wydyadoit
wydyadoit
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@Iron_Cutlass said:
I found this out by complete accident because it is not explained at all.
And when I found it out, I started adding little cave systems in my maps for people to find them.
A little boost for those who go the extra mile to explore the maps I make.
it's explained here and pops up when you build a base for the first time.
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@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395470#Comment_3395470
It is explained in the tutorial. Just not the tutorial you get shown when you start the game. You have to actively search through the tutorial.
Which is really weird and explains why everyone misses this crucial information.
not that weird. most games have short "crucial information" tutorials they automatically throw you into and vast log systems for more in depth details.
it also tells you when you've built your first base about them in a text popup that most players likely skipped.
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@Darkyan said:
Now you might be tempted to say "Get better" or "Use this meta shield item and pick your targets slowly"
But lets face it honestly, there's only so much I can do with 3 bullets and 20 enemies surrounded by infinite grapples and napalm flamethrower hidden above and between lava nodes.
I think the main issue comes from the "Infinity" or those 4 items.
Grapples, flamethrower, and enemies essentially have no ways of being shut down other than "Waste a bullet on it, or go smash it with a sword", which ultimately lets you destroy one, and then get killed by the 3 others.
I spent a little over 5 hours on the game since playstation+ free deal, and I think 3 of those hours have been spent stuck at the entrance of a kill box only to die to a stray off-screen/ off-angle bullet.
The amount of good raids with fun twist and experiences compared to the sheer amount of sitting in a copy-cat kill box is off the chart and definitely needs adjustement.
Or maybe I'm just bad and need to go play other things. *Shrug*
i really really shouldn't be sharing this info but... because i want you to get better...
use light sword, shield, and grenades.
you can speed run bolt launchers with deflect.
you can avoid bombs, spikes, bolts, melee attacks and acid pits with shields.
melee the grabbers to break them.
check bedrock stones to see if they're fake - or just avoid them.
every single guard in the game can be countered by press both weapon buttons at the same time.
when afraid or overwhelmed and you dont know what to do use a grenade. you can shield the explosion if it bounces back.
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@GreedMcTavish said:
Feature Request: Base building clear all (blocks, traps, deco, decals) button/function.
Would be a nice to have, either for easily rebuilding or simply clearing the random blocks on a new base build.
pull open the item menu.
press the coresponding button indicated at the bottom of the menu.
it already exists
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@mojohellcat said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395385#Comment_3395385
Again. Don't need it explained to me. I know how it works. I'm saying there's not enough to spend parts on and too much to spend synthite on
currently there are only 2 vendors using sythite and 3 using parts.
if anything base building not having synthite as an option would mean synthite is useless after a point. parts already suffer that issue. the only thing you can do with it is craft gadgets like grenades.
if you've bought your base - meaning 1 base that's active - and have bought all the base items and traps - what is there to do for builders? nothing. there's no incentive to even raid. and if no one is raiding then there's no reason to build a base.
the 200 bases total isn't meant to be a goal, but until more content is added that's what it's for.
you can only have 5 active bases. the rest wont be farming or burning out.
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my point is this: there has to be a grind mechanic to ensure replayability. there has to be a currency sink for all currencies. synthite doesn't have a currency sink if you take away base building.
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@Iron_Cutlass said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3395419#Comment_3395419
We have 200 base slots, and give it a few weeks/months and most of them are going to be filled with dead bases that will never see the light of day because the Genmat mechanics are not good; and I think that just kind of sucks.
I do understand that they want us to try and build new things, but there are some stuff that I have a lot of time decorating only for it to basically be left to rot.
And Im not asking for a constant Genmat farm with my bases, since I too agree it would be boring for the game, I just want to make sure I can at least use them again; not constantly, but a periodic thing. Like maybe once a week, I can restore a few bases' Genmats?
i get what you're saying. that's why i suggested the "legendary" bases mechanic.
prestige a base 10 times and it's dead. but if it's good enough it can be turned into a legendary base.
another way to reward good base design and filter out the players doing loot farm speed run bases or killboxes.
because the alternative would be 200 times the number of active players of just hot garbage.
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@Iron_Cutlass said:
Long story short...
It seems like my base is too good at doing it's job, which leads to people rage quitting when dealing with my base (because making things not easy is apparently a bad thing); because of this, I might not have enough kills (or prestige points) needed to actually be able to prestige my base and restore the Genmat.
https://us.v-cdn.net/6030815/uploads/47KB7X24ZB9G/image-2023-04-07-145247305.png
(Also yes, it is massive, but 70% of the inside is hollow, and thousands of capacity was taken up just to build the fancy exterior; this barely even made it into the "dangerous" category because it barely uses that many traps, the base just has really smart trap and tile placement.)
So, is there anyway to circumvent this issue? Or am I just screwed for having a base that is just too good at it's job (despite having many counters)?
pretty sure the reason why bases eventually die out is to promote replayability. and i have to agree with the decision.
if a base is rated high enough it should be memorialized and used periodically as a "legendary base" or something and reward the builder a "good job" bonus of some kind.
but i don't think bases that are avoided for being too intense (either because they're intimidating or just outright frustrating) should be left to free farm genmat. build something else. stop sitting on one base like "yep. that's my contribution to maker society". your talent is being wasted.
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@mojohellcat said:
We all know that since the beta synthite is very difficult to come by. And working so hard for enough to open a new outpost is impossible when you have to spend all that hard earned material just to keep the very few we have open. Should parts be used for prestige instead?
if you look at the venders:
parts = equipment, suits, and gear
synthite = traps, guards
cells = everything
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to get synthite you break traps, kill guards, and open forbidden vaults.
you get parts the same way as synthite.
cells you get from leveling your chimera. which is done by completing raids mostly. 1 segment per successful raid. though i think building mechanics also can allow you to get segments in some way. idk.
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idk the purpose of leveling the venders past 5
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killing raiders is a passive way to earn all 3 currencies.
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the vender's icon is the vender's xp source. you mine it or raid the bases where players are mining it. you can do 3 tiers of raids where you get exclusively 1 type of xp, or you can get all 5 on the same raid at a lower amount from the white icons when they show up.
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nah. seems pretty straightforward to me. mine xp for venders. level your venders to get cells. earn parts and synthite from killing raiders or raiding.
if synthite seems to be in short supply for you might i suggest boosting your values for synthite drops and taking on a brutal base and just destroying everything piece by piece.
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@TragicSolitude said:
My Outpost with a rating of Dangerous gets lots of Raiders and tons of kills. My Outpost with a rating of Brutal gets almost no Raiders and mostly zero kills. I don't consider the Brutal one to be difficult, a lot of the traps are on the way to Forsaken Tombs, but the people playing Brutal levels speedrun them and only go for the GenMat. I can't even test against speedrunning because I don't have a shield and the grappling hook feels super awkward, I struggle for accuracy when I'm not rushed.
The Brutal level is getting almost no Raiders, but the timer is ticking down all the same. There's no in-game help with lowering the difficulty (not that it's actually a difficult Outpost). Getting it down to a Dangerous level would require removing traps and hoping the game actually lowers the rating properly (last time I tried doing that I had to crash the game because I altered/removed a bunch of stuff and it didn't help the rating; there's no "Cancel changes" option, there's no way to take snapshots of a layout so you can go back to a previous version if you mess something up, there are no offline versions of the map that can be edited with no repercussions, players are really discouraged from experimenting and having fun with their builds). Removing traps quickly made it pretty lame, too.
The game needs a smarter ratings system, something that can adjust based on more than just trap-placement math. If people are finishing the level in under 2 minutes and not dying once, maybe the rating should be adjusted down, no? Because, of the few people who have played through, most speedrun it, so they don't die nor do they leave Accolades. It's very discouraging. Why put effort into building anything if it's just going to be DOA, getting almost no Raiders and certainly no Prestige points?
I might as well just do the quickest cheapest Outposts possible for the passive GenMat, but at that point I'd rather uninstall.
the brutal and dangerous rating just tells how many overall traps there are out of the total available capacity. ive found that a lot of the time you can make a short and deadly map with only a few traps if you do it right.
once new players have had a chance to learn the game (i've been grinding like crazy to see what's what) the longer and more meticulously thought out maps with higher numbers will likely become better for kills.
the low capacity stuff gets hit with new raiders with less gear. but you can find maps that are technically death traps where once you realize the system (took me 80 tries on this one map) you can beat it speedrun style with almost no gear.
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idk. probably not. seems to be a similar system to dbd where reaching max level gives you devotion.
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@chezpizza said:
So after playing a base I'm presented with the accolades, and then I need to decide what to vote. I'm usually a straight forward person if I was fun I select fun, if it was artistic then I select artistic and so on.
However there are a few that are...meh. they are not bad bases, if they were i do not vote, but these are just mid level. Sometimes I default them to just voting fun. So im curious what do the accolades mean to yall?
brutal - i died a lot.
ingenious - i learned a new way to build something and it excited me.
artistic - the design was more art than usual and it shows how much effort was put into it
fun - i enjoyed the level. sometimes that means i consider it too easy.
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play fall guys for a day... lots of missed opportunities.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393069#Comment_3393069
I'm playing the game to win. And with these changes, the counter to dead hard still remains to be, hard tunnel the dead hard guy off the hook, going out of your way to hit them right off of it, or quickly, so they get the deep wounds. Then you only deal with one health state.
Instead, dead hard should either be entirely reworked, or it should have to be EARNED in a way that DISCOURAGES tunneling, and actively encourages healthy gameplay from both sides.
My general proposal is to keep dead hard as is, but it works like mettle of man, so no deep wound shenanigans. Then make it so dead hard is not active, then if you are injured for 30 seconds, it activates and lets you use it. Once you heal, or are downed, it deactivates. This rewards killers for downing survivors quickly in a chase, and encourages survivors to play well (can't just hold w) and actually mindgame the killer.
Oh you mean like losing your first health state by doing a protection hit?
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392426#Comment_3392426
^ this comment is correct. If you've got that use out of Pain Res that early in the match, then you're already in a very strong position. 25% regression is pretty big, and definitely a big buff from the PTB version.
i just wish all scourge hook perks applied to basement hooks. I’d be more likely to run them if they were.
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@HarryMasonEnjoyer said:
i can't really see them changing it to specifically work with another perk, the point of no mither is that you go down in one hit and dead hard just kind of negates that so i'm not a big fan of this as someone who runs it basically every game
the point of no mither is that you can get up as much as you want. going down in 1 hit is not the point. that's a balance feature. it's basically unbreakable on steroids, but has the downside of being broken constantly.
it's not meant to be hard mode. it serves a strategic purpose. take a protection hit, deadhard the hit, if you fail the dead hard and go down get back up.
david's playstyle is pretty straightforward. we're going to live forever explains his entire purpose.
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@DrFrozen said:
If you really need sth for anti-tunnel take BT. DH is not designed to be an anti-tunneling perk but high risk = high reward with limited times you can use it
wish they'd make it an alternative to decisive strike like it should've been
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@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391752#Comment_3391752
And you can get bloodpoints from being chased, getting hook saves, healing, etc. Not everything is about doing gens.
you get the most from completing generators and escaping.
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@Robotfangirl67 said:
I played and completed the full stories for Resident Evil 1 remake, 2 remake, 5, Zero, and 7 so far. But anyway should I get the new Resident 4 remake or wait for it and instead get Resident Evil Village, or Resident Evil 3 remake. I thought ask because While I want to eventually play 3 and Village but from what I seen the new remake for 4 seems more worth to get? So just let me know what do you think is more fun to play and get?
4 is good if you like leon and resident evil's more action gameplay re4, re5, and re6 all have action gameplay. re7 and 8 are similar in gameplay. difference being re7 is more like outlast while re8 is more like a traditional re game - or the handheld version of re on the nintendo ds. re3 is a hybrid. most people complained because it felt shorter. technically re2 and 3 can both be finished in 2 hours each. so the jank multiplayer was supposed to make it more worthwhile. that game's servers are gone now i'm pretty sure. but if you like re rc then re3 is 👍🏻
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391878#Comment_3391878
The reason I think stbfl needs adjustments is because it's problematic in a few ways, which is what I mean by bad as opposed to it being weak. I'm not sure if you also meant that but I'm guessing you meant bad as in weak which wasn't what I meant
i meant bad as in bad. as in not good. the literal meaning.
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391871#Comment_3391871
oh well then sorry, i misunderstood
it's cool.
my original comment likely got lost in the earlier back and forth. also i tend to be quirky with how i type things.
here's what i said.
at the start i state it's meant to be niche. meaning i believe it is useful in the right situations. in some situations that could even be very useful.
i put bad in quotations to signify that if someone were to state a reason for it to be bad - not that I think that it is - a lot of the issue comes from the obsession mechanic. after all the OP thinks it's bad or needs an adjustment otherwise this post wouldn't exist. just playing devils advocate at this point with the idea of it being bad.
sometimes i feel like devils advocate is underutilized in debates and discussion. so i tend to use it as it is the argumentation equivalent to putting yourself in someone's shoes.
going with the mindset of "if it were bad and we were to change it" i stated that simple value adjustments wouldn't fix the overall "issue" that one might have with it - the downside of losing tokens, the token system, and the obsession mechanic. which again i reiterated that it's only an issue if one thinks it's an issue to distance my supposition from the argument stance that it is indeed an issue.
at the end i clarify that my own views are the perk is fine as is.
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hopefully that explains my thoughts and comment.
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@EQWashu said:
Stepping in for a second to remind everyone to keep the discussion civil and respectful, please. It's ok to constructively disagree with others and their suggestions or opinions, but please remember there is no reason to bite at one another when doing so. Thank you.
aww. but the taste of human flesh is so delicious 🤤🥺
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@1ettuce said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3391749#Comment_3391749
current stbfl is not bad at all tho?
that's why i put bad in quotations
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@Dbdfan398 said:
I have seen people genrush so hard, its almost like the killer is a bother to them that gets in the way of slamming a gen out as fast as they can.
Would you prefer the killer not be there at all?
the goal is blood point and challenge grinding. the killer prevents those things.
people play idle clickers like cookie maker.
pretty sure this is meant to be rhetorical sarcasm or ironic hyperbole satire, but honestly... i bet you'd be surprised how many people would still play the game.
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@1ettuce said:
Despite STBFL being known as a healthy perk, there's actually many significant problems with it. If you are going to criticize any of these points, then please be constructive instead of just saying some "it's a healthy perk entitled survivor source trust me bro" nonsense.
- Works well on a variety of killers
Despite people arguing that STBFL is "only good on the weaker killers" ...this just isn't the case. STBFL is good on spirit, hag, wesker, demogorgon, deathslinger, nemesis, etc. None of whom are in the bottom tier of killers.
- Even if it was only good on the weaker killers...
That is a band aid and serves as a terrible way to balance weaker killers without actually addressing their design flaws and avoids the problem. Perks should never be balanced in a way that's like "oh it's fine because this killer sucks without it" or "it's the only thing making this killer playable." If it's the only thing making some killers viable, then perhaps those killers need to be made more viable at base instead of being forced to run a perk to do so.
- Killers with special attack flexibility deny the obsession of the intended counterplay
This problem is obviously much more niche than the entirety of killers that can use STBFL, but it is still an issue nonetheless and one that has an obvious solution. Killers like demogorgon, deathslinger, pig, trapper, wesker, and nemesis can completely ignore the counterplay that the survivor team is supposed to have by design. I honestly believe this is an oversight, as many of these killers didn't exist the last time the perk was updated
- Completely stomps solo players
This perk against solos is genuinely gross, it's completely unrealistic to expect the randomly chosen obsession to know what they need to do to counter the perk, and that's only if they even realize it's being used in the first place. This perk should notify the obsession in some way.
- Makes camping and tunneling extremely free
Despite what some people will say...no, getting to 8 stacks is not that difficult at all, especially since it becomes easier to get stacks the more you get, and you don't even need the absolute maximum to for it to still be very effective. I think it's very obvious how this perk makes camping and tunneling so free, even if the obsession takes hits, you only lose a maximum of four tokens, which is still very effective especially since it immediately goes up to 5 when you hit someone who's, say, going for the unhook. Camping with enough stacks of STBFL pretty much guarantees a free kill with zero counterplay, something which absolutely not exist so long as free escapes aren't meant to exist.
I am not advocating for a flat nerf to this perk per se, since it's generally balanced under the circumstances it was somewhat designed for (used to help an m1 killer in chases while having counterplay when against competent survivors who know about it), but these problems with it are very significant and should be addressed somehow, perhaps with a full rework of the perk. I have a suggestion for a rework that probably isn't perfect, but should make it more reasonable and consistent for both sides.
- Cooldown on successful basic attacks is not reduced until reaching a max of x (probably around 5) tokens
- Upon reaching x tokens, cooldown on successful basic attacks is reduced by y% (probably around 50)
- All tokens are immediately lost when the obsession loses a health state
- The obsession is notified when x tokens are reached
This would hopefully serve to make STBFL are more realistic pick on a wider variety of killers, while also making it much more reasonable to counter when necessary. I feel as though the buff would serve to make up for the nerf, and overall I think would make the perk more interesting and fast paced.
Let me know what u think of these points, and please, be constructive dammit!
stbfl is meant to be a niche perk though? it's already "bad" just because it uses the obsession mechanic.
i don't think changing values will change its overall issues - which are only issues if one deems them so.
the current version in my opinion is fine.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390946#Comment_3390946
So if you don't defend gens at all there is almost no way to obtain a gold in gatekeeper. Trapper's instadown trap addon Honing Stone is conditional on survivors not letting teammates free them and instead freeing themselves which after someone goes down the first time they won't do that again if they are remotely trying to win. As for the Trapper if they don't engage in a chases they can't get a gold in chaser due to the emblem being time scale dependent. You get 90 points per second for the first 15 seconds of chase time, but that point value decays the longer chases goes on till it scales down to 30 points per second. The game does not really favor extremely short "chase" scenarios. It takes 650 points total just to get a bronze in chaser.
I will err on the side of caution and say that maliciousness does take power usage into account for the sake of argument which would mean that Trapper gets 4 points for "damaging" each survivor once and 16 points for having all 4 survivors go through both hook states which totals to only 20 points. So that means the malicious emblem is bronze at max playing in the way described. I'm not super sure on this one as his power isn't counted as a basic attack. He would get a gold for devout as it is a 4k with all survivors being hooked once for 1 point and 8 points for survivors all dying on hook for a total 9. In order to get the ten points needed for iri devout you need 9 hooks total.
So you get at the end of the trapper game a broken gatekeeper cause you didn't attempt to defend for the first 9 mins and spent that time setting traps. You get a bronze maliciousness emblem, a bronze chaser emblem, and gold devout emblem. This means that anyone who were to do that if there were at Bronze 3 or higher they would depip. Which would constitute a loss.
As for Forced Penance, if the survivor is still in the dying state I do not believe you get a protection hit scoring event from being hit while healing them. I could be wrong, but the way it reads on paper with regards to what conditions trigger protection hits(hits within 10 meters of Injured survivors or while killer is carrying a survivor) and with how notoriously buggy that scoring event can be. I feel that even in this scenario it would probably not be offering much value. Healing mid chase isn't really gonna be an issue with the changes to self-healing so don't really need sloppy. I'm not gonna go into another full breakdown though.
like i said - it's possible. not that it's viable.
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@BougieBlackChick said:
I’m curious… you believe dead hard is unfair because it grants the survivor an extra health state correct? That’s what I’ve seen the majority of killer players say is the issue with it.
If that’s the case, do you also think it’s fair for killers to have perks/add-ons that give them the ability to insta-down survivors? I mean that essentially gives the killer the power to deny the survivor a health state. I’m talking about things like starstruck (if you get hit with starstruck on you, instant down) huntresses IRI heads that instantly down survivors, trappers add-on that is instantly downs a survivor who hit their trap, and then of course bubba and billy with their chainsaws, just to name a few examples.
Im curious how it’s seen as fair for killers to have these abilities that deny a health state but it’s not fair for survivors to have a perk that (IF they use it juuuust right) gives them an extra health state.
This isn’t an argument about the different between perks, add-ons or just basekit abilities. This is literally just asking about how it’s fair to give the killer the ability to deny a health state but not fair for survivors to add an extra health state if they’re skilled enough to use the perk accurately, assuming no lag or latency issues.
extra health states would be fine - mettle of man and borrowed time come to mind - if it wasn't for the fact that generators go too fast.
chases are in a lot of ways one of the more exciting parts of dbd. so, making them take longer might make the game more fun for some. however, if generators are to remain the primary goal and ultimately the only team-oriented goal for survivors then... you can't have a free chase extender like deadhard. no matter how skill based it is.
might make more sense to have it be what it is currently on live servers if the game was truly team focused and things like repairing generators went faster if more people worked the same one rather than different ones.
the main thing is dbd has to have a solid game core. right now, it doesn't have that. so many things in the game overlap or are useless while others are just definitively better.
this is coming from someone that regularly uses exposed and killer executions. I will say this much - arguing against killers being more powerful than a solo survivor is pretty pointless. the killer has to be 4x more powerful than a single survivor. probably even more than that considering the effectiveness of communication. this game cannot be balanced on the core of "solo survivor" anymore.
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@maybelawliet said:
I’m a survivor and killer main, and the only reason being a killer is so fun is because you can actually win games. Being a survivor is like being a chicken in a pen with a lion. It’s not fair how survivor perks are being nerfed constantly and killers are being buffed. I’ve played about 5 games today as a survivor and won in NONE of them. But as a killer, I win several games in a row. It’s like bullying a bunch of kids that can’t do anything and have no defense. I really dislike it.
i agree. we should give survivors weapons and make the killer the one that has to die. that will show him!
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@SunaIIanu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389430#Comment_3389430
Maybe I'm missunderstanding you but you have to take stats classes to get a psychology degree.
a class only teaches those who learn.
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@Emeal said:
So you could run people dry if they are injured? idk its a bit too much no?
no
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390349#Comment_3390349
If you hook no one at all then you can't really gain devout emblem properly.
At best you could iri gatekeeper, maliciousness, and chaser. Realistically though even with the perks you listed it is unlikely to get iri gatekeeper due to a variety factors. Though I don't see how Forced Penance helps as it is a protection hit dependent perk that just makes the survivor broken and if the idea is to just make them spend time healing with sloppy why you would take forced penance is beyond my understanding since should you get it then it sort of nullifies the point of having sloppy. In theory there is nothing wrong with Thrill or jolt though thrill isn't really able to help you hold gens unless you have strong patrol routing and high mobility.
From experience of getting no hook games you can still gain a single pip if you max out your maliciousness, chaser, and get a gold gatekeeper which is more realistic depending on the killer. So by the grading metrics of the game it is still technically a Pyrrhic win at best. Unless you have a team of No Mither players there will be a point where none of them can be picked up because they'd all be slugged. At that point you'd need to hook or bleed them out both of which the game scores you on. You get 1 point per bleed out which is the same as single hooking each survivor. Which would give a silver emblem at best and bronze at worst if somehow only one person bled out.
If all survivors escape the emblem wouldn't scale since you didn't hook but you're likely to still get a silver or bronze gatekeeper so as long as you get max chaser and maliciousness you at worst you just barely depip and at best barely null pip.
forced penance is to apply broken to the person doing a pickup heal - that's considered a protection hit. sloppy is so the runner can't heal in chase and maintain pressure once penance falls off. maximum uptime on injuries. jolt is to remove the progression made on nearby gens. pick up the downed player with thrilling tremors. drop them. go to the red gens. do another chase after kicking the gen. pick up the body when thrilling tremos is available again. do a body swap. if you down all 4 then force a standup by droping a player multiple times.
of course the survivors would have to be bad. that's not the point. point is even in this dumb scenario a killer still technically wins with zero kills. so is that actually a win?
i think i prefer the mindset of kills=wins. at least it's more interesting than emblem technical wins.
here's another technical win - killer doesn't chase all game. runs instant down bear traps on trapper and blood warden. extra close hooks. places all traps near the exit gates. and waits. hooks everyone by "winning chases" without defending any gens and only having the 1 down for 4 people. hooks everyone. technically it's a win if the killer gets 4 golds.
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@ReikoMori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390131#Comment_3390131
The game doesn't even stipulate that 4k is the only win. It's a sliding scale that's graded on the curve with the devs preferring to see a 2 and 2 split ratio between kills to escape.
Kinda why the game is set up to tell us vaguely where on the scale we fall from entity displeased to merciless killer. If you're able to consistently hit ruthless killer you're winning as per the game's calculation. If you're getting brutal killer you're still technically winning, but most consider it at best a tie as brutal killer doesn't cause you to pip or depip usually.
you need... i think it's 12 out of 16 emblems?... to stay max rank.
which means technically you could "win" by getting iridescent on 3 and nothing on the 4th. which means theoretically you could "win" as killer having never hooked a player.
the fact that this scenario exists AT ALL makes it possible that there are other nonsensical scenarios that are technically possible, but that doesn't mean they're realistic or should be considered viable.
to get this scenario to happen a killer would simply need to go 9 minutes without a gen being repaired, winning chases by ending them early, and apply pressure to the downed players that are constantly getting picked up. forced penance, sloppy butcher, jolt, and thrilling tremors should make this doable.
then the survivors can all escape. is that a win?
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390271#Comment_3390271
Then I think you misunderstood my first post.
possibly 🤷🏻♂️
"i think it's too late to change the win condition."
"4K is a win"
"It will be difficult to change that"
you added the 4 out is a win part, but if we go by what you said initially then this is my thought process:
4K is a win for killers. Killers would have to have an alternative win condition. that win condition would have to be hook related because the original poster was suggesting as much. Which is whom you were replying to.
"Change the win condition from kills to hooks."
because you're talking about alternative win conditions in regards to hooks my suggestion for an alternate hook and death system is by no means out of place. i rebutted the initial argument and provided an alternative solution to killer gameplay versus survivor interaction as was specifically stated by the OP as the issue - hooking the same person over and over causes tunneling advantage and that advantage is too strong and unfun.
this still applies the 4K=win method without the rehooking/tunnelling advantage
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Yeah. It’s almost like it’s bad game design. Weird.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390131#Comment_3390131
You went on a weird tangent rant.
"I think it's too late to change the win condition"
A 4K is a win, not sure why you are raving about me thinking it isn't?
im not raving. I’m long winded even when i type. Sorry for upsetting you with my long response i guess?
it’s not really a tangent. Not in my opinion anyway.
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@not_requested49 said:
https://forums.bhvr.com/dead-by-daylight/discussion/370912/an-idea-to-fix-survivor-deaths
You seriously expect them to do this?
No of course not
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@UselessKeys said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3389430#Comment_3389430
I certainly agree with what you are saying. The issue I had was I literally would abstain from these question simply because I would not do either. It felt as though these questions lead to your second bullet point where we as the surveyees had no real option. In addition, for a survey that spans 65 questions, creating another 5 questions to allow for better answers wouldnt make too much of a difference imo.
Tbh i haven’t seen the full survey. I’m not sure if i can even take the survey or not, but your feelings are valid. I have no clue what you mean by adding 5 more questions. The questions you presented seemed flawed to begin with.
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@Pulsar said:
I think it's too late to change the win condition.
People have got it in their heads that a 4K is a win. It will be difficult to change that.
That‘s because a 4k is a win? It’s the only win. How else would a killer win? Destroy the gates? Killers are killers for a reason. Their goal is to kill. Hooking is a method of killing. Moris are a method of killing.
it’d be kind of weird if the goal of the killer wasn’t to kill. Let’s assume hooking was the goal. Then basically getting hooked would have to remove survivors from the game. Thereby hooking would eliminate a survivor. Which is the exact same thing as killing a survivor.
i mean we could always get rid of the entity sacrificing mechanic and make it so the entity no longer kills players after they’ve been hooked a certain number of times. Maybe that would be better. Instead of dying to sacrifice you just have a consistent bleed out timer. Once it reaches zero you die. That means no more hook farming teammates and no more rage quitting by hook pogoing.
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@Skill_issue said:
almost all of the maps in this game are oversaturated with safe loops(all 3 farm maps/knights map/the game) or are big maps sizes(red forest/springwood/macmillan/crotos)...i feel the only one that actually benefits killers is dead dawg and even that has a busted building
I get excited when the devs say map rework and then realize map rework that still favors survivors even the new sheltered woods remake is adding more loops for survivors
The killer tutorial map is pretty good for killers.
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@KillScreen said:
Please, nerf them! I don't want a 30 seconds scream blasting through my headphones. What where they thinking? I always have to alt tab before getting on hooked, its that f LOUD!!!!
TURN IT DOWN PLEASE!
I would also like the option to make them constantly max volume. That way i can listen to it in a creepy fashion in the basement of my neighbors house which I’ve hidden the tunnel to behind a bookshelf.
Remember folks. Mood lighting is everything.
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@feffrey said:
This has consistently happened to me when I play killer for the past few days. I've not played a lot in a few months but noticing now. I consistently spawn with 1 survivor
For instance my previous match I spawn with a Nea on the opposite side of a Rock with me.
Another match a Meg was just on the opposite side of a hay stack. I saw her as I spawned it
A Dwight in a separate match spawned at a gen behind me at a gym. All I did was turn around and never moved by chase music started
Let’s be honest about spawns. There are 2 options. They spawn close to you or they spawn far away from you.
even if you just blindly sprinted to the furthest generator you have a 50% chance of running into a survivor
edit
this is why i think that killer should spawn either in basement, main building, or killer shack. Always.
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@Skill_issue said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3375286#Comment_3375286
maybe the chainsaw doesn't down if within x amount of space of the hooked survivor? (only applies deep wounds?)
Just make the post chainsaw segment a stun like with nurse. Bait out the chainsaw, then unhook and run away. Make the stun duration longer or shorter as needed. Should be an obvious fix.
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@Chocolate_Cosmos said:
Let's say in like 2 years tunneling and camping is no longer a viable strategy.
Do you think Killers that are B tier or lower (mid to low tier killers) will have MUCH lower winrate and harder games?
I think so. Because these Killers can't effort to go for hooks and play fair most of the games. They rely on Survivors doing lot of mistakes to have a good match unless they tunnel / camp.
...but maybe that would be a good thing, because then they would have to buff like half the killers or at least the 1/3 of killers who are allready weak.
What are your thoughts?
In 2 years who’s to say survivors aren’t the ones preventing the killer from doing generators?
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@WeakestNurseMain said:
I know this won't work on every character *cough cough Thalita or whatever her name is cough cough* but this would help to bring back the seriousness of the game, and also make me more comfortable, I know some people don't mind it, but I don't want to constantly see half naked men and women running around.
edit: To make this more clear, this is only from the perspective of your client, so this would only effect you.
im not attracted to pixels or vectors.
edit
sorry got caught up in poking fun at silly things. totally forgot to post my point/view/opinion.
from a competitive standpoint this should always be a feature imo. please make it so.
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@WesCravenFan said:
Reminder that it is April 1st and the internet loves to post fake stuff. Immediately assume all threads started today are fake. In fact, just come back tomorrow before someone thinks they are clever.
i don't believe you.
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@dollidahlia said:
I’ll go first.
im an onryo main and the 2 add-ons I can’t go without is the ring drawing and iridescent video tape. It’s just so satisfying to hit a survivor and hear that horn
spirit mother daughter ring.
huntress extra axes belts
doctor king and queen pieces
idk.
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@KayTwoAyy said:
Start counting the time you spend not doing a generator.
Start thinking about how long your chases are vs. how long it takes to complete a generator.
Start noting safe zones next to gens that you can run to, rather than hiding behind a rock and hoping the killer doesn't see you.
So many of you are complaining about how difficult Survivor is going to be once PTB is pushed to live servers, when you are the reason Survivor is so difficult. You think that healing will save you, but no one is going to escape if you can't complete a generator.
You've no right to complain about how hard the game is when you continue to choose the least efficient strategies. Many of you knowingly do this, because "holding M1 is boring, and I refuse to sit on a gen all game."
The Survivor Activity HUD has been enlightning.
In games that I don't escape, there are often spans of 3-5 minutes where I am the only one to touch a generator.
This game is not hard. There is one objective.
If you're not going to do the objective, you should expect the game to be hard. Likewise, if your teammates are not doing the objective, please recognize that you didn't die because the game is too difficult--you're just not playing with people who are trying to win.
This game cannot be balanced around people who are not playing to win.
disregarding everything you've said because "i can't be bothered" - no offense to you. i read it. but the post has a bit of... flippant vengefulness to it. my interpretation of it anyway.
to address the thesis statement:
it depends on what one expects from the game.
the issue with dbd is likely that there aren't enough win conditions for survivors. remember - hatch was basically removed as an option unless you're a selfish player. in this situation there is only 1 "team" objective for survivors.
at this point it might make more sense to just remove the hatch entirely.
i'm personally in favor for returning it to an alternative objective. i think it would be interesting to have it spawn in relation to a minigame - such as cleansing all totems or interacting with a glyph mechanic or something.
this would reward players for doing things other than generators - which is really the keystone to this entire debate. "why would you do anything other than a generator if you're trying to win?"
and the answer should be "because i can win this way as well"
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@UselessKeys said:
https://us.v-cdn.net/6030815/uploads/3J3V7OLGHTIK/19-23-on-survey.png
https://us.v-cdn.net/6030815/uploads/SA67ZVR6SKG8/question24.png
I posted this on questions but it was taken down, I am curious as to community thoughts to these questions in a survey the consisted of 65 questions when an additional 5 more question in a Likert scale would have sufficed or adding a I disagree with both options would have been better.
umm...
a lot of the time surveys are intentionally designed to avoid negative responses. the reason for that varies.
only the designer of the questionnaire can completely explain the thought process behind the survey.
however, since we're just commenting on it with our opinions - my opinion is this.
- surveys that exclude certain members of a community are biased.
- surveys that pigeonhole answers are biased
- surveys that utilize only quantitative or qualitative measurements are biased.
- surveys without a sample size of at least 5% of the total community are biased.
- surveys that engage in an opt-in or opt-out format are biased unless the conclusion drawn my opt-out is "neutral" and counted towards the total responses.
- Any survey that refuses to utilize the number zero on a scale of 0-10 or refuses to utilize the words equivalent to zero in this regard will be biased.
- using a "this or that" scenario in a survey is the equivalent of basing an argument on a false dichotomy. which is a logical fallacy. which makes the data biased.
- surveys that have an agenda or an underlying narrative already applied to them are prone to suffering from responses being lead along to a universal conclusion. this means it's biased.
when it comes to surveys there is really only 1 real survey model that is tried and true.
ask a close ended question.
present the answers as 5 tiers:
"disagree", "neutral", "agree", "not applicable", "did not understand the question"
then proceed to ask your questions.
add "slightly" options to "agree" and "disagree" for more variations to answers.
give 1 point to answers that are 1 space away from neutral. give 2 points for answers 2 spaces away from neutral. give 0 points for N/A, did not understands, and neutral. keep a separate tally exclusively for "did not understand the questions" and if a lot of those show up consider redoing the questions and resurveying.
for any desired feedback - leave a feedback box at the end for comments.
then do your p and z scores like any stats analyst would and should. sample size too small? do it again. it's like people that make these things have never seen a stats class and are exclusively psychology based. which is terrible for survey creation. gotta have a background in both.
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@WitchOfCraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3385770#Comment_3385770
I don't like showing my face and I wouldn't talk because I wouldn't know how I would insert my voice. I also play on Xbox so I can stream it I just don't know I would talk on it.
i just recently got approved for affiliate. so i get what you mean by not knowing what to say and not wanting to be on camera. that's why some people rig up a v-tuber setup. then they just roleplay the character they want to be.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3388047#Comment_3388047
His nightfall was buffed to the point you cant see anything, unless you are using filters lol
i wouldn't call what they did a buff. they made it so you can't see without filters, but the overall distance and mechanics in my opinion were a nerf. since before it was shorter range and you actually couldn't see (unless you had filters) now you can still see everything pretty much. it's just covered in grey.
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there aren't enough reasons for survivors to hide in lockers instead of locking them or just ignoring them. because that's 60% of his ability... all you have left is his baitport and his nightfall.
nightfall was nerfed to being barely effective before ptb release then later nerfed again because people can't see through the spittle on their dirty monitors with dying backlights. so it's basically worthless.
baitport is telegraphed. and anything telegraphed can be easily outplayed by anyone with a brain.
the character's ability is also really annoying for the player controlling dredge just as much as it is for the survivors. who wants to listen to moaning and shrill crying constantly when they can get the same or better benefits from onryu and nightmare.
if the devs had made the dredge encourage hiding in lockers - such as making lockers a way to reduce the effects of nightfall rather than it just vanishing then it might have been better, but as it is survivors aren't going to play near lockers so you're stuck chasing as a 7 foot tall 4.6 speed pile of dirty silly putty.




