block them and i'd never get enough people to fill out a team
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323666#Comment_3323666
- Walk to survivor
- Hold m2
Backrevving complete. Im pretty sure needs to do more than billy and has more input behind her actions in a chase.
She actually has always been perceive as harder to play and stronger than billy. And I've been around when she was introduced.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323451#Comment_3323451
"Shes strong so she needs a nerf" is not an argument I'd choose especially since were currently in the wake of buffing a character because noobs are worse at said characters than good players. Survivors are lucky survivors arent hold to the same standard as killers. Or killers to the same standard as survivors.
I laugh at the thought of the crying survivors if the nurse was buffed because bad players like myself werent performing like alf.
Snark aside, the concept of blink blink attack isnt that hard. Kinda like, throw axe, or shoot gun? Or "walk, uncloak, attack" thats a classic too. Oh how could i forget, "hold M2 walk forward hit 2 people" "hold M2 to shock".... Damn all so complicated co understand.
Now hit a moving target thats not resigned to just ragequit instead.
@Little_Kitten nice explanation, have a vote 🤗
if you wanted to oversimplify nurse's gameplay loop you could say
- hold m2
- release to go to survivor's last known location
- if survivor is there, click m1. else, repeat
and playing nurse would also feel trivial. however, doing that would cut out the mindgames, playing around LOS, etc. integral to playing nurse. similarly, there is more tech to playing billy then simply backrevving, and i'm shocked someone who's played the game as long as you claim to have isn't aware of this.
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@Raptorrotas said:
I wonder why and when survivors started reurgitating the "shes not that hard" nareative?
Shes constantly losing LoS and NEEDS to be good with her blinks. Its not a point and click "teleports right behind you, kid" move but each move has to be calculated.
The only point aknowledge her "not being that hard" is when compared to other killers who have to fight their own specifically so designed clunky mechanics for less output. But thats not a nzrse problem, its pig, nemmy, twins' etc problem.
i mean, she isn't as hard as Billy is, for example. She's hard but certainly not the highest skill ceiling the game
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green key has better aura reading duration than purple key
you can keep items you pick up in chests, i know you often want to use the items you pick up within the same game but you get to keep them after the trial and use them in more trials as well
i think keys in general (and yes, green keys in particular) should be buffed but there are several advantages to green keys
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yeah i Highly recommend doing barebones challenges (no or few perks/addons) for practicing fundamentals, its very challenging but feels rewarding if you only do a few games in a row (3 months sounds pretty rough)
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318606#Comment_3318606
A Killer slugs because he doesn't want a 3 kill. He wants a 4 kill. So he wants to finish the game by going back.
A SWF goes back because he doesn't want a 3 escape. He wants a 4 escape. He wants to finish the game by going back.
Why is it okay for Survivors to not take the full win but bad when Killers do it?
killer can hook the 3rd survivor without slugging and still get the 4k, with the luck factor being if they find the hatch or the 4th survivor before the 4th finds the hatch - "luck" based primarily on player performance with a moderate bit of RNG from hatch placement
survivors can only get a 4 escape in that scenario if they go back or if the hooked survivor manages to kobe. the luck-based option is pure RNG, 4% + whatever luck modifiers anyone brought in
the two situations are hardly comparable.
(also yes I will absolutely abandon someone if I think in the process it will lead to the killer getting more total kills, just like I'll only slug for the 4k if all the remaining survivors show up in one place as killer. as survivor i'd like to see a 4 out but i know i'm not going to get unalived IRL if I don't get one so sometimes the best thing is to just go for the 3 out, just like i know I won't get unalived IRL if I let someone through the exit gate as killer)
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@bunnyfengenthusiast said:
Stop relying on items then.
Not sure what you meant by this comment tbh, I didn't say that I rely on items or that franklins is unfair - I said I don't like going against it but I understand why people use it and agree it has a place in the game.

