supersonic853
supersonic853
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- supersonic853
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Billy and Billy lol. I always thought of him as a balanced killer and still do. The amount of effort to win out from him and the amount of back and forth in chase with him. And the less reliance on m1ing. Makes him very fun for me. I didnt play him much during the overheat days but I still loved em. And I mean I won in the end because it was such a bad choice they completly put it on its head. So my patience was rewarded.
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@LordGlint said:
Kinda hoping they do to killer addons like they are doing to survivor addons. We dont need a killer to have 3 different addons that do the same thing, just by different degrees. I'd rather have 1 "increased range by X amount" and the other 2 to be something else thats ALSO beneficial. This not only helps prevent stacking effects turning something OP, but also just makes sense from a balance perspective. You can't say a power charging 8% faster with a green addon is the ideal balance, while saying its ALSO the ideal balance of it charging 12% faster with a blue addon.
Very much agreed i pushed for this in mine as well. Wraith having 3 shadowdance 3 windstorm 2 swift hunts. Or doctor having his 3 with cooldown,tr adjustment, and shock delay just in different %s is very bad. Its better if the effect is fair enough to be put somehow into the basekit then just make the adjustment addon a lower percentage and make it 1 each. So wraith would have 1 windstorm 1 swift hunt and 1 shadowdance. Then more interesting addons can come in.
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@ThatRyanB said:
While we don't have any to share, add-on passes are certainly considered where appropriate. If there are any Killers you feel would benefit from this (and if so, don't hesitate to let me know why you think this), I'd be more than happy to note this down as feedback for the team!
We listed some of them in post I put over the weekend if you can ever take a look!
@supersonic853 said:
Since we saw this kind of with Pyramid head with them making some parts base kit (range and trail duration and rites of judgement time) and them completely overhauling his addons (amazing pass btw love it outside of 2 that might be busted). I would include Billy but they also added overdrive in place of overheat. What other killers would be good with this type of approach as well? I see commonly Nemi if they made the zombies faster slightly and his mutation rate higher then just gave him a slightly better set. Knight would be good with more transformative addons if call to arms was made mostly base (like it just was on the ptb) but I can have a use for most of his. I think wraith is a pretty big example of this too. All his addons are mostly repeats in different rarity's which makes his set kind of boring so it'd be nice to make kicks faster in cloak and uncloaking slightly faster and just make more interesting ideas. Anyone else?
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@Fuzzycube said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967168#Comment_3967168
Myers I feel is a killer who needs a significant power rework, at least as far his mini-mori ability goes.
I dont know. Some of his addons are already pretty transformative but others like the tombstones just cant really exist in a balanced form. Personally if they make the mori basekit on deathhook like pyramid. And buff his stalk speed and movement speed in stalk. They could make some fun addon ideas similar to pyramid head. "You can now swap back and forth between tier 1 and tier 2. You keep the charge in tier 2 but cannot gain more in tier 1" or "when entering tier 3 everyone within 32 meters screams and reveals their location" i dont think we need to full rework him the pyramid head approach could work.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3967164#Comment_3967164
As someone who quite enjoys Doctor, I think his addons are decent but the shock delay addons are far too powerful in comparison to the others. Not saying they should be nerfed but they completely change how survivors have to play against him if he runs double delay reduction
Oh wasn't saying the addons are bad i think the wraith addons are really good as well. the problem stems from do you need 3 to do the exact same thing when you could just make part of the effect base kit. Lower the addon appropriately so it only fits in one addon maybe for each type of benefit. Then make a entirely new set that's more interesting. If wraith kicked stuff while cloaked faster base. Uncloaked faster base. And moved faster in cloak base. Then they just make the windstorm,Shadowdance,And i forget the last one 1 addon each (So you go from like 9 addons to 3 in total) . Then added a new effect to the existing addons that are opened by that. Same with doctor if they made shock delay a bit faster. Had his Tr be bigger when blast is active. And Reduced the cooldown a bit. Then made more interesting addons like "the doctor illusions now run at survivors and if they hit them they scream" or something.
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@Brokenbones said:
Nemesis BADLY needs a Pyramid Head style addon pass/rework
They changed his addons to try and make marvin's blood and the coin less appealing… And now it's marvin's blood and licker's tongue instead.
The zombie addons are all almost terrible and a waste. Zombies moving slower is actually more beneficial because it takes survivors longer to lead them away/lead them to pallets etc. The tentacle is the main part of nemesis and the zombies are just an RNG aspect that can either do nothing or stall survivors quite well.
After posting this i thought of doctor as well. he has the same repeated 3 addon style a lot of old killers had. "These 3 addons make TR bigger/Smaller. These 3 addons reduce shock delay. These 3 addons reduce cooldown" lol. its such a snooze. Him and wraith have that same problem i feel.
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They literally did the opposite of what they intended to do. If you wanna punish double teams that was already tried and failed by the decay increase. Now they cant do anything on their own because of how fast the scabbard spawns,the fact fakes are still a thing, and they slow. So theres no real use to use them for anything else. So what are the people that stuck to game delay or stalling with the guards gonna do? Go to pincering because its the only thing the guards can do now. Like I dont know what they want knight to do. Punish pincering. But also make it so easy to end the hunt the moment it begins if the knight leaves the guard on the survivor.
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I like the idea that it extends undetectable effects by like 5 seconds or something. On addons or perks that give undetectable that can add up. Springtrap for instance gets undetectable from his power and 5 seconds from the addon. Pinhead has a addon to gain undetectable for 40 seconds. Alien for 30. Hell i think even nurse has a undetectable addon of like 40 seconds.
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I thought this got reworked already gdamn. People were defending the heavy gutting saying "they will change it the moment they get off vaca" (this was around new years) we got anything now? Lol
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@ARTRA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956128#Comment_3956128
I can see what you mean, but i can also understand players.
This addon is strong we nerf it, ok, this other addon is bad lets make it a little less bad. Not worth.
I really think it would help if bad/useless addons become decent to compensate. I would say quite a few players see this as good addons will be nerfed, really bad addons are always going to be bad. Bad in one hand and bad in the other.
Like this nemi addon that is just beyond bad.
Or if help wanted in addition to be a "learning addon" also make axe aura 15% bigger or something like that.
If killer had no ""bad addons"" (i dont mean OP just not awfull) it would hurt less (Not just STrap in this case)
(Just a few examples)
https://us.v-cdn.net/6030815/uploads/3B4UABE1K1CX/imagen.png
Surprised you didnt go with pyramid heads entire existance lol
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3956119#Comment_3956119
just to correct some misinformation there - whilst data on addons tells us what is preferred there's a bit more to it than "it's used a lot therefore needs a nerf" you have to take into consideration the kill rate with that addon used, and compare it to other addons used with it. What we're seeing with this particular addon is that it increased kill rates by a pretty high percentage, more than 6% which does show that there's likely some issue with it. So whilst you might feel the effect is mediocre, the reality is that something is more problematic than it appears at first glance.
So i take it a double range addon nerf for pyramid head is in order? Because I mean i see those addons used a lot because the others aren't the best so.
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They are really destroying the "addon variety and transformative nature" everyone talked up on the ptb. Now most of his addons are gonna be mid. (Wonder how often that happens) i can agree guitar strings because the addon is just straight busted but badge and streamers? Not really.
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Healing will always be a slippery slope because of the scares it gave in the past. Now they are moreso pushing into altruistic healing being buffed a lot. The only exceptions being resurgence and botany with medkit you can heal yourself in seconds. Healing is another source of pressure for the killer so even 1 "we'll make it" cutting all healing off hooks in half can add up quickly. I don't think we've gotten to a "this is blatantly busted" yet since it still takes 2 slots to get any of these results. Just about being careful with it.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952382#Comment_3952382
The last time they released stats they actually differentiated between regular MMR and high MMR. So I think going forward we will see this more often.
What you say are also only assumptions. Yes, it would make sense that only people link their account to nightlight who are more invested in the community. But this does not mean that people invested are more likely to do it. E.g. my SWF-Mate and myself we have over 10k hours and over 7k hours and we both are not doing anything with nightlight. And I would say we are very invested into the game.
And well, we dont know who uploads games on nightlight, at least we dont know their MMR. And the uploaders themselves also dont know it.
Although humoring the thought experiment a second if you dont mind. Say in a world where this is 100% accurate (its most likely not). Like I asked in the post what would you attribute such a major difference to? Perk buffs? Maybe survivors are naturally more optimal in games (has happened before). Less timesinks so more time on gens (either hexs not forcing people to go hunting or healing not taking as long). Or survivors less likely to throw and drag their entire team down with them to give the killer a 4k? Or a combination of 2 or more.
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@Aven_Fallen said:
nightlight-stats have always been lower than the official Killrates. It was only a matter of time if someone posted them here.
I wait for official Killrates.
Fair I have never frequented them and it came with my anecdotal evidence (which obviously swayed my own natural opinion) that the games do seem to be harder than before and I am not pressuring as easily as I used to. Feels like a combination of survivors not giving up at every little thing and them having less natural timesinks with stuff like the healing perk buffs. Because ultimately 12 seconds healing a teammate vs like 4 with 2 heal perks. And even as survivor it feels like the matches are more pressuring since I dont have to worry about someone going next and causing the rest of us to die.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951044#Comment_3951044
Your 20% faster than Huntress while aiming I assume? 3.08m/s vs 3.68m/s.
Still slower than the survivor base speed 4.0m/s but can't throw as far. The slower speed of the Huntress is probably do to the projectile distance (nearly map wide) and the speed (40m/s). Springtrap can only throw 16m at 30m/s.
Yeah both when holding the axe. Hes obviously not faster than her walking lol.
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@Mr_K said:
All the distinct things are kinda not worth going for because optimal and generic&boring play is just this much more consistent
Without having to watch the video. What are we taking about with this bullet point?
Going for stuff like orbitals or the jumpscare grabs or stealth ambushing isnt as consistent then remembering "hey im 20% faster than huntress just holding my axe. Let me just chase down a survivor with it out and they either get hit or lose enough distance for a m1"
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950896#Comment_3950896
How would that work with the survivor 3rd person camera? Will it be like ghost face reveal whete both sides question it at times?
He could just be a part of the power instead of the killer itself as well. Kate was big in slender the arrival. So making them a usual killer who crawls similar to chucky with 3rd person and a leap maybe. And slender might come in as a part of a hallucination or mori. Slender wouldnt chase on his own if he didnt have to. Thats why he has the proxys.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949164#Comment_3949164
Ah yes, they spawn 4 Hatches then! /s
The individual Survivor can only use 1 Offering. And I dont really think that Hatch Offerings are only used by SWFs.
I personally liked it for the race nature of it. You see the offering and the 3rd survivor makes sure to die as far away as possible (since they used to be able to see it too since it wasn't secret so it was better for solo) then the killer tries to get there before it spawns. Now you can have 1 survivor bring the offering and neither the other survivors or the killer know what it is. So your solo que teammate could just die. Meanwhile in the swf end. "Brought the offering its at the shack". I thought the point was to push away from encouraging swf play over solos? And in the other end we are talking about a free escape or death here. Killer brings it and waits at shack to instant shut it so the survivor dies. Survivor brings it to shack waits at it and guarantees escape. Its just not healthy imo for current dbd. It encourages communication while punishing not having it and throws something supposed to be rng to a guarantee.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943546#Comment_3943546
I mean… Yes? The Devs dont just do things because one side complains or not. Otherwise we would have had a lot of Survivor-Perks nerfed into the Ground and a lot of Killer Perks nerfed into the Ground as well (plus a lot of Killers). The Devs act if they think they need to act. This might align with what people are asking for or not.
But for some reason on this Forum, people act as if it is enough to have three Survivors complain about something to get it nerfed.
To be fair. The alien rework originally as well. To have everyone say "aliens too weak currently" to then try to nerf them again to the point like they had no power. To then realize how bad their mistake was a buff tf out of them for live release. I wouldnt say all changes are the best.
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That noise has been a thing for a while. It normally happens when you stand still while undetectable for like 10 seconds and then move. I dont know if its supposed to be some insidious scare thing or a audio warning since theres no footsteps or something. I dont think they've ever explained it. If they have im all ears to know why its a thing too. But its not exclusive to ghostface.
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@Jacknalls_Paw said:
Out of all the buffs he's going to receive , you are obviously focusing on the only needed nerf.
Vecna is not weak and not is not a bad state, and it will certainly not be this adjustment that will plunge him into a F tier.I think the main problem is no matter how strong fly is vecna has been fairly overshadowed by dracula releasing right after. Who has basically their own fly with no cooldown and much faster swing after coming out of it. We will see if these buffs push vecna far enough in another direction that dracula isnt just seen as "better vecna"
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912752#Comment_3912752
Honestly you can just sit in the main doorway next the downstairs Generator. Survivors cannot physically access the upstairs Generators without being hit or bodyblocked, and Survivors downstairs are close enough to just swing at.
Also keep in mind that there are two Dull Totem spawn locations within that house (downstairs in the kitchen, upstairs in the "matress" room), so if you get lucky enough to have Hex: Ruin spawn there, you can bypass the 8-Regression Limit.
The more you think about this whole Gen Spread, the worse and funnier it gets.
Get a box in there and you have chainhunts lol
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Good riddance really. I've said this for years. The whole "faster than killer" build was not healthy because it was never gonna do anything against top tier vs low tier killers. Same as hindered slowing you to the point you can't basically move at all. It's better to choose 1 to apply to you so people can tell what's happening and it doesn't have insane impact on the match overall.
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Finally on the haste/hindered change. Haste has always been a slippery slope. A survivor should not be as fast as a killer same as a killer should not be so fast there's nothing you can reasonable do. Hindered being pretty much the same.
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@tjt85 said:
I've been using a similar build, but with Fire Up and Forever Entwined instead of Spirit Fury and Bamboozle. Sometimes I swap out Surge for Brutal Strength and use the Fuming Mix-Tape instead of Iri Button for gen regression. I personally don't think they're that much stronger to be honest, but they are certainly much more fun. I loved playing them before the buffs of course, but this takes the fun to the next level and that's the important thing to me, really.
That said, I'm sad to see they've finally fixed Fire Up so that it no longer increases vault speed in Frenzy (what the Entity giveth, the Entity taketh away…). All I need now is an add-on that increases vault speed and I'll be the happiest Legion main.
Ye I made sure to not emphasize their strength because even when I felt I could do more overall the survivors got probably the same result they would have even pre buff. But I did feel like I had much more options and interactivity between me and them. Which is definitely a highlight. I personally like endfury and button because it's fun running straight first into a pallet. Getting stunned. Then leaping over it for a break. Combined with the faster catch up stun you can find a survivor out positioned quickly. Same scenario with a safe window like shack. They jump it. I enter power. I jump over the vault blocking it with bamboozle and stun myself on them. They are more pressured to get away now.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901326#Comment_3901326
Nah, I just like the Perk Icon. :) And I am not even sure if I would call Nea my Main nowadays, at least not when it comes to playtime. Since I brought her to P100 I did play her a lot less, simply because it feels like I have "finished" her. Even tho she clearly has the most stuff of all my Survivors with several thousands of Items and Offerings.
And for Killer, it is Billy for years. Way before Overheat was a thing and even during Overheat, even tho this was a love-hate-relationship (not because of Overheat tho, I was fine playing with it. I obviously like the current state of Billy way more).
And most popular forum member… eh, I doubt it. I like to do a lot of yapping, but thats about it, lol.
You and Pulsar stick out for me because though we haven't always agreed in the past, all the discussions are respectful and both of you have been on this forum longer than I have. It's hard to find as many vets nowadays that haven't fallen to the ban system or just leaving lol. Also the old Billy discussions throughout the years since I never liked Overheat either and made my position very clear on its removal so it's nice it's finally gone.
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first main: Meg and Billy
current main: Feng And Billy
fav map: Haddonfield
fav perk: Shadowborn originally, Now Survelliance.
fav item: Med-kit
fav chapter: DND
how many p100s?: 2: Billy and Feng
hours: 8000
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@Jakie549 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899455#Comment_3899455
Are you not getting tired of bullshit stories from random strangers on the internet? Then you're more of a sociopath than that guy.
I'm sorry you feel that way. I've only been on the forums since 2018 with these posts. It's usual for people to come in and vent their feelings in the general discussions. Especially when they forewarn you by putting "long" in the title. it feels wrong to just instantly invalidate it by putting TLDR in the description. If your tired of it. Don't pay it any mind. Otherwise let people have their engagement. And read the title I guess? Have a good day. Here's a fox.
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@Jakie549 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899451#Comment_3899451
Right. This post has a lot of effort with the title "After being bled out". It's just another crybaby. How many more do people have to repeat themselves on every social media about the same boring bs?
They don't deserve respect. Respect is to be earned.
I'm sorry has respect just been abandoned last i checked? "Sorry you experienced this in your game. There are steps being addressed to improve this. If you aren't having fun in the meantime there are other games to try. Have a good day"
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@Jakie549 said:
tl;dr lol
TLDR: Dont join a convo just to say TLDR. Your disrespecting people the effort to put stuff together by refusing to even take 2 minutes to read it. How did people get through school reading? Seems like the general consensus is "if somethings not less than 2 sentences I'm not reading it"
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Inb4 comment "wow another survivor nerf" like this wasn't unintended before lol.
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@ThatRyanB said:
This is a fun suggestion! I'll be sure to pass it along to the team.
Thanks I really appreciate it!
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892065#Comment_3892065
So my understanding of the PTB with coding and dealing with multiple consoles is that its just easier on Steam because of built in support. They can work on the PTB relatively close to the release date, while things that go out to all the systems need to get finished a while before they get released so that the various companies can run them through quality assurance.
Thus I think it might take more development time than the current format. How much? I have no way to know, but I don't think it would be worth it.
I feel like it would also potentially crowd their schedule. Between events, modifiers (of which I hope we get more variations of), and PTBs for new chapters/characters, might be hard to squeeze in a modifier for testing things out.
Conceptually, I don't have really any problem with the idea, it falls into the 'not thrilled, could be neat' category, but without knowing how many dev resources it would eat can't really say if it would be worth the time investment.
Yeah idk the whole thing for it. Ik overwatch was able to have both modes and we know dbd the modifiers can have a seperate balance so.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892020#Comment_3892020
To be honest, I had a reply typed up, but then I wasn't exactly sure what you were talking about as I'm not familiar with the Overwatch example and I realized my reply might be misconstruing what you were saying.
What exactly are you envisoning?
So overwatch had a mode seperate from the main gamemode called experimental. It basically had all the balance changes they wanted to test on it. So people could go try the balance changes on all platforms and give feedback. If the feedback is good. It gets pushed to the main gamemode. Dbd has modifiers kinda similar to that with their own balance. So why not try balance updates with a modifier then push it to main? So we don't need to do all this ptb balance stuff that basically kicks console to the curb? Obviously some stuff would still have to be ptb like new full characters but I think a balance patch would be fine.
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Damn this died lol. Busy day though so makes sense.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891749#Comment_3891749
Giving up in a match is the entire point of this thread, lol. As you so elegantly put it, no matter WHAT killer or perks are used, your gonna piss off SOMEONE, which just makes me go back to what I said. Go next prevention can't get here soon enough.
Agreed. 50/50 on killer and survivor. They ridiculous claims I've seen for giving up. "Don't like this perk, don't like this addon, don't like being found first, don't like this map (they brought the map offering) don't like my teammates". It's a guarantee at this point. So seeing them actually doing something for this is good.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886609#Comment_3886609
What do you mean they must agree to surrender? Like a vote? If the survivor is slugged and they have the option to "surrender", then the killer is encouraged to slug more because the survivors have a "easy way out" of the match if they want to
And i quote:
Surrender StateThe team has been working on a Surrender feature, which should limit player frustration on both sides. To get it right, we first needed to identify the situations where its use would be most appropriate, leading us to two scenarios:
- All remaining Survivors have been slugged (Survivor)
- All remaining Survivors are bots (Killer)
Once these instances occur, players will be able to use the Surrender option, ending the Trial while retaining the Bloodpoints they’ve earned and escaping the Disconnect Penalty
So eitherway the killers probably going for a 4 slug to win anyway because like others have said and pointed out that's the easiest way to win with no unbreakable. This just means…you win the exact same as current slugging everyone? Because they wouldn't choose to surrender if one of the survivors have unbreakable. So before this. Everyone's slugged with no way to get up and killer wins via bleed out. And after this. Survivors surrender and bleed out because they have no way to get up and and killer wins...huh…what is that?
(Infact the only thing that's getting buffed is people's time so they don't have to sit on the floor for up to 4 minutes)
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It what way is this a buff? The survivors must agree to surrender. In which they wouldn't if unbreakable or other perks are still in play. This just skips the 4 minute bm power trip some killers have with it leaving people on the ground for a game that's already effectively over. Like I'd understand more if you said "it doesn't solve the problem" which is true. But it does speed up the floor time for a match already over of the survivors choice. Which killers would just leave everyone on the floor until they died to BM. So not really a buff in any regard.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886556#Comment_3886556
Do you have fun when you destroy a team at 5 gens with no looping, just holding w?
Serious question
Ironically I never do. Most of my games that are landslide victories are exactly what this feature is supposed to fix. I down a survivor. They go next on hook. And now the other 3 die because at the first down one person decided they didn't wanna play anymore. Same thing happens for me all the time on survivor. We have 3 people on gens. One person gets downed first. They purposefully die on hook. We all die. Is that fun that one person can decide to troll everyone with no consequence? Also serious question. They signed up for this game. They know what they are gonna face in it. It's a game with a pretty predictable loop. Your gonna be downed eventually. Whether it's first or 4th.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886538#Comment_3886538
This speaks volume about the game design, not what the player is doing
Okay, is this a asymmetrical horror game where you play a killer? Or tag on the recess field?
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886494#Comment_3886494
They don't know you don't have perks or add-ons
Pretty sure this only happens if you down them at the very beginning of the match, with gens still untouched most of the time
Since the game allows you to go immediately back to the hook after they are saved, with no penalty, they know they can be sent back to the hook in seconds
They don't feel like playing a game like this, or better saying, "not" playing the game at all
And then they want to die
Simple
EDIT: oh, and how can I forget, imagine if the map is Lampkin Lane or Thompson House, or Forgotten Ruins
So don't down someone with no gens done, don't nerf yourself to no perks or addons because the survivors will act like you have them anyway. Dont hook because survivors will assume you'll eventually go back. Don't play trapper on haddonfield,coldwind, or borgo. Did I miss anything?
Edit: Oh yeah and don't slug. So better yet don't down anyone until all gens are done and just walk away so they can leave. Peak gameplay.
Even as a pure 50/50 player this is annoying.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886044#Comment_3886044
This is never the correct move for a developer. It's arrogance. If you have a problem with players not wanting to complete matches, you have to actually address those problems. Punishing them will only cause the player counts to hemorrhage. I have seen this countless times with MMOs since the 90s. It's always the beginning of the end when the developers says "The game isn't the problem, it's the players." I hope I'm wrong here.
I smacked a survivor. With trapper, no perks or addons, No traps at all. And they died on hook. Tf BHVR supposed to do here?
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885710#Comment_3885710
Great opinion, I will still share my thoughts
Great good opinon*
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3880673#Comment_3880673
Resurgence? Really?
These are all post hoc excuses for this behavior, and, surprised Pikachu, it all seems to point to "buff killer" or "nerf survivor".
The idea of "buff me or I'll keep making people's games miserable" is bully mentality. And while I'll freely admit that not everyone who slugs is doing it out of spite, there absolutely is a group who does it for exactly that reason.
We had similar problems with 3 genning, and even double locker saves. And, rightly so, the solutions the devs implemented were base kit mechanics that outright prevented the excessive use of those cough "strategies". Not "buff them". The same kind of thing should be coming, though what it looks like I don't know yet.
The main thing i agree with the video on is the fact they "nerf pop goes the weasel because getting a hook and kicking a gen is easy" not on all the killers. Who need it far more. And that anti tunnel perks are not meant to be a shield for your team. Everyone gets those games. A survivor gets unhooked and just waves OTR DS and Flashbang and others in your face when they aren't supposed to. These perks step in to give you a fighting chance against a true tunnel. Not go out of your way to be a annoyance to the killer who's actually playing fair. Whether they make the perks deactivate if you take a protection hit or when the killer hooks another survivor is good enough for me. Means the people trying to use them as a shield cannot do it anymore. I don't slug even with these problems running around because I do think slugging needs addressed (though they do jump to the first death hook in my mind since eventually when it gets to their death hook and I know the perks aren't active anymore, they are dying) But both could be addressed since both are problems.
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@TheArbiter said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3877526#Comment_3877526
What i can tell from my few matches is, if they don't use the clocks he is incredibly oppressive and getting 4ks is easy. If they coordinate and use all the clocks on the maps he is literally just an M1 killer again. Basically the problem is he is gonna be a noob stomper but then fall apart against good survivors
I'm mostly sad they removed the insidious dream pallets. They were good against both ends of survivors. Because outside of a 4man you don't know what all pallets have been used. Now noone goes in the pallets range because they know. Which makes the power mostly useless especially with the clocks.
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@TheArbiter said:
I think the main problem right now is the clocks are way too strong now that you can go to any clock on the map
Yeah everyone's always awake so my power feels like it's never doing anything. Then if I down them they wake up anyway so I have to move onto the next person. Feels like how old singularity was for me but at least old singularity had some tracking and catch up.
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@UndeddJester said:
Just to bring up the obvious counterpoint...
Isn't it only within a certain range though? By the time you're in range to see that it's a fake pallet, you've already committed to this tile and are unlikely to make it to another one?
I mean personally I don't see the harm in the pallets changing colour only once they've been triggered to be ruptured, but this is still the first thought that comes to my mind... if you didn't know it was a dream pallet before, by the time you get close enough to realise it's a dream pallet, it's too late to go anywhere else, and you can't throw a rupturing pallet now...
Or am I wrong? (I can't play the PTB, so I can only follow others traffic/content and query like this)
not very sure ill have to see when it releases i guess. If its from any range you can see it survivors will just never go to those loops or drop it when freddys not on them. Heres hoping thats not the case lol. The patch notes don't elaborate either. just "improved visibility on dream pallets"
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Still hate they are doing this even with all the feedback.

