xPrinceHarlequinx
xPrinceHarlequinx
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@Spectralfx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427898#Comment_3427898
It's only easy if they all get in close proximity at once.
The maps are big enough that smart survivors only group up to push a basement hook, one should always be on gen too.
If survivors get slugged, that means they misplayed in the most blatant way.
This! Like, if you are ever in a situation where you have two survivors on the ground and a third hovering around, you are facing a HORRIBLE team. You just picking up in that moment would not change the outcome of that game. You leaving them on the ground and chasing the third while they are hypothetically able to pick themselves up will also not change the outcome of the game because they are bad lol. Like, what is not clicking here lmao?
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427256#Comment_3427256
If I've downed two survivors then I spot a 3rd hanging about trying to go for a save. Of course I'm going to slug the two and go after the 3rd, since I'm not just going to hand them a free save.
There are absolutely situations were slugging 2 people is the right move.
Hard disagree, but to each their own.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427386#Comment_3427386
He was trying to say how the system doesn't care about individual wins or losses. It only cares about how you do over multiple matches. Everyone took it as "if you die at all you're terrible at the game" when really it was meant as "if you're constantly dying then you're probably doing something wrong".
He said what he meant. There was zero misconstruing. They just have a horrible mmr system.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427337#Comment_3427337
Was that the one with the guy who said looping for 5 gens but dying means you suck at the game?
That’s the one
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@Nirgendwohin said:
why are there no more Q&A?
Because the last one they had the devs, one in particular, made several comments confirming what the community already believed about them and there was massive backlash. Since then, we haven’t really gotten any.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427148#Comment_3427148
You don't always have a choice and sometimes it's the only way to win. Sure, some killers slug just to make survivors miserable and that sucks, I'm not denying that, but that's not the majority of cases. In any case, this proposal has far too much abuse potential and would do far more than only punish killers who solely intend to make the game boring.
There is literally never a situation in which you NEED to slug two survivors and then go for a third. If you've gotten two people down, hook one of them.
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I’ve come to the conclusion that DBD is immortal. There have been several times the game should have died but it has managed to rise from the ashes every one of them
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@ili said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427180#Comment_3427180
amazing that there are killers who say "Doesn't follow the survivor's rulebook" but they are the same ones who complain about genrush, tbag, second chance perks "DH", I don't understand.
Its honestly so annoying lol. Like I wish that that kind of killer main, and on the opposite side, the equally annoying survivor mains who state that "killers just want them to start out on the hook" would just leave the game entirely. The community would be much better off without their toxicity.
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@Kirarozu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427114#Comment_3427114
were literally supposed to do generators. Get better at killer. I see plenty of killers 4k without tunneling or camping. Saying you need survivors to not play the game to win just outs yourself as a skill issue.
Its literally useless speaking to him. He isn't interested in looking at things from an objective angle. He's too busy crying about how hard it is for him to play his video game.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427169#Comment_3427169
As long as Survivors keep screeching for changes, nerfs, and 'punishments' for tactics that break their made-up, fake, and unenforceable rules; I will keep bringing up their delusional rulebook.
But killers do the same thing. Lmao
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427148#Comment_3427148
Except you're wrong.
There are many games where, after 1 person is sacrificed, there's now a dead zone. Survivors would abuse this dead zone to never get hooked, and now can pick each other up.
But continue to pretend it only harms people who break the Survivor rulebook.
In my 2200 hours of killer I’ve maybe had 1 instance where there was a dead zone after I killed a survivor and I’ve had zero instances where this has been so massively abused that I ended up with 3 people slugged in a corner unable to be hooked lmao.
And uhhh, who even says “survivor rulebook” anymore? What is this 2018 DBD? Lmfao.
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@sizzlingmario4 said:
This is directly punishing the killer for building pressure and also has too much abuse potential in situations where hooking isn’t feasible. So no.
The only problems with slugging are Knock Out (which should be reworked) and slugging for 4k with 2 survivors left which needlessly drags out the game. That’s it. It does not need a widespread nerf.
It’s not. It’s punishing people who want to make the game boring for other people. Hooks are literally everywhere, midwich excluded, but even then it’s rare I can’t get a survivor to a hook.
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@lifeisstrange said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424707#Comment_3424707
Just mad I spoke the truth? What you want us to do walk to the hook and give you a free one? sorry its not burger king cant always have it your way bud. Your comment is just as dismissive and ignorant, and yes like you says its not difficult to put yourself in other side shoes like if gen rushing needs to be addressed so should camping/tunneling.
I think camping and tunneling are scummy too bro. I'm not your enemy and rank 1 on both sides currently. I'm not being dismissive, I'm pointing out that we would get a lot more things that would make the game fun for both sides if we stuck together versus this us vs them attitude you seem to have.
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@Nun_So_Vile said:
Why is this ######### still even in the game? Like KS her and just go back to the drawing board with her kit already.
Heavily agree. She’s so boring to play as, and play against, it’s so gross.
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At this point, I just consider it a win if I had fun during the match. If I didn’t it’s a loss.
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Shadowborn basekit
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Demo is literally one of the most fun killers to go against AND he is absolutely adorable
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@lifeisstrange said:
Why does this term gen rush even exist, the primary goal of survivors is to do them to leave as soon as possible just like horror movies where people wanna try to do whatever it takes to get away from them as soon as possible. I guess survivors arent to do their objective lol.
Because the objective itself is poorly designed. I dont think I, or any other person that plays killer more than surv, want the survivors to just intentionally not do their objective because thats dumb. However, due to the devs refusing to rework the objective itself to make it take a base amount of time at its fastest, as well as making it more fun to do so that you aren't just holding m1 for x amount of minutes, here we are.
Your comment literally adds zero value to the conversation and just comes off as dismissive. It isn't super difficult to put yourself in the other sides shoes and go "ya know what, that probably feels pretty bad to go against"
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@HexBooba said:
Ever since this stupid update where they nerfed dead hard, you pretty can't do anything against killers in the beginning of the match. Not only that, after they manage to kill you and hook and you and you get saved, they tunnel you out of the game and ignore every other player infront of them. The game is not fun anymore in the aspect where dead hard used to be the only good perk a survivor had to stay alive in chase with killer, with this nerf, there is almost 0 reason to run it anymore. I've been playing since the update came out and 90% of my games im getting tunnelled and theres literally nothing i can do about it and having dead hard after being unhooked does little to nothing if im getting tunnelled because if they hit me while endurance is up i cant use deadhard after that so the perk is pretty much USELESS. Sick and tired of this middy game and these updates that ruin the game more and more every time they release one.
The tunneling has less to do with dead hard being nerfed and much more to do with gen regression getting nerfed. Its not a good reason because you can still play normal and be alright but on the other side of the coin due to the healing nerf and gen regression really not doing too much you have people playing as they should have been, while injured, with BNPs and prove thyselves, and resilience.
Basically, the most dramatic sides of the community are showing their discontent in the most unfun way possible which is ruining all the games for all the people that just want to play the game for fun. It sucks.
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@sizzlingmario4 said:
Garden of Joy was certainly a letdown, but Dredge is one of my favorite killers personally. So I loved the 6th anniversary because of Dredge alone.
I don't care at all whether the 7th anniversary is original or not, I just want it to be good content. Licenses mean nothing to me.
I actually have to agree. I just want a fun killer and interesting perks. Sadako was licenced content and she is one of the most boring killers to play in the entire game. I just want the devs to design a killer that actually has a skill ceiling instead of a power that just promotes leave loop and hold w.
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@Malkhrim said:
Map design.
What worries me the most is that almost every new map that gets added or reworked comes with issues that should be being fixed instead of increased:
- Way too many safe loops with no room for mindgames, a lot of them interconected;
- Pallets way too close to each other and ridiculously well aligned;
- Lack of grass (why is grass being removed from every reworked map? That's pretty much an indirect nerf to Trapper);
- Way too small number of lockers and bad distribution across the map (terrrible for Dredge, but also bad for Huntress and Trickster).
I remember when they removed double pallet loops. Now with how close together some of the pallets are, it might as well be double pallet loops. Like, what are these devs thinking lately?
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@Wilx said:
OP add-ons (I'm looking at you, Blight) camping, tunneling, gen speeds, map layout, poor perk designs, matchmaking, MMR, 3gens, the last two killers, slugging, invisible game objects, hit boxes. Did I miss anything?
I would like to second "the last two killers" because my god were those two GIANT misses
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@Sylhiri said:
Base game design. At its core, if the foundation has issues you will always end up issues down the road no matter how much new flooring or paint you add.
Very this
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@ReikoMori said:
Map design and Objective stagnation.
Map size, gen placements, and both killer and survivor spawns aren't as good as they need to be. The overgrown maps are basically nightmares for over half the cast to deal with. Gameplay objectives have become extremely stale and hyper optimized to the point of lacking fun for players who have lots of hours in the game, but being almost too simplistic and unengaging for players just starting out. The game sort of lives and dies on chase interactions, but killers and players who don't function well or aren't designed for chase interactions sort of don't have a true place in the game. Converse survivor objective has been too simple and isn't particularly interesting on top of having too much of a time variance between minimum and maximum time it takes to complete or fail.
It is just as common to find players who flat out refused to engage with going generators as it is to find players who only want to optimize doing gens as fast as possible and the game doesn't have any regards to time gating the pace in which such a simple objective gets done. SInce the game has median time investment that it is balanced around it should probably be difficult to push the game as fast as it can be pushed on both sides.
I agree with the stagnation of objectives. It’s always kind of bothered me how this game actually punishes its veteran players for supporting the game for so long. SBMM is the best example of this along with balance changes for making the game more new player friendly that effectively make the games impossible for higher mmr.
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@IWasLeft2Die said:
Now I totally agree that that survivors should have the extra hit after being unhooked for a set amount of time to prevent being tunneled out. Now the issue I see is that most of the time it's not used as an anti tunnel tool but as a defense for players who unhooked the survivor by body blocking. I find it problematic since it's not being used for its original purpose of an anti tunnel measure. I'd love to find a way that still allows the protection for the unhooked Survivor (maybe even extend the protection time a good bit) but take away their Collison to prevent bodyblocking for the unhooking survivor. Anyone else feel similar?
I absolutely agree. It's incredibly annoying and its literally begging the killer to tunnel you when you wanted to play nicely and go for the savior.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423429#Comment_3423429
Survivors: camping and tunneling are a problem.
Killers: gen speeds are too fast
Devs: adds base time to all gens
Killers: DS is unfair
Devs: nerf DS into obscurity
Killers: dead hard is op
Devs: nerf dead hard
Killers: dead hard is still op
Devs: nerf dead hard again
Killers: healing is too powerful
Devs: obliterate circle of healing and global self healing nerf
Survivors: so, uh, can we do something about the camping and tunneling thing?
Devs: here's a HUD so you can see your teammates opening chests.
Killers: since this works so well, gen speeds are a problem again.
This is the definition of moving the goal post.
The problem is its a game design problem and not a mechanic problem. Its also an issue of the devs taking too long to fix core issues in the game while adding additional problems along the way.
All of the things nerfed for survivors above took literal YEARS to address while they so-called "buffed solo survivor" to compensate. I'm not going to downplay the HUD because while yes it can show useless things it also can show things that allow for me to make smarter, in the moment, decisions as a solo survivor.
With all that being said, both sides feel not super fun right now. After 6 years of playing this game, this is the first time where I absolutely despise the meta on either side of the coin. I'm really hoping for a giant shakeup for the anniversary but with their track record, my hope remains devoured lol
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@Seraphor said:
As for maps, I would hazard a suggestion of the Swamp maps. This is because it allows decent views for stalking and gaining evil quickly, and there are fewer/less regularly placed lockers in which survivors can jump into and avoid Tombstone. The downside is survivors can see you coming easier, but there's also the added benefit of you being able to secure potential 3 gens as it can be difficult for survivors to complete the gens near the center.
Swamp maps actually dont sound like a horrible idea. I've been trying to pic maps that i know are bad for dredge due to lack of lockers and this completely escaped me lol
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@Crowman said:
If you need to run Shadowborn, you should run Play With Your Food, Corrupt, and Deadlock.
You need Play With Your Food so you can catch survivors in T3 and killing survivors with Tombstone doesn't lose you a stack.
Corrupt and Deadlock are just reliable slowdown perks that don't require any input from you. Since you need to squeeze as much time as you can to stalk to T3.
I actually really like this. Thank you.
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@OneGoodBoyDemo said:
l hate these two maps with every fiber in my body, a person has to be worse than the Devil to send someone to these maps.
bad design, bad atmosphere and bad everything they represent.
agreed. the fact that they have already reworked badham once and added 4 variations on top of it almost made me scream. Because nobody wants to go here.
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@BooperDooper said:
There are many changes needed right now to address the extremely unfair/unfun parts of the game right now. The state of this game currently just isn't it.
- Wider doorways and/or more exits near hooks. Killer's should not be able to block people from getting saves. This is an issue in places like basement, the stairs aren't wide enough depending on the killer and can just stand in the doorway to block anyone from going. Another place is the outside front area in RPD, there are only two entrances and the killer can stand and block anyone from entering to get the save, this area wouldn't be a problem with a swf and two people can come from either side but in solo q, that person is doomed. I'm sure there are more examples but these are the 2 I thought of.
- Hooks should not be able to spawn on the second floor of eerie crow, killers especially ranged killers or 1 hit down killers benefit from spots like this when camping, they get a top view and there is only two way to get to the hook, this makes it an extremely difficult spot to get a save from someone like huntress.
- Gen progression perks. Since some gen regression has been addressed, it would be great to address the opposite of that. And just make overall gen regression and progression less prevalent and overwhelming for either side.
- A SEARCH BAR for perks.
- Debuffs for Swfs, depending if it's a 3 man or 4 man, the bigger the debuff on gen progression, nothing crazy just a little base debuff to make the match a little more tolerable and possible for the killer.
- Base anti tunneling and camping mechanics and/or incentivise not tunneling & camping and/or bigger punishment to bloodpoints and xp earned for tunneling & camping. Another possibility is removing the killers power within a small radius of the hook.
- Healthy hook grabs are a no. Was a mechanic made long ago that should not happen anymore with how the game is currently. If a killer is camping hook, you should be able to definitely get the save and trade instead of getting grabbed and dropped, then the person dying on the hook.
- Slugging... survivors should not be able to be slugged for 4 minutes being bled out by a toxic killer or a stubborn killer looking to get a 4k. Survivors should have a base unbreakable after they've been slugged for half their bleed out timer, so the killer is either forced to hook in that time or deal with the survivor getting up. The opposite of that would be a bleed out button after certain time of being slugged, so you can quickly off yourself if you are waiting a while or want to give the other survivor in a 2v1 a chance for hatch.
These are just some of the things that came to mind, I'm sure there are more urgent things needed. Feel free to add to the discussion.
I actually like some of these a lot but ill respond in order:
1: I don't disagree at all. It is not surprising to me they had this oversight but it should be rectified.
2: They had to put a hook up there, and on second floors of houses and buildings, due to boiled over existing. Super scummy of them to camp up there but it seems them solving camping would be worth the resources more than removing the hook.
3: While I'm typically not a fan of longer gens, because holding m1 is so boring, I would be okay with them tweaking a few of them a little bit.
4: Either a search bar or make the page numbers at the bottom letters instead and just let me go to the right letter.
5: Most SWF's are just friends goofing off with each other so I don't know that I necessarily agree with this one especially considering that even if you do extend gen times, the coordinated teams you are trying to effect are going to be able to overcome the debuff rather easily. I would rather just have them push through gens quickly so I can go next, honestly. I would be open to the gen speed perks being disabled though on these teams.
6: I would be fine with them just disabling bubbas chainsaw near the hook. This meme has gone on far too long for it to still be a thing. I also feel like they should be able to just teleport the survivor to a different hook if they remain in the terror radius for too long. They can disable this mechanic after all gens are powered though.
7: Healthy hook grabs are fine. Super easy to avoid.
8: Basekit unbreakable is a hard no for me. With that being said, there should be some type of mechanic that allows you to do something about being slugged for 4 minutes straight. I would be willing to have a basekit endurance after getting picked up if you've been on the ground for more than 45 seconds. This way there is a possibility to outplay the killer from a teamwork perspective. However, if this is a "slugging for the 4k" situation, give me the bleedout option after 30 seconds. This is the killer equivalent of waiting in the exit bag to hand out the tbags and is frankly obnoxious. You're gonna pip regardless if you've gotten this far as killer, and now you are just being greedy.
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@[Deleted User] said:
https://us.v-cdn.net/6030815/uploads/RL2U5B3ZJRKE/screenshot-from-2023-04-28-11-01-39.png
Here's a visual aid to illustrate why it's difficult. The red area is the 3 gen area that the Skull Merchant will never leave for the duration of the match. The white area is the area where all of the other gens are. The Skull Merchant will never enter the white area and will never leave the red area.
The best way to counter it is to be in a full SWF and stack Potential Energy and Prove Thyself. Farm Potential Energy tokens in the white area and dump them onto gens in the red area all at once. She'll never realize what's happening because she can't see anything in the white area. Skull Merchant cannot cross the electric fence barrier of the red area. Their game uninstalls itself. Take advantage of this mechanic.
- I agree
- This was the funniest way you could explain it and im cackling
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@DaddyMyers_Mori said:
Lately there was a lot of posts about this game dying, as always.
I have seen lots of complaining about tunneling and camping. Even tho my experience was quite good even as soloQ, but that's anecdotal.
Funny to me is that I don't think there is a way to play killer except losing that survivors wouldn't complain about.
I would just like to find out what you see as a playstyle, which would be managable to balance for 60% kill rate, but also acceptable to play against.
So what killer can do:
Tunnel?
Best way currently to win, survivors hate it
Camping?
Also good way to win, got nerfed (by perk) and survivors hate it a lot
Slugging?
Hate it almost as much as camping. Three killers basically have to do it.
3-gen?
Another good way to win, got nerfed hard and survivors hate it. Even tho some killers are really bad without this.
End-game build?
It allowed more friendly playstyle with chance of comeback later, got nerfed (NOED). Most survivors hate it.
Hit&run?
This was really bad for long time, because of CoH. It got comeback this patch. I have already seen complains on it. Most players also don't like Legion, who is one of best killers for this. Survivors want to chase, but killer won't do it.
Slow-down stacking?
Got nerfed probably most, you could basically do whatever you wanted, because you had time for it. There was lot of complaining on slow-down perks. Most of them were nerfed significantly.
Zoning / anti-loop?
Not sure if this should be single category, but we can see how much hate Knight get. Also lot of complaining about all new anti-loop killers. Survivors don't like hold W, but neither do killers.
Playing top tier killer?
Yeah, Nurse and Blight are so popular between survivors...
So far only acceptable way would be 12 hooking, without top tier killer, without stacking slow-downs.
How the hell you want to balance for that...
I mean, me personally, I don't necessarily care how they play but I think the mentality comes from the fact that what is fun for killer, isn't going to be fun for survivors and vice versa. Its just how the game is designed.
Ex: Its super fun to speed around the map and stabby stab all the survivors as legion however it is miserable to constantly mend as survivor.
Ex 2: Playing Blight is ridiculously fun, but going against him can be a pain and feel annoying
Ex 3: Snatching people off gens can be super fun as a stealth killer but getting snatched or having them play a hit and run playstyle with sloppy either turns into a healing simulator or if you decide to just stay injured and they sneak up on you again, you just go down.
The fun in this game is subjective and unfortunately, in most cases, if one side is having loads of fun the other side is probably not. Which leads to the "unwritten rules" the community has come up with and we hear so much about.
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@leowt said:
Why or why not?
Yes and healthy window grabs as well.
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@HeavenRoad said:
So I stopped playing when knight came out.
Recently played again, I used to have both very high survivor and killer mmr.
I stop for 3-4 months, my survivor mmr gets gutted(why??) and I play with beginners and people who have no clue what they are doing again, just because I stopped playing for a few months(thats unheard of in any other game with a mmr system, by NO MEANS should it decay so much)
So I think well survivor solo is hell again even if I grinded it a lot cool, at least I can try out the new killer against newer survivors too right?
Well no, apparently only my survivor mmr changed. I still get death squads when I play killer like I never stopped playing.
Why?? How on earth is it working like seriousely? I can't have fun on EITHER side now? Jesus man, I play for 3 days in 4 months and I just wanna quit again.
I feel this. I took 6 months off and haven't seen a change in the survivors I've gotten. The MMR system was a bad idea to begin with but the inability to have it function properly makes it a miserable feature. It also makes you feel like you are being punished for doing well on the killer side, because this game is not balanced around high mmr or swfs. Should you go against a well coordinated team and you aren't playing nurse, spirit, or blight you are just kind of destined to lose because that is the design of the game.
I have been having a lot of luck with dredge though. His map pressure is pretty insane, and his playstyle is actually pretty unique and fun to pull off once you start getting him down.
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@Smoe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3408159#Comment_3408159
What would make the matches more interactive if you were to give some examples?
Rework the objective on the survivors side so that there are multiple different ways to power the exit gates that are more than just holding m1. Tie the ability to complete those objectives with charges surv can earn by being in chase with the killer or by retrieving them from chests or cleansing totems. The survivors start the trial with enough charges to complete 1/2 of one of the objectives (for reference, half a gen) that need to be done but in order to do another they either have to go interact with the killer or find something to recharge their charges.
Something along those lines.
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@false_god24 said:
I just want to say that the newest update that has been released has ruined my gaming experience as a survivor and I honestly no longer want to play this game. I think it’s ridiculous that all the Med kits have the same charge and that they aren’t even useful unless you are healing another survivor. Another thing that has been ruined is circle of healing. I can’t even heal myself now without a med kit in circle of healing?! WHY?! I used to have fun playing as survivor and I could as least look forward to winning a match but now I play match after match and I NEVER survive. So what is the point of playing dead by daylight now. I’m over it.
You could bring self care in the circumstances they wont heal you. You can also bring resilience so you get a benefit from being injured. I think the fact that these 2 nerfs ruined your experience shows just how strong these things were and why the nerf was justified.
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@Chadku said:
How about balancing the maps to be neither sided?
Or making the sacrifical wards be a brown and reimburse-able if no survivor brings in a map offering.
They take too long and when they do what you mentioned we got Gideons, Haddonfield, Badham 1-5, RPD, etc.
They suck at improving the maps.
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I vote for complete shakeup. As much as I used to be all about a new game mode, I would feel some type of way if they created a new mode when they haven’t fixed the one they’ve had for 7 years.
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@Smoe said:
Also what would have made the patch overall better in your opinion?
If BHVR would stop going back and forth between gen regression and healing with nerfs and buffs and instead focused on making the matches a more interactive push and pull of a round. The weak killers continue to stay weak, solo q is a nightmare even with the hud buffs, and patch after patch one side is furious or the other because at the end of the day both sides just want to have fun and while there are addictive, and sometimes enjoyable moments, it just feels like we are all just searching for that high we originally experienced when we started playing.
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@Malkhrim said:
Yeah, I liked that they added more lockers to every map when the Dredge released... and I HATE that they seem to disconsider this every time they release a new map or redesign one.
Dredge is one of my favorite killers, but this just tells me its is going to become worse and less fun everytime a map is released or reworked, since there will be a higher chance his teleports will be messed up by the map. Disappointing, really.
Welcome to the life of a huntress lol started with the ghostface patch and has since gotten worse and worse every update lol
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@Dbdfan398 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407253#Comment_3407253
People rely on DH too much.
Gen regression is non existant now
This. Now it feels like if I get a team that is obsessed with healing on a decent map, I can usually win. Unfortunately, 2300 hours into the game, the majority of the teams I face are fine with staying injured, bringing BNP’s and gen speed perks, and gens are done in 5-7 minutes even with quick chases. It sucks. I don’t really care for the meta killers, I want to play a variety but here we are. It’s not the survivors fault because what else do they really have to do in the map but BHVR needs to do a giant shakeup that is fun for both sides and not just one or the other.
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@Unequalmitten86 said:
I agree or balance the maps. I get lost in the school and the meat plant. As the killer I find it confusing where the hooks are too. Lamkin Lane is like instant survivor death.
Due to bhvrs slow response to literally everything, not that it’s completely their fault as it probably takes a lot of work to rework maps, I would rather them just get rid of the offerings to be honest. It took them 7 years to do a quality of life change to the bloodweb lol and their reworks of almost all the maps have been failures.
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@jarjargist21 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407085#Comment_3407085
It sometimes it is but in this case it's not auto aim. Like straight on missing as you're close enough to the survivor to hitting where it should hit.
If you don't believe me, then play Demo he's the killer I used that gave me the problem
I wasn’t disagreeing with you lol I was just adding to what you said. I was just joining the rant party don’t mind me lol.
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@Silverwind13 said:
Can we just agree to disagree that escaping on raccoon city is damn near impossible now with how easy killers can get a 4K now. You expect people to escape at least 20 times for the achievement/trophy?
we can definitely disagree lol.
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@jarjargist21 said:
Is it me or the hit boxes are broken again. I get close enough to hit survivors and the hit boxes come up extremely short causing me to miss the hit. Not to mention the insane speed of which the gens are getting done. Thanks to the nerfs to gen dense.
Other than that pretty good update so far
Or auto aim deciding you wanted to hit the corner of a pallet or a wall when you are right on their back. Its so annoying.
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Tell me about it
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Agreed they should remove them.
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I don’t disagree however that would just mean they would stand just outside the gate to do the same thing. People that want to be obnoxious will find a way to do it. It sucks, but here we are.
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Yeah, i think it was their way of giving us some bloodpoints for the new bloodweb but it just ended up being annoying
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Tomorrow at 11am EST