tyantlmumagjiaonuha
tyantlmumagjiaonuha
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I don't think we can create opportunities for new players or returning players to learn complex mechanics beyond tutorials that reward BP upon completion and creating sections for each feature like tunnels or crawling. When we buffed Sabotage with that mysterious logic, we should have just made a proper tutorial.
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Honestly, with so many actions that incur penalties, I think new players trying out the Killer role will get overwhelmed and quit before they even understand what's happening. Even after eight years of playing, I can picture myself facing a Morel army of identical skins mid-match, getting crushed by the system: "Hey! You knocked down the same survivor twice in a row! Hooking them consecutively incurs penalties, and leaving them be means they'll get up. Which will it be?"
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BF6 will be released this fall, and a new PvP game for Halloween will be released next year. As the developers once said, "Go to Civ," there are plenty of other entertainment options out there.
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If the goal is to prevent players from being singled out, wouldn't the newly implemented Base Kit Babysitter be sufficient? Imposing penalties for eliminating players within 6 hooks would impact normal gameplay too. Just like the 3gen system.
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Depending on the penalty for the killer and the buffs given to the remaining three survivors, it's entirely possible that eliminating one player early could prove advantageous. The irony lies in the development team's short-sightedness—just months ago they were desperately trying to counter Go Next, yet now they've released patch notes that could actually encourage it.
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The survivor who was hooked last time can take on the role of chasing or rescuing, and can take an aggressive stance by shouting at the killer, "Hey, try hooking me! I'll give you two choices: you take the penalty or I'll get up on my own!"
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Slugging doesn't seem to take into account strategies to eliminate the time survivors spend on gen and hook rescue. This only speeds up the time it takes for the survivor to be able to act again, and adds a new set of auxiliary wheels.
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BhVR is unaware that the Ormond and Borgo scratches are hard to see, or it took them years to finally change the color of the map. I never thought from the beginning that they would make any user friendly changes to the color or size of the icons. On top of that, the various changes made this time were worse than I expected.
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The killer, which could only move at 4.6 m/s, was virtually powerless against body blocks, flash grenades, and other obstructions by survivors released from their hooks. I always brought OTR when playing Survivor solo, but if Babysitter becomes a major perk outside of 4PT like BT used to be before it became a base kit, it may not be necessary.
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How many more Skull Merchants do you need to produce to be satisfied?
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Tonight we played two games in Killer, and in the first game we were destroyed by a Korean party who used lights that penetrated the wall from far away. I am disgusted if my allies were cheating, although I am not always aware of it when playing solo survivor.
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Like the hair, the volume of the voice is too low, which is more of a gameplay problem. You know, the survivor character that gets banned from use in tournaments?
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It's not like it was there in the first place, so it doesn't matter if it's gone. It's the kind of matchup where Freddy's first match after 3 or 4 years of not using it because of the rework, suddenly gets bumped by 3 pts of streamers who have won tournaments before, and runs away without getting a single down.
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It would be nice if rework came to maps with terrible balance like Lampkin Lane for Killer, Badam and Red Forest for Survivor, Ormond and Green Hill, Crow's Nest and Tova, and the balance became something that could be somewhat compromised!
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I've been doing this for years because I don't have to report bugs or do player surveys to create the right to complain, but honestly, it's rare that I feel like I'm actually living up to the actual updates. Ada has been buggy for years and banned from tournaments, and Twins has had two bugs after fixing one. Off the record, there are countless killer perks, add-ons, and abilities that are meta and unbalanced. And if you keep pointing out that it is, it's getting a real bab with the deep wound spec change.
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Just put on the irruption, kick it, and explode it with Surge three times already. I don't want that obnoxious sound to be generated by the beeping about 3 minutes into the match. Is it abnormal gameplay to not let the Gen advance in killer play in the first place?
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In a normal PvP game, I would not be so concerned, but in this DbD game, the time and quality of matchmaking is so low that I am not sure how the game is structured. But in this DbD game, the time and quality of matchmaking is so low that you can't help but wonder how it works and where you stand in the whole game.
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It's good to try to bridge the gap between party and solo, but doesn't the visibility of Hex Totem in the quintessence make one whole tactic of Kiaragawas obsolete beyond that?
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Now that the BP bonus has been confirmed in the normal game mode, there is no need to do this mode anymore. Do something about the flawed design of Halloween 2024 and the lack of event gimmicks on the killer side or the lack of time to try to take advantage of them in the first place.
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For some reason, I think the recent map design is a mess, with the addition of a double palette in the crow's nest that makes it safer if you take it down first, and the addition of a route that leads from the second floor area to a strong position by jumping off.
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While killers are limited in their choice of killer and perk, survivors are able to use any build they want, and event gen can be completed at a tremendous pace, depending on how it is generated. The matches always end faster than usual, whether it's an escape or an execution, so BP efficiency is also very good.
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It is an operation that has not renovated Borgo for years. A killer play would give you a sense of the visual awfulness, but I can only assume that the development team hasn't played with it at all.
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I really don't understand why the killer can't interfere with the event gen with Ruin or PoP and there are 4 of them. There is no gimmick that the killer side can take advantage of in any way, and Matthew thinks the killer players are bots or volunteers?
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Since there is no particular event-specific element in the killer play, I felt that we should only do Survivor during this quirky event period.
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Isn't Fluxard and Torment Creek still a survivor side map depending on how the chase positions are connected? There's a generation that can chase against 4.6m/s killers for a long time from jungle gym to pallet to shack, and you can also chase near the main building for a reasonable amount of time.
It's hard to say because Thompson's House is very balanced depending on the placement of the Gen. Rotton Field has always been a flawed map. Unless they add more buildings or something, the size of the map just determines which side has the advantage.
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I played 12 games of Killer and 4 games of Survivor in the Chaos Shuffle, and no joke, more than half of the Survivors brought Medikit with a Berry Rare or higher add-on. There is no reason not to bring it in since it adds or treats one Survivor health condition for free.
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I've been playing the game since 2018 and every time an update comes I update my comfort level. Instead, the game has become more boring, with more situations requiring judgment and less freedom to build.
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If you implement a park where you can play hide-and-seek from a killer forever until the game is 60 minutes old, it's easy to imagine more players harassing you. Even now, we can see players taking advantage of Ada's quiet voice.
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It depends on the game situation. If you see a survivor working on a gen around a downed survivor, or if you know you will be able to fix it while hooked, you may want to slug it out. This game has an element of reversal for the killer if it is before the 5 gen is completely fixed.
As for the tunnel, if the killer fails to pull the gen regression park by shuffling, the greatest pressure on the survivor is to cut one person from the field, so it is no surprise. As for this, the game's system is at fault, as tunnels can be completed even from above the tunnel countermeasure, and the survivor-friendly act of spreading hooks can easily complete the gen.
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897176#Comment_3897176
Or, if we are looking at how the game has really been affected for killers
- addition of bloodlust
- Additions of blocks to vaults when used three or more times in quick succession
- Increase in vault speed
- Change to hooks so they cannot be permanently broken with a tool box
- Change to hooks so they respawn following a sacrifice
- Change to hook spawns so they consistently spawn closer together
- Change to BNP so it doesn’t auto complete a gen
- Nerfs to toolboxes
- Nerfs to medipacks
- Changing the hatch so it doesn’t spawn mid match anymore and only one person can escape as opposed to three
- Implementation of continuous gen regression
- removal of many ‘infinites’
- Changes to loops in general to a more unsafe design both historically and recent e.g blocking up a second window in the shack and putting holes in buildings where vaults were before
- Nerfs to gens speeds
- Making maps smaller to increase map pressure/mobility
This is all just changes to base gameplay and how the game works at its core . It’s before we even start to look at the changes to perks caused by killers not being happy with them which would have plenty of comments. This rhetoric of ‘BHVR only changes the game for survivors and killers get nothing ’ really needs to end because it’s just not true.
Something about the whole thing bringing up 2017 or thereabouts, is that too old compared to the post-2022 changes I'm talking about? If you want to talk that old, I'll bring up Memento or something.
And one more thing. I think you should think separately about improving quality of life when playing and bailing out as a second chance.
>addition of bloodlust
If you want to eliminate the safe zone of combined Windows that you can never catch up without, except for certain killers, you can remove it, but if you do that, you'll piss off the survivor-only players, won't you? Give it time and Gen will fix it, so don't complain about it.
>Additions of blocks to vaults when used three or more times in quick succession
If you want to play a game that goes around the same place endlessly, you can delete it. I don't think anyone would play such a simple game.
>Increase in vault speed
ditto above
>Change to hooks so they cannot be permanently broken with a tool box
I'd put it back, but then it would be all sabotage PT vs slugging killer matches. If that's what you want, I'd use Singularity and Twins all the time to match the meta.
>Change to hooks so they respawn following a sacrifice
If more players know the hook can't be fixed and run away from certain positions, then I'll slug it out like before. If there are too many players in each other's camps who find that amusing, then I'm fine with losing it.
>Change to hook spawns so they consistently spawn closer together
It would be appropriate to generate hooks now and then. If you play Survivor, the hooks are too close together and it's terrible! If you play Killer, you have no hooks and you can't get body blocked! If you play Killer, you have no hooks and you can't get a body block.
>Change to BNP so it doesn’t auto complete a gen
If you don't have it, you don't have it, and if the majority of people play on that basis, then you don't have it.
>Nerfs to toolboxes
It's still used a great deal, but do you think the toolbox is weak? If there are a lot of people who would play with it if it were returned to its old strength, I don't see why not. And while we're at it, let's return Memento to its old specs.
>Nerfs to medipacks
ditto above.Even now that it's been nerfed, I see PTs where 3 out of 4 are like instant heals, but on the other hand, do you find the current meta interesting?
>Changing the hatch so it doesn’t spawn mid match anymore and only one person can escape as opposed to three
If that happens, I think players who definitely want to get 4K will use a lot of slugging, and players who definitely want to escape will start playing hide and seek. If they decide that's good enough, then maybe they'll go back to the old specs.
>Implementation of continuous gen regression
I keep saying this, but if enough people, killer survivors or not, think it's fun to go back to the old specs, then maybe they'll go back.
>removal of many ‘infinites’
It's like the windows story, but if enough players think it's fun to go back to the days when there was always a safe zone on the map where you could run away from the killer, then maybe they'll go back to the days when there were always safe zones where you could run away from the killer.
>Changes to loops in general to a more unsafe design both historically and recent e.g blocking up a second window in the shack and putting holes in buildings where vaults were before
If you want an environment where you don't see any of these 4.6 m/s killers, why not bring them back? I don't think the level of discomfort is going to change that much, since the Red Forest and Badam still produce killers that can't be played properly depending on the generation.
>Nerfs to gens speeds
If they decide they want to lower the kill rate by 10-15%, they'll go back. If enough people want to play Survivor and play a game where they can get away with 70%, keep speaking up and Jeff will adopt it.
>Making maps smaller to increase map pressure/mobility
There's Red Forest and GoJ, which have been reworked and enhanced to be more like Survivor Side, rather than being reworked and not changed at all, but if you can balance the game by making everything more like that, why not? I've been using nurses for a while.
Various long ago included elements that both camps find boring to play with (especially the infinite loop), but you're mad about that as a mere nerf? There are a lot of elements that were removed because if they were there, the game would be unbalanced as a PvP game, but you put them back and you think it's a fun game to play?
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@WolfePhD said:
I'm trying to think of the last time I used one.
Michael, the artist and other Surge-using killer ...... haven't confronted you lately? Have you not played Survivor in the first place?
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Maybe it was made by a developer who didn't know that Bubba and others have the ability to break the pallet. That's how bad it is.
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I have no idea why they would apply that fix to the aliens and Chucky, since it is what the management does to make the balance even worse by adding an "exciting loop" to the crow's nest that was still on the survivor side after the rework.
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The problem with this game in the first place is that new players (especially killers) don't stick around and become mid-level players, so the practice of filling experienced players with newbies who are just starting out has been going on for a long time.
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@Megaspyder said:
They say things like "Survivors have too many 2nd chances", "Survivors get handheld by bhvr" or "They get too much help with basekits and features"
Why do they say such things?
Survivor play QOL actually improved
- Action visualization HUD (now you can also see gen and heal progress through stages)
- Base kit BT
- Anti (Totem,Gen) camping system
- Anti 3gen system
- Reworked maps with occasional broken windows and Palette loops are provided
Actual improved killer play QOL
- Shortened post-attack hardness and destruction actions
- Almost pointless gen kick now causes gen to back off (minus the 3gen system that was added instead?)
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I have been playing the game since 2018 and have about 2000 hours on both Killer and Survivor and the scratch marks seem to disappear faster each year and the scattering seems to be getting worse. When playing Killer, they scatter to different sides of ceilings and parting paths, especially on maps inside buildings, and when playing Survivor, there are more and more cases where my opponent suddenly loses sight of me during an otherwise uneventful chase.
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I would like to argue that this new map is survivor side. First, the map area is comparable to Wrecker's Yard and not much smaller. Second, the pallets are overwhelmingly more connected than in Wrecker's Yard. There is also enough shielding so that even killer opponents such as Huntresses are not impossible to chase. And crucially, the double pallets are by far stronger than those in Greenville. Two palettes that are strong enough to set up mind games by themselves side by side are very reliable during survivor play and a nightmare during killer play.
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It's a relief to know that there is one less gridge that survivors continue to abuse. Now it's Ada's base kit Iron Will's turn.
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Hex is a frustration for survivor players, so we are cautious about modifying strength and spawn locations. Frustration on the part of the killer is not taken into account.
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Originally, the game should be divided into a casual mode that can be played in a 4-person PT and a solo only ranked match to balance each, but BhVR continues to neglect that issue because of player dispersion.
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Merchants are not a survivor frustration, unlike Deep wound or camping, so they can be left alone.
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As survivor frustration dissipates, the killer's range of strategies diminishes. The reverse is also true. Regardless of which camp you play in, it seems that there is less and less to think about in building and playing the park each year.
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As the overall amount of BP earned increases, there is less hesitation to use high rarity add-ons. Survivors who are running prestige, especially those who have a surplus of items, can feel free to inject syringes.
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It's fun to use, and it's one of the few killers that can handle SWFs that are working together via voice chat and strategically bringing in perks and items.
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The percentage of Regression was increased, but instead Gen Kick is now up to 8 times. Survivors will now get out if they are near a hook for a certain amount of time, even if there is a Hex Totem or Gen nearby. The hook stage per person has been increased up to 20 seconds. Survivors can share their actions with each other via HUD. Hook grabs have been removed, so only one person needs to come running to unhook a survivor. Bolo time is now the default. Off the Record has been enhanced and lasts for 60 seconds.
All Killer is allowed to do is pray that he doesn't pull a map of Ormond, Badam, Red Forest, GoJ, etc., and chase the survivor that appears in front of him 7-8 times. Currently, I can barely strategize my way around the tunnels, camps, Gen defenses and hook stages by repeatedly leaving 0 survivor slugging, but once that is gone, the killer player is finally nothing more than an employee of the attraction.
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Over the past 3 years or so, you have placed various restrictions on killer play, mainly for the purpose of balancing the game. However, since gameplay that follows the restriction of just 7-8 hooks with no camping and no tunnels does not benefit the killer side in any way, we need to consider what the killer player gets if he/she does these "good" deeds.
On top of that, I would like to see a vision of what direction to take this game to a PvP game, taking into account that a high number of survivor escapes will inevitably give the killer player the impression of losing to the survivor player, and a high number of survivor kills will inevitably give the survivor player the impression of losing to the killer player!I would like to see a vision of what direction you would like to take this game.
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@Rogue11 said:
Weird how the top 3 killer perks are some of those useless slowdown perks. Surge, Grim, DMS, and Deadlock all in the top 15 too.
Because there are no other decent options. Thanatophobia and Butcher have been trashed by spec changes and numerical nerfs, and Irruption and Overcharge have become significantly harder to use due to Gen Kick restrictions.
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Rewind to what it was a few years ago: ...... base kit BT, Gen defense jamming system called Anti-Face Camp, Gen Kick restrictions that frequently occur even in "normal" matches when using Surge, etc., Survivor action sharing HUD, one personHook stage extension of up to 20 seconds per player, and removal of hook grabs. If these are gone and the game can be played comfortably, I will gladly play Killer again more often!
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In my experience, survivor bots are more enthusiastic about gen than North American server players or Chinese PTs whose goal is to torment killers on Asian servers, so the quality of matches is not that significantly affected. Chasing is also a good thing, although there are times when the routes are bad, but I think they are better than the average player because they run around the jungle gyms as if they can see the killers.
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There is still a shortage of killer players in 1vs4 mode on the Asian servers, and you can find a match within 30 seconds of pressing a button, "always", regardless of the killer crowd in 2vs8 mode or whatever.