thrawn3054
thrawn3054
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946656#Comment_3946656
They made it not a problem with nerfs but SC would be a big problem if it was buffed at all, as I said, the ability to infinitely heal on demand at any place on the map is a problem and clearly the devs knew this.
Not sure why I have to keep repeating this?
They will not buff this as it is too strong and starts to put the current highly nerfed state of medkits into question. People can get mad but they best not hold their breath expecting this will be buffed (it wont be).
It wasn't problem after the first healing nerf when it went from 24 to 32 seconds to heal with Self Care. Also I never said the devs were going to revert the 35% nerf.
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Honestly I'm already sick of looking at this stupid bunny.
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Not for the amount of investment imo.
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@toukent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946653#Comment_3946653
slowdown perks on nurse? i'm sorry but your never gonna get a higher killrate if you have to run slowdown on the most powerful killer lol
I was speaking in general not about Nurse specifically. That said I disagree. Slow down perks give you more time to practice getting better with a killer. You can't learn a killer playing five minute games.
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Before the 6.1.0 patch it was a perk that could be good in certain situations but was largely mediocre. Now, even with a build around making it a good as possible it's still pretty bad.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946316#Comment_3946316
perk that was never a problem to come back.
Except it was a giant problem. I remember these days, when every lobby had at least 2 Self Care and everyone who understands what map pressure is knows how stupid this perk was.
And it comes from someone who plays WAY more survivor than you and has Self Care as one of the most used perks.Self Care hasn't been a problem since 2018.
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Tbf that it's 130% of the 35%. It's multiplicative not additive.
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@MaTtRoSiTy said:
Being able to heal anywhere on demand is incredibly strong in this game, so it was rightfully nerfed and I think they would rather it wasn't in the game. However it is so they nerfed it into the ground so it is no longer a problem, a common theme with problems in this game lol (Skull Merchant is a great example of the nerf it out of existence quick fix).
What? Self Care hasn't been a problem since like 2018.
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Nothing wrong with using slow down perks. Hell I'd argue it's needed if you're going to play without camping and tunneling.
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@AlreadyTracer said:
I don't tunnel, camp, or really run much slowdown, but I do main Nurse
https://us.v-cdn.net/6030815/uploads/OI7LW58XVGQB/1000032493.png
I mean, it's not horrible but I expected my killrate to be a lot higher. It's prob because I lose the hatch game all the time, and sometimes don't bother to play it, but still…
Edit: Y'all are really downvoting a good faith post because of Nurse. That's just sad, people.
I mean 73% is pretty damn high. How much higher did you expect?
Never mind. I should have kept reading lol.
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@Dustin said:
https://forums.bhvr.com/dead-by-daylight/discussion/448162/new-afk-system-question
I actually had this happen to me yesterday - I had to take a scenic route around the map for a save and ended up getting crows. It was the only incident I recall happening since update but maybe the timer should be toned down based on how many people are alive. I saved, healed and started working on a gen and somehow I ended up getting level 2 crows but they went away immediately after.
To fully explain what was happening - most of us were injured and the killer was occasionally checking on hook. I had to walk around the map to get a better angle to line of sight the killers view just enough to give me time to save.
If it happens again I'll record a video - I admit I forgot to clip it because I didn't think much of it in the moment of playing and more focused on trying not to die.
Yeah this is what I was worried about.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/448162/new-afk-system-question
I believe there's a confusion with the wording - you won't get crows until after 60s have passed. They do not appear immediately at all, so you need to have not been progressing the game or within range of the killer for some time before you get any AFK crows.
I understand that you don't get crows after ten seconds. I was referring to when you start to gain afk points.
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Once the gate is open and so long as it gives the survivors their escape sure. At that point no reason not to allow a concede option.
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100% agree. This is awful and kind of hurts my eyes.
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@Reinami said:
You guys seem to really think that because someone queued up for the "killer" role that you just assume the worst of them. People are intentionally doing this to cause people to get penalties? That is some serial killer level mindset right there.
They didn't say it was simply because it's a killer player. Survivors have done their fair share of griefing whenever something like this happens.
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@KerJuice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945015#Comment_3945015
Because the bots are terrible. They are better than nothing, but they do dumb ######### like struggle on hook when it’s just you and them left with 3-5 gens. They will watch you do a gen injured until completion, as they tea bag you to signal they want to heal you. Same if they are injured and see you doing a gen- they will remain crouched for heals and watch you do a gen. They suck against anti-loop killers.
We play this game to have live interactions with real humans- it’s not fair to teammates to have the match cranked up to very hard mode or dropped to easy mode for killers, because of the bots.
I get that. However how helpful is a teammate who doesn't wish to be in that match? Imo you're better off with a questionable bot than a person who likely won't even attempt to do anything.
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I honestly don't understand why they don't remove this along with the dc penalty. Bots replace the player on a dc so why bother with it at this point?
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@AmpersandUnderscore said:
So, from what I've gathered, you start earning "afk points" toward crows after 10 seconds of "not interacting". The points accumulate slower if you're near the killer, but you have to complete one of these to reset the "points":
- At least 15s of gen progress (I believe in one go).
- Fully break or bless a totem.
- Fully heal a health state for any survivor, including yourself.
- Open a chest.
- Be in chase with the killer.
I'm unsure how things like "being slugged" are counted, since you literally can't do anything but crawl. But I do know that missing a skill check while hooked will consider you attempting to "go next" for the disconnect penalty.
So, unless I'm missing a pretty big list, things like lurking for saves, literally any sneaky/stealth play, or even literally unhooking someone, don't reset your afk meter.
The more I read about how the system works it seems like they killed stealth play.
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Yeah, I don't get it either. At this point the Luck mechanic needs a massive overhaul or to be outright removed.
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Never used them outside of trying to get map specific achievements done. Honestly wish they'd delete them entirely. Waste of space in the blood webs tbh.
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They seriously nerfed Up the Ante #########?
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944489#Comment_3944489
No, that's hyperbole on my part.
It's a reference though to the fact that it does only take 10 seconds to start giving you "afk" points toward crows. So unless you work on a gen for a bit (I think 15s), fully finish healing someone, fully boon or break a totem, open a chest, or be chased by the killer, you're basically always considered to be afk until you do one of those things to reset it.
If it is truly 70 seconds for crow 1, as someone mentioned here, then the act of walking and starting an invocation will guaranteed give you at least one crow, since you'd have to finish the invocation, which alone takes 60 of those seconds.
It's listed in the patch notes only as "at 90 seconds you have 3 crows". So, depending on travel time, it could be nearly impossible to finish an invocation without giving your position away for free, which, ironically, could also mean you don't get to finish the spell either.
Unless I'm missing something this sounds like a horrible change.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944489#Comment_3944489
No. It literally takes 70 seconds for the first crow if the survivor is standing still while not being anywhere near the killer, or 130 seconds if the survivor is moving and/or near the killer.
Okay, I haven't played in a while and was like wth were they thinking lol.
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@AmpersandUnderscore said:
It did have that text, so that's an interesting change.
Although, arguably gaining crows by waiting in a locker for 15 seconds or whatever to use your perk is still not a good look for the perk. It doesn't work very well if the killer can just tell you're in there.
This is one of those "hiding is a core part of survivor gameplay" instances that's been overly targeted by this new system. "Excessive hiding" sure, let's try and do something there. Punishing people for "being sneaky" is too far.
Crows aren't literally showing up in only 15 seconds are they?
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Because it's my stuff and I like to hoard my items. Plus I swear whenever I bring an item the killer brings Franklin's and I hate that ######### perk.
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Does rarity actually matter to anyone? Not trying to take away from your accessibility concerns as that certainly needs to be looked at when making these kinds of changes. I just never thought rarity mattered to anyone.
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Honestly pretty underwhelming.
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@Mr_K said:
It's not that outdated. The OG tutorial was just a few videos. Besides, if you ask 10 people what would make a good tutorial you will get 11 answers and everyone will still be unhappy.
Agreed. While it could definitely add a bit more information alot of stuff has to be learned by playing as so much is situational.
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@xGodSendDeath said:
The design of newer hexes only lighting up after certain conditions are met is the devs basically admitting they know totem spawns and hexes being cleansed immediately are a problem
Tbf there's not much that can be done about that. No matter how well you hide them people will memorize the spawns. I suppose they could add a basekit Corrupt Intervention effect to hexes. Even that would be iffy as to how effective it would be.
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My point was that you can hide, loop, or hold W. Or obviously you can use the three in some combination. Either way each one will be complained about.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910268#Comment_3910268
Clearly not their only defence because I don't loop around a pallet. I don't do it for many reasons, mainly I think it's boring and repetitive. Other reasons include soloq where my team refuses to do gens so I could loop forever but makes no difference if gens don't get done. My way is to AVOID the killer, not run up to them like most people do. I primarily do gens but when killer is coming I pre run, hide, lose line of sight so I go can go back to doing gens. Even when all that fails I run like a normal person would, around the map, not around a single pallet. This is why so many people are suffering with being tunneled, they run around a pallet and don't bother to try losing line of sight. I don't have half as much issues with being tunneled because of how I play. I know there are aura perks for killers but it's not hard to play around them and there are perks to aid in countering it such as boons.
Point is survivors do have other choices but they like to he chased to showcase their "skill" and they like to run circles around a killer almost like it's mocking them. That's fun for them. Each to their own but I don't find it fun that's why I don't play that way.
You can only stay hidden for so long realistically. The killer will eventually find you if they're not blind. Which leave you the option of preemptively running which is just holding W. Yes you can try to lose line of sight but again if the killer is halfway decent they'll find you. Or looping. Even if by some miracle you don't get found then every killer will complain that survivors are playing in a boring way.
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@Prometheus1092 said:
https://forums.bhvr.com/dead-by-daylight/discussion/442319/tunneling-has-gotten-out-of-control
To be fair I don't see how sitting on a gen for ages or going in circles around a pallet looping like a comedy sketch is fun but survivors seem to love it.
Going in circles around a pallet is their only defense. Killers get mad if survivors loop. They get mad if the hold W. What exactly do you want them to do?
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I haven't played in a while but I noticed how painful it was in Hens video. I need to try it out and see how rough things truly are though.
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I mean people will focus on what bothers them. If you play mostly survivor you're going to notice and advocate for things that will help improve the survivor experience. Same thing if you mostly play killer. More specifically you'll focus on issues impacting the killers you play. It's just kinda natural.
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As it's only a few weeks long event I doubt there will be any big changes. It's possible they had trouble coding the blood gens to incorporate powers. That said they'll need to fix that for any future event using blood gens.
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Be aware of what's happening and always be doing something to push the game forward.
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Because it's a much better experience. The majority of my survivor playtime has been solo. Even just running a duo is much more relaxed and fun. You have someone to talk to and you know will actually do things.
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@altruistic said:
Good players were good for years without MFT.
Good players will still be good long after MFT is nerfed. MFT was just the latest on the community chopping block. It’ll get nerfed and people will move on to the next thing. Don’t worry too much about it.
I would hesitate to buy DLC in the future, that’s the only feedback they will ever hear.
True enough. It's always sad to see a perk you love nerfed though. I'm still salty about PtS losing the bp bonus.
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Nope. No interest.
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@Chomperka said:
Voice lines are kinda point of the wesker and 80% reason for his popularity. I don’t get how you find them annoying. I main Chris for a really long time and always happy to hear his voice lines, specific voice lines even get me excited for upcoming game, wish there was specific in-game Chris voice line for Wesker, like Nic Cage lines for Sadako and Myers. Although I hate facing wesker, they always tend to tunnel me and specific voice lines are rarely triggered. This made me to adapt and now Wesker is probably my best killer in terms of chase, they even abandon me sometimes.
Anyway coming back to the topic, muting should definitely be an options, just like an ability to hear other survivors talk.
My hatred is for the Nic Cage garbage. Though yeah I'd also like Wiskers to stfu too.
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@Shaped said:
This forum is the same as years ago. Just irrational killer mains disregarding every surv complaint while blowing every killer obstacle out of proportion.
Well done.
Tbf it does honestly go both ways.
As for the topic, I really don't get how they thought it was a good idea either.
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Sadly may Wraiths play as lazy as possible. It's really unfortunate as he's alot of fun to play.
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@BrightWolf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3474063#Comment_3474063
Pretty much this, Trickster's scariness comes from the effect that he is a chameleon. He's a celebrity, he's a dark twisted reflection of the K-Pop industry. You're meant to be distracted by the glitz, glamour, bright lights, his amazing voice and his good looks. Off-kilter behaviour can be passed off as a stage persona, his "weapons" are just props in a performance.
Seriously, in a lineup of murderers, he'd be the absolute last person you'd point to as a killer. That's what makes him scary.
I mean that's not true. He looks like a nutbag. That said nothing about Trickster has ever been scary. He's arguably the worst addition they ever made.
As for the topic the voice lines are just cringe. I've been on a break and they've convinced me to extend it.
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@adsads123123123123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471746#Comment_3471746
Nope. I'm tunnelling because I play to win. Telling me not to use the best strategy just because I'm winning is like telling players in other games to go easier on their opponents because the enemy team is getting stomped. In games like CSGO, LoL, and Dota, the enemy team will NEVER go easy on you if you are getting crushed. They will just keep pushing their advantage to maximize their odds of winning. It's not toxic in the slightest. It's just playing to win.
The main reason to tunnel a survivor out as early as possible is uncertainty and maximizing odds of winning. Say you have 2 hooks on a survivor and 1 gen is done, it's completely possible that you never see or catch that survivor again until 1 gen. Against coordinated swfs, this is a notable risk since they often split themselves up to hide survivors on death hook and and force the killer to chase survivors that haven't been hooked yet. A killer wouldn't know whether they were playing against a swf or not, so the only way to minimize that risk to do it always. Even against solos, it isn't a certainty that you will catch or find that survivor again, especially on large and strong maps. The play that maximizes odds of winning is tunelling them out at the first opportunity. Also, waiting longer to tunnel survivors out defeats the purpose of tunnelling. The point of killing a survivor early is reducing their gen and healing speeds. The longer you wait to tunnel, the less value you get from tunnelling.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471751#Comment_3471751
They mention as being a potentially effective or viable strategy but they've never outright mentioned how effective it was. It was more so them acknowledging as a strategy but not commenting on its strength.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471770#Comment_3471770
"The problem isn't for those strategies to exist, is that any killer can do them fairly well that they can be super strong against a lot of survivor teams. (not just baby survivors). Imagine if everyone who picked up Nurse or Blight could play them half-decent from the get go."
I don't see why tunnelling being easily accesible is a problem. I also disagree with your argument since tunnelling effectively is closely related to a killer's chasing skills. For example, tunnelling is easy for anyone to do but if a unskilled killer tried to tunnel a survivor much better than them, they would get looped for multiple gens.
"If more killers played in this way every game, then those strategies would be addressed a lot sooner."
Tunnelling is one of the most prevalent strategies in the game.
"I don't think survivors want to remove the effectiveness of those strategies, as people who are not heavily biased know that against strong survivors you need something other than Nurse/Blight/Spirit, but them having no difficulty to do makes them accessible to every skill level and tunneling/camping are a lot more intuitive for players than looping is."
Fairly sure most survivors would want tunnelling completely killed off if possible. Like, do you see any other comment in this thread from a survivor supporting tunnelling?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471865#Comment_3471865
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472182#Comment_3472182
There's actually heavy hyprocrisy in your comments. You mention that tunnelling is a "legitimate strategy" but go on to say tunnelling results in the killer in the killer being boosted in MMR. Why would I be boosted if I was using a legitimate strategy? The reality is that you don't see it as a legitimate strategy. If you really saw it that way, you would treat it like any other skill or strategy and see it as a normal skill in the killer skill set. Think of it this way, looping is a legitimate strategy. Now replace everything you said about tunnelling with looping and it's clear that you don't view tunnelling as a legitimate strategy.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472041#Comment_3472041
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471981#Comment_3471981
I've never hated or blamed survivors for running strong strategies and perks like gen rushing, pre-nerf Dead Hard, and pre-nerf DS. I've always blamed the dev for making them strong and not fixing it. It's the same argument I'm making here. Killers shouldn't be hated for tunnelling since they are just playing optimally. It's the dev's fault for making it strong in the first place. If you've ever played any other competitive game, like LoL and Dota, you would think the same way. You don't blame a person for picking a strong Champion/Hero. You blame the devs for making it strong and ask them to fix it.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3472045#Comment_3472045
You're missing the point here. As you've said, it is difficult to further disincentive tunnelling. What they need to do is incentivize not camping, e.g. giving bonuses to a killer for chasing a different survivor, something like Grim Embrace. This brings the power level of not tunnelling closer to tunnelling and makes it less necessary for killers.
If DbD was a competitive game you might have an argument.
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Wow what a pile of #########.
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You know what is also the best strategy? Bringing 4 toolboxes with BnP stacked up on all of them. Killers complain about it constantly. Guess what? They're right to complain. It's a miserable thing to face off against. Just because it's the most effective doesn't mean it isn't toxic for the game.
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Yes. It'll be cried about long enough to happen.
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@HugTechLover said:
I think most people only want the addons looked at. Most people agree blight is fine at his kit.
People who think the hug tech needs to go just don’t have the simple skill to counter it, and don’t understand that fixing it (in turn fixing his collision) would make his bump logic stronger than it is now.
I don't see an issue with that. Fixing his bugs and making his bump logic consistent seems like a win.
People who want Blight nerfed in general are probably of that mindset because of how nasty most blight players are. Not all of them are like that obviously. Unfortunately most Blight players just have zero chill.
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Oh no. Blight might have a bad map. The horror.
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Who cares? I'm not even going to put in the effort to use the code. That's how unimportant those things are.