terumisan
terumisan
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041344#Comment_4041344
Wow, calm down lol. This is a discussion. Please keep it as such. Going to try and take this bit by bit.
but survivors constantly ask for killer nerfs
I'd ask you to tell me which nerfs survivors were asking for that you believe are not warrented, not fair, or otherwise silly. You are talking about a topic in a very broad manner, and I'd like to hone in a bit to be more specific about what we're talking about.
But I do not refute this point. Survivors do, in fact, ask for killer nerfs.
and killers getting nerfs after launch
Yes. Often times, killers are released over tuned, buggy, etc. I'm sure you're aware of this, so I'm not sure why you're trying to use it as a point.
Also, Fog vials? I didn't want to do comparisons, but come on… even killers think the fog vial back to back nerfs were ridiculous.
and want the upper killers to be brought down to b tier or lower
It's a general consensus that a few killers, namely the S tier, are too stronk. Generally. I disagree, but its the general consensus. So I want to make sure you're speaking about this in good faith. Are you really trying to say killers should be brought up to S tier? Bringing someone like Trapper to A tier would be a ridiculously difficult task, I'd wager. Bringing him to S? I dunno… B tier sounds pretty good. Strong, but not too strong. A few killers above this line, a few below, and its a great roster, no?
but survivors are constantly asking for solo to be buffed to swf levels knowing full well that swf benefit from whatever buffs that solo gets swf also benefits so all that happens is killer gets weaker by consequence
Ah. this one. Yes, let's discuss. Survivors want solo'Q to not be a misery fest. Some don't experience this. You'll see them here and there on the forum saying as much. Good for them. :)
Buffing it to swf levels? The heck you talking about? Its pretty much impossible. Comms are what make SWF a threat, nothing else. Individual skill helps, but its the comms and coordination that make them the end game boss for the MMR climb.
'So all that happens is killer gets weaker by consequence.' Nothing a SWF gets from a solo'Q buff will be better than having comms, unless its something stupid like making gens faster, something directly game play numbers related. Basekit unbreakable? The unhook endurance changes? None of it even compares to having comms.
And saying "swf also benefits so all that happens is killer gets weaker' is also a bit off the mark. If it did hit killers in this way, it would be 1% of the top 3%, maybe. Not worth snuffing out solo'Q imo. Thoughts?
these 2 points need to be addressed because their related in my eyes
>I'd ask you to tell me which nerfs survivors were asking for that you believe are not warrented, not fair, or otherwise silly. You are talking about a topic in a very broad manner, and I'd like to hone in a bit to be more specific about what we're talking about.
>Yes. Often times, killers are released over tuned, buggy, etc. I'm sure you're aware of this, so I'm not sure why you're trying to use it as a point.
it's true besides springtrap since he was mostly fine in terms of bugs compared to ptb springtrap killers are released stronger than nerfed the problem i have is that imo killers should be this strong by default since this game is a 4v1 at the end of the day and survivors working together along with their strong perks warrant this amount of strength but this is a dev balance issue in the first place because for some reason when they buff a killer they also nerf them for some reason
>Also, Fog vials? I didn't want to do comparisons, but come on… even killers think the fog vial back to back nerfs were ridiculous.
nah fog vials were ridiculously broken, remember the devs said they wanted an item to rival medkits and toolboxes and created that incredibly busted thing which tells you how strong medkits and toolboxes are
>It's a general consensus that a few killers, namely the S tier, are too stronk. Generally. I disagree, but its the general consensus. So I want to make sure you're speaking about this in good faith. Are you really trying to say killers should be brought up to S tier? Bringing someone like Trapper to A tier would be a ridiculously difficult task, I'd wager. Bringing him to S? I dunno… B tier sounds pretty good. Strong, but not too strong. A few killers above this line, a few below, and its a great roster, no?
the reason i am against nerfing s tiers and making the top a is because it's not going to change anything in terms of "tiers" since survivors will still complain unless they can dunk on killers on average and it'll just shift from blight nurse (ghoul isn't s tier but for the sake of this hypothetical he gets hit with the nerf bat too) to dracula vecna spirit?(unsure) twins(not bugged who is s tier when not bugged) hound master and then survivors will keep asking for nerfs till everyone is down to skull merchant tier and it would be better to just buff up the low tiers so killer variety can happen outside the die hard trapper, pig ghostface, skull merchant mains
>Ah. this one. Yes, let's discuss. Survivors want solo'Q to not be a misery fest. Some don't experience this. You'll see them here and there on the forum saying as much. Good for them. :)
Buffing it to swf levels? The heck you talking about? Its pretty much impossible. Comms are what make SWF a threat, nothing else. Individual skill helps, but its the comms and coordination that make them the end game boss for the MMR climb.
soloq is a misery fest because teammates are bad and survivors can't read a hud to save their lives the majority of the time as a guy who plays mainly solo my frustration comes from survivors not doing gens and not reading the hud since more often than not the moment one guy goes down everyone throws instead of reading the hud (which gives a ridiculous amount of information in itself compared to the past) and doing gens they just stop what their doing and everyone goes for the save
>'So all that happens is killer gets weaker by consequence.' Nothing a SWF gets from a solo'Q buff will be better than having comms, unless its something stupid like making gens faster, something directly game play numbers related. Basekit unbreakable? The unhook endurance changes? None of it even compares to having comms.
basekit unbreakable anti campand anti tunnel changes make it impossible for killers to punish good survivors and swf impossible and high mmr unplayable why do you think they tried it twice and both times it was rejected?
also an overall topic that is related to this in general is survivor vs killer terms of perks since survivor perk meta hasn't really changed for years often getting buffs or maybe slight nerfs but killer perks get destroyed when pickrate or survivors start complaining
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@SiegSprite said:
- Update/rework on certain maps/realms
I find that Nostromo and Toba are very problematic for killer as it's way too easy to hide or find a strong tile as survivor. Also, Undead Refuge (TWD map) is the complete opposite; way too small and barely any safe tiles. I'd like to see these adjusted to be a bit more fair for both sides.
2. New objectives
I think the game would benefit from having something to do other than generators, just to keep it feeling fresh each trial. It doesn't have to be anything drastically different, but even something like the Blood Pumps/Cans from the Blood Moon event would be nice. One game you could repair generators, another you could assemble a car Friday the 13th style, another you could have something like the Blood Pumps, etc. Sitting on a generator and hitting skill checks is not very exciting nor engaging. I know BHVR mentioned it on a survey at some point, so hopefully this will be implemented. I don't want it to be a limited time mode, though. The main issue with this is that there are so many perks relating to generators, so there would have to be a way to universalize those perks to effect each of the different new objectives, so I'd imagine that's why BHVR has just stuck with the generators all this time.
3. Bloodweb updates
Something needs to be done about the offerings available in the Bloodweb. Mostly on survivor. There is so much garbage polluting the Bloodweb that at this point I get 1-2 Bloody Party Streamers per prestige. I don't care about thickening the fog or increasing luck or even sending myself to a specific realm. I just want Bloodpoints. The Bloodweb feels like a very dated system in my opinion, I liked the class system they had in 2v8. But at this point I doubt they would change much about the Bloodweb. I also dislike having to keep leveling up characters I have at prestige 100 just so I don't run out of add-ons and offerings. Maybe there should be devotion levels on characters or something to show how many prestiges past 100 you've put into them.
Those are the big ones for me. I'd also like to see the anti-camp meter be a little more aggressive than it is now, killers should be discouraged from camping more than tunneling since it honestly hurts both the survivors and the killer and just makes the game completely unbearable. I know BHVR just tweaked it, but I'd push it a bit further. I'd also love an update on how MMR works, or some sort of ranking system. A graphics update would be really nice too. Lastly, they should do a Supernatural collab (Sam and Dean - Survivor), Lollipop Chainsaw collab (Juliet Starling - Survivor) and Jojo's collab (DIO - Killer).
the blood cans and gens would've been fine if killer powers affected it
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@pickle4juice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041465#Comment_4041465
The idea was your aura is revealed by both noise and your actual aura, and couldn't be canceled out.
like a scream? people would run calm spirit but even then people would just eat that cost at the very start of the match or if a killer isbin a chase across the map since the effect is way better than the cost
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@Amanova said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041536#Comment_4041536
Sorry, but if you think she is hard to play, you're not trying good enough. It's just an easy m2 with broken hitboxes, a 3rd person camera, and a 4.8 speed.
her head mode sucks since how her attack works when someone vaults more often than not you'll miss because of how the attack works you'd probably miss it more times than not and infection is dogwater since it goes away due to hooks and the abundance of mushrooms, you're better off using m1 in most situations instead of head mode
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@Amanova said:
I'm as an epic games player forced to play as a solo with them since off cross there are not enough epic games users, they are so bad that matches end at 4-5 matches even against mediocre killerss
i thought you can turn off crossplay in the settings
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041486#Comment_4041486
why the downvotes? He’s right you know
She’s incredibly weak in aspects in head form she’s completely useless at certain loops and her nerf to her wind up and collision really hurt her strength
Keeping people infected is also tough cause of hooks and mushrooms she’s simply in a weird state where she feels incredibly weak yet people still think she’s strong
as a person who's been playing her a lot i try to use her head for mobility primarily but in loops is rough
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041294#Comment_4041294
Because SWF comes in a lot of shapes and sizes and blanket nerfs don't make sense. There are far more people partying up for the sake of fun and socializing than there are psycho cordinated teams with clock callouts. The game would make no distinction between extremes, like those psycho teams and two people who added each other in-game from different platforms and have never been on comms. All this would do is make SWF players just as miserable as many soloqers. Communal misery is not a solution. Lifting soloq up is.
You saying "survivors constantly ask for killer buffs" is super biased. I play both. There are killers I absolutely want nerfed, and others I want buffed. Everyone should be an A-C killer. There should be nothing above or below that.
lifting soloq just makes killer in general weaker btw across the board this game breaks and is made way sweatier with swf since voice communication supplements perks like kindred bond aftercare ect and boost efficiency it doesn't help that survivors caused this sweaty meta in the first place by calling for gen regression to get gutted over the years and the 8 kick limit being implemented leading to less variety since survivors in general see this as a 1v1 x 4 instead of a 4v1 but when gen regression and the 8 kick limit get implemented and don't make distinctions between killers (it shouldn't it leads to more complicated and worse balance down the line since the devs can dumpster a killer at any time) but lifting soloq is a bad thing since swf also benefits through these passive buffs to bring up solo a good nerf would be an action speed debuff that increases the more members are in a swf
i also play both sides btw and i mainly play solo the problem with solo is incompetent teammates
but to your point of >everyone should be an A-C killer i personally believe dracula/kaneki/vecna should be the floor for strength so there is more variety than nerfing everyone to skull merchant tier since with your A-C killer list the a tier will be the new s tier and people will demand nerfs till their B-C and killer will be more misrable as a result
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@pickle4juice said:
I had an idea for a survivor perk. The idea is this: activate ability, whenever activated, your aura is revealed to the killer for the next ten seconds, if you manage to last 25/20/15 seconds without entering a locker or chase during this time, gain indefinite noise reduction and no scratch marks, and if your hit while injured, you go in deep wound. this can only be used once per trail, and the effect will cease whenever hooked. if you are caught within the time you need to remain unseen or enter a locker, you gain broken and hindered and oblivious until downed
that's a broken meta perk and also people would run distortion/shadowstep to get rid of tbe aura reveal
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041294#Comment_4041294
I think bringing things down via nerfing just sucks as an answer to anything 'established.' A newly released killer/perks on both sides should not remain overtuned after release. Those outliers don't apply imo.
The idea of nerfing things to bring them down to other comparable things is strange to me. Why do that when everyone who plays the game will feel bad about things getting nerfed? Why not bring the lower things up?
Players dislike their things getting nerfed. Players like their things getting buffed. I would wager that, despite all the disagreements around here, everyone does kind of want the game to be great for everyone.
But nerfing things only brings bad feels and thats not exactly what a game is supposed to do. So buff the low things to bring them up, not bring them down.
That's my view anyway. Thoughts? Ty! :)
but survivors constantly ask for killer nerfs and killers getting nerfs after launch and want the upper killers to be brought down to b tier or lower but survivorsare constantly asking for solo to be buffed to swf levels knowing full well that swf benefit from whatever buffs that solo gets swf also benefits so all that happens is killer gets weaker by consequence
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@Terror_Misu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041029#Comment_4041029
Because its a terrible idea.
why?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040980#Comment_4040980
Many people have some "aurarevealphobia" but they dont understand only killer who is busted with seeing survivors aura is nurse because she can go through floors and walls to you and hit you out of nowhere but other killers only get info but their powers dont snipe you through walls excep pyramidhead and artist (phead is easy to doge and he has to be close so you will know when he is even in his power draging his knife due to sound cue and other sounds indicating it and artist has to hit you twice with her crows so you will know she is aiming on you and trying to hit you, huntress can get some snipes but still most of times she must charge or will charge her hatchet fully which gives global sound cue and you will know or hear her (just be cautious when you know she is going for snipes and knows where to aim that indicates mostly aura perks and addons because most huntress players run them).
Still all these killers are way more stronger with 4 slowdown build or other combinations then full aura builds and as i mentioned above only few are good with multiple aura perks becaue their powers work better with them.
for me it was a springtrap and an alien i think for alien it was it's tunnels and for springtrap it was the one where you look at him
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4041029#Comment_4041029
Seems the majority are actually SWF players. They also intentionally derail any "soloq vs SWF" discussion into "survivor vs killer" argument, and this thread is a good example of that. As long as SWF mains can keep the narrative within the "Survivor vs Killer" paradigm, their dominion over DbD is safe.
it's odd since they advocate to have every viable killer needs to be nerfed to the low tiers but we also need to buff solo to swf level which is impossible
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040830#Comment_4040830
Quite the opposite, survivor mains are the majority on this forum, it's clear by the upvote/downvote ratio on any post concerning the balance. This is why the game becomes increasingly more survivor favored, as the devs quickly implement any upvoted request and ignore any downvoted opinion.
and also why when you say nerf swf to solo level you get downvoted
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@Ricardo170373 said:
Aura, aura, aura, aura, aura, how i am supposed to hide? every single killer every time know wherer u are because the killers have a lot os aura reading perks. Honestly why distortion was nerfed? just 1 perk for a decent counter to aura reading. Im tired
boon shadowstep exusts also i waa running distortion yesterday and had to drop it since only 2 out if 15 killers were using aura
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@iloveandhatethisgame said:
https://us.v-cdn.net/6030815/uploads/OAZXN0EKN40K/img-2268.jpeg
so happy we got the anti tunnel update. This game has never been better. Oh wait….
you know you can replace adrenaline with unbreakable or conviction or exponental
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not a bad build but it's terrible in high mmr
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i tried yesterday fir a good while to 2 hook everyone and let them go for christmas yesterday and i was met with gen rushing and bodyblocking and i remembered why i don't show mercy
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@Anniehere said:
I'd like to suggest this one quality of life feature that has been brought up by players multiple times over the past year, but doesn't seem to have received attention. With the recent addition of the Abandon feature, a similar button could be implemented for survivors. Selecting "Skip Mori" would immediately take the player to the post-game screen. Since a survivor being mori'd is already non-interactable, this option would still count as a kill for the Killer while the survivor remains in the match.
Please give us, the players, more control over our experience. It would help reduce frustration without taking anything away from Killers or the overall design of the game.
so abandon?
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040268#Comment_4040268
I dont think she is so bad as uknown or artist with their issue of "must hit or go home" but she isnt as strong as she was and has many hindering cooldowns, her scamper vault is just slow.
it's slow to the point where they can just keep vaulting and you have to break. she needs buffs at leasr to her cooldowns so it isn't as painful
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if there are children report them they shouldn't be playing the game at all
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the problem is with survivor perks there are more than 10
and for killers it depends. what kind of killer? m1 or s tier? or just meta in general
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@drag27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040316#Comment_4040316
you like affect every gen on the map?
yea it's easier to pressure and an alternative to pain res but lower % also if surge was tied to tr stealth killers couldn't use it and 40m tr would start
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@jasonq500 said:
I like playing krasue, I find her power to be very interesting, yet despite all that there are moments where I find her kinda boring the more games I play
Her design as a whole just feels rather repetitive as she really only has one thing going, you infect survivors turn to head form and hit the survivors, then go back to human form infect another survivor go to head form and down another survivor, and it doesn't really help that she's feels hella clunky as using regurgitate leech can bounce off the wrong direction due to poor hitbox from specific maps making it really frustrating, she's not really fun to go against as survivor either as the moment you get infected against a really good krasue player it's basically over
While I do like playing as krasue despite all the problem she has, I kinda did wish she had a bit going with her power design
was just playing her idk why she has cooldowns on her forms like swapping between body and head since i'm autopiloting trying to pressure survivors sometimes i hook in head form and swap forms thinking i need to go to a gen fast then get hit with that rough cooldown
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surge should be mapwide tbh
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@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4040264#Comment_4040264
This is fair and a real flaw with the design of it
However now that it gets removed from survivors for free, there's practically no way to manage the mushroom economy to your advantage as a Krasue anymore.
Which means that it's just been turned into a prerequisite before you can injure them with your power which is very boring imo and has been done many times with other killers. It also makes her play very unbalanced because the infection is braindead easy, head form is very oppressive but it's restricted to only attacking leeched survivors.
Not weak, possibly still OP, but very uninteresting and frustrating imo.surprised they didn't make the infection just transfer to the unhooker instead
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@Wezqu said:
Yeah but it was just tunneling feature when survivors did not lose it on hooking.
and now she can't do anything especially with survivors body blocking me and mushrooms being everywhere
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@mibph said:
after getting 4 unique hooks, now your next hooking action will send the survivor to a hook instantly instead of walking.
or maybe something similar to the 2v8 cages, just stomp the survivor and send them to a random location in the map
honestly you should be able to stomp survivors and send them to the farthest hook as an option
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@random1543 said:
Just had a match with a hacking killer that was infinitely swinging, next match I try to load into kicks me back to loading screen at start and have to restart game in full, now I unable to launch the game due to "EAC client cannot be instantiated"
https://us.v-cdn.net/6030815/uploads/G6IXWN6IDF9C/image.png
tried verifying files
tried relaunching pc and steam
Tried to launch EAC setup up in game files.
Is the game EAC so fickle that someone else hacking can break normal users games to the point where they cant even get there game to run anymore after a hacker match or is it just bad timing and its down for everyone..
I know it can be a common issue but was playing the game just fine until I got a match with a hacker now cant play at all.i got that too i thought it was a network issue since i only got in a lobby with people and continued to happen
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@Chilli_man2400 said:
remember when boon totems were added and they dominated the meta?
It’s been 2 years since the last boon perk and none have been used at all in any builds. This isn’t about the perks themselves this is about the actual mechanic of boons. This is what I would do to make boons stronger but not opBoon General Changes
- Boon totem radius is now 28m (was 24m)
- When a boon totem is snuffed the effected totem goes on a 60 second cooldown. Once the cooldown is done the boon totem reactives. The effected totem will remain until either the totem is broken or you bless another totem
Would this make them good again? I can always adjust the post with feedback
boons are still broken (since they're never disabled of snuffed) if you dedicate slots to em people want to run the meta which usually gives you stuff for free
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@Classic_Rando said:
You can blame the lack of variety at high MMR on the fact that BHVR have ignored making any sort of meaningful adjustments to most of the killer roster for years. For the mid- to low-tier killers that have been reworked, the reworks haven’t resulted in any improvement in their viability at higher MMR. Until BHVR actually makes some meaningful adjustments to nerf the higher tier killers and buff the lower tier killers, you will continue to see this lack of variety at higher MMR.
well if they start to get strong survivors complain and either get nerfed in the ptb or live and they're either slightly better or worse than when they were at pre rework
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@BongoBoys said:
The Divine Killer coming in an original, community voted Chapter officially has a POWER!
- Active Power: Ray of Retribution
- Secondary Ability: Blasphemous Actions
- Special Interaction: Pain of Artifacts
- Special Realm: Hopeless Exile
The Demigod Killer main power is a Beam to increase a Survivors Sin meter and the secondary passive ability is survivor actions (doing gens, dropping pallets, going for save) will increase ones sims over time.
Survivors to counter this will need to find artifacts and interact with them to repent and reduce ones sin. Finally if a Survivor sin meter is filled full they will be teleported to a separate realm where they must undergo obstacles or puzzles to return to the trial.
Will this be a original chapter you'll be excited for?
idk havw to see the ptb
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@Junylar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4039621#Comment_4039621
Why doesn't the same logic apply for basekit survivor perks and SWFs benefiting from them?
rules for thee and not for me
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@artblizzard said:
I wanted to discuss why this perk hasn't become a core part of the game yet. I mean, the lockout time could be reduced, but I've never seen anyone consider making it an base kit, nor the advantages and disadvantages of that decision.
https://us.v-cdn.net/6030815/uploads/12M4NZ0VGM6D/images-2816-29.jpeg
it ahould have been base at 6.1 when they added it going away when you downed a survivor also it doesn't need to be reduced
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@Chilli_man2400 said:
A big statement I always see is that BHVR and dbd would get better and lock in more if there was competition in the genre
Yet when we actually get the competition you guys instantly say the game will die within a year. Yet you guys asked for this and you won’t go fund and support the competition to get BHVR to care again?
Then when that game inevitably dies off you guys complain again that we need competition it’s like a endless cycle
Even if there was a exact copy of dbd beat for beat gameplay no one would play it and say “it will die within a year”
I’m not saying to not have suspicions cause of how gun handled leatherface. But it’s kinda fickle how you guys ask for competition yet won’t go support it?
i played vhs and tcm and with those the problem was survivors would dunk and stunlock the killer to the point where you don't want to play anymore dbd is like that in the upper ranks but you have s tiers and camp tunnel and slug to at least mitigate it but in general asyms swing super heavily in favor of survivors, killers quit and games die
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038422#Comment_4038422
Thats same as making sprintburst into button press to activate like in 2v8 on escapist class, it will make it strong as hell and it will be almost as its original version where everyone had it and could hit you with it but back then (obsession had ds after first down and then everyone had to reach 45% of wiggle bar and it was full lobby of it) you could drible with downed survivors to the hook to counter it which isnt the case nowdays (each drop is what 25% of wiggle bar) so i dont think its good idea because if it will be just be hooked and the when downed press button like dead hard killers will be punished even for not tunneling (unless its timed but still its gross).
Nowdays it had 60 seconds of time which is time where you wont be able to loop the killer anyway and it more servers as antitunnel, skillcheck isnt that hard to hit tbh maybe if you get lag or some spikes, fps drops from packet loss etc. but other than that its still good perk.
ah the dribbling endurance counterplay that brings a tear to my eye then i remembered they got rid of it's counterplay on the ptb and buffed it from 3 seconds to 5 seconds then went back to 3 on live but made it so enduring didn't counter it
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4035501#Comment_4035501
So the bs stuns when survivor just runs through pallet but jumps into it like 1,5 meters from behind it and does drop animation, there are bs things on both sides one thing is hitboxes and ping plus bugs just like vault priority you can prerss it as fats as you want even if holding space would work then you cant still beat someone who has 20 less ms than you or even more thats just one of magic things that are bad or hitting invisiable wall with your chainsaw when you were just few inches from survivor or just breaking pallet with your power (blight,billy,bubba,mayers) when survivor is on it or right in start of vault of animation and his tibox should be still behind the pallet but the magic is strong here, or not getting vault with wesker from inside of shach window because you did it right after survivor vaulted and it pushes you to wall very funny indeed and there is more things like this but his short can be just the hinder+ haste thing and maybe little of ping because survivors hitbox behaves in some ways and animation of their body isnt where they are in reality (call it matrix or whatever but their body is just hitbox behind them so when they run you should aim on their but and not head this is something many huntress,slinger mains or any other range killer knows, thats why as trickster its better to spawn knifes more on legs which is compleaty different that in reality where legs are smal and bad as target but in DBD its legs and butts not heads and chests, when survivor is droping pallet his hitbox is in that pallet stuck so if she was hindered and clown was influenced with haste then this yould be possible same with survivor vaulting speed when they have haste they vault faster its just game thing that was there from the start and then add some ping difference like 20 ms vs 80-150 ms and you get even more mind breaking things like hatchets that have like 4 meters hitbox, I got even hit through droped pallets I droped like 1-2,5 seconds ago by wraith with 274 ms).
isn't there a bug with slinger where you shoot someone and it won't count?
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i'd argue the opposite if we can slow down the gens a lot but boost stealth the game can be in a healthier state
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038445#Comment_4038445
funny how were being downvoted for having an opinion….
forums should be recoded (or altered as i know its hosted by a third party) to make it so you can only downvote if you comment on their initial comment so there is an actual discussion instead of: i dont like your opinion >:( to the void you gonot the first won't be the last
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@XDgamer018 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4038294#Comment_4038294
depends on the perks but if you have perks like pop+ eruption thats like 2 regress events (bc the eruption hit thingy counts as one) and add surge ontop thatl be 3 down the drain
nope eruption by itself counts as 2 (the kick and the explosion) but you are correct that gen perks just eat through the limit
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@Clayton said:
I feel only 8 generator regression limit is too little for most games as Killer, and really limits how much gen regression you can apply in a game.
Which is why I suggest the following:
Either up the gen regression limit to 10-12 times per generator.
OR
Keep current limit, but once the limit is reached, let Killers still be able to do basic kick interaction on generators but no gen regression based perks will apply. For example, if the Killer has Overcharge and the gen regression limit has already been reached, the Killer can still kick the generator but Overcharge will no longer apply to the generator.it should be removed entirely
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no all that would happen is that survivors will just redrop like fury endure combo and it'll be worthless
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@Dead_Body1408 said:
You should make it so that Anti-Camp stays active at end game bc if you have good team mates who try to go for the save they might just die bc the killer just camps at end game so it should stay active to stop the killer camping at end game.
why? there isn't anything for the killer to do in endgame also it's usually an auto lose for killer
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@BloodBird said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037937#Comment_4037937
pig has a straight up m2 attack, you can play her the entire game without ever using a single m1.
yea as a challenge you"ll straight up lose if you do though so people usually default to m1 only witb her
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nothing really. at worst your mmr goes down but you don't get a dc penalty and you keep your bp
idk about challenge progress
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037928#Comment_4037928
That doesnt doesnt make much sence because the whole idea of these changes meant it should make tunneling harder and reward killer for spreading hooks plus punish him for some tunneling (hardcore one especialy) and here we get into problem devs didnt have clear what they define as tunneling because just bouncing between two survivors isnt tunneling, its kinda good strategy but if you doesnt hook someone twice in the row you cant even call it tunneling (hooking someone twice in the row isnt the tunneling problem many people hate because this can happen in many situations like unhoooked survvior running into killer or killer is patroling gens on map and finds him first or he sees him healing in the corner etc., the patch should make hardcore tunneling be less common and thats going after one survivor hooking him three times in the row not two if its not on the 5 or 4 gens then I would get it that with 4 hooks and one kill on that many gens its kinda bad for survivors and then the hook limit made sence but it should be determind not only for hooks but by done gens as well because getting punished for getting one kill on 4 hooks when two gens or one are left from gates being power isnt good idea in genral). So in short it wasnt that bad the first try (with unique hooks and antitunnel, untislug was there bit overdone too but that wasnt the key topic of this update) they just needed to tune some things down and those punishments needed to be fixed not only to killers hooks but to done/remenaing gens too because nerfing killer that had bad start or plays weaker killer for getting kill on 4 hooks (which is common against good survivor teams with weaker killers) when gens are almost done is just super bad desing.
The bouncing between two survivors instead of tunneling one out straight i call it new meta too on some of my posts and i believe tru did to (its logical now best way is like in turnament just go and kill someone asap which is best to tunnel him but if this is nerfed then making targets two but sill limiting your objective and saving time is choice to go so it becomes two instead of one). Other huge problem was devs arent against tunneling as sluging and proxycamping because killers objective is to kill survviors and these strategies have their use in certain situations but they couldnt just found whats the type of tunneling they want to stop (from their stream they just named two ways and said it has even more so by that it looked like they want to get rid of tunneling compleatly like facecamping that is only possible in endgame where killer has nothing to patrol then hooked survivor, but then they said they respect tunneling as strategy that will stay so Im kinda lost here).
bouncing between rhem is what they consider tunneling actually. it was the 3rd thing they consider tunneling it's just they omitted it since if you say it out loud it sounds dumb and people will hate you(the devs) for not understanding something so basic and tend to swing heavily on favor of survivor
also tru3 has been doing this as far back as earlier this year when knock out qas meta (which the dwvs still haven't addressed the problem of hooking survivors makes them stronger ans is why they keep trying base unbreakable)
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we obly have a trailer to go by
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lol you forgot pig
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@Abbzy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037842#Comment_4037842
These limits were poorly set and kinda only viable on like half of the killers (the stronger one not the bottom one) which made it kida bad in term of just play hardcore game because you choose that killer or switch to better one which isnt good desing tbh.
well the reason why it was 6 hooks specifically is because they were going after tru3 and people who play like him who will bounce between 2 survivors for pressure
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4037818#Comment_4037818
I think the frame of mind and language you’re using matters a lot here. Seeing any form of anti-tunnel as a “punishment for playing optimally” is probably why the concept feels so hard to accept.I wonder how differently everything would have gone if instead of calling it anti-tunnel they had done something like:
Survivor Buff: Upon a survivors death, they gain a 25% gen speed bonus.
Killer Buff: Getting to 6 hook states before a death will negate the survivor bonus.
That's a simplified example but as you point out I think people really latched onto something that is a pretty normal thing (weirdly I think if they just made the 25% gen speed bonus happen regardless of hook states and then focused on unique hook benefits, it would have gone over better).
people would still say it's unfair for killers its not a wording problem it's people understanding what effects it will have on the game
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we had the emblem system in the past and it led to people hating itand burnout