roundpitt
roundpitt
About
- Username
- roundpitt
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@UndeddJester said:
If this is the change they want to make, they should make it basic and special attacks, and just reuse the coding from Play With Your Food stacks. Literally achieves their goal with none of the exploits.
This would work. Or make it not give stacks on endurance hits. The whole reason it’s a problem now is because you can use it to eat through the basekit endurance and tunnel people out of the game. Their solution didn’t even solve that.
If we keep it how it’s outlined now.. how I see this playing out is; at low MMR StBfL will continue to be a problem. But at high MMR, it won’t be something you can even add to your build. So it would have one use, ruining the game for new players…
-
Yes. This is a HUGE reason to run Ruin since I don’t think it’s considered a regression event. The gen simply starts regressing when survivors stop touching it. So with ruin you will still have infinite regression as long as you can defend the totem.
Ruin is probably going to be meta again.
-
With these changes Save the Best for Last can be hard countered if the obsession has Plot Twist.
It will enable survivors to remove all stacks from a safe location, far from the killer. There will be nothing the killer can do to stop this from happening. Most killers will likely report this as a bug because they will see their stacks dropping, but won’t immediately understand why. This is obviously a bad experience for any killer players who get hit with it as it would negate their build entirely with nothing for them to do to stop it.
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622691#Comment_3622691
I literally posted a video of me cleaning an Hex which spawned next to me at the start of the match titled "Hex are great". Taking in count the context of the post, I didn't think it needed any signals that it is obviously sarcasm 🤣
I’m not going to watch videos anyone posts, I’m listening to an audio book and it stops it
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622683#Comment_3622683
... I think you either responded to the wrong post, or someone doesn't know what sarcasm is.
I’m not sure if you are aware, but typically you need an inflection to know sarcasm is being used. With only text, you can’t do that. It’s why typically people add “/s” at the end of sentences which they want to be taken as sarcastic.
-
@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621835#Comment_3621835
Because you need a lot of preparation to deal with Hex perks compared with the whole build the killer should bring to make them somewhat viable just for things like this to happen anyway, of course:
So yeah, bring Hex builds people, Hex are great. Perfectly designed and implemented.
If hexes didn’t get cleansed within 20-30 seconds after the game started half of the time, I might agree with you.
But there’s a very good reason why the majority of killers don’t use them. Most killers can agree, without even collaborating, hex perks don’t provide enough value to warrant using. 🤷🏻♂️
-
More often than not, hex totems are cleansed within 20 seconds of the match starting. So if a killer equips one, it’s like they have an empty perk slot.
Would you leave a perk slot empty for no reason?
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612329#Comment_3612329
That's the point.
Survivor is blessing totem = They are not on gen.
Survivor is running blessed area and healing = They are not on gen.
Same goes for medkits. Survivor is healing = They are not on gen.
All of those free slowdown for killers. Because when survivor is wasting time with those side objectives, killer is chasing someone and some pallets are removing from game which means next chases will be faster.
But now, survivors are not using boon perks and they are doing gens even if they are injured. So gens are flying.
Devs can make gens 100 seconds and they will still fly. We need natural slowdown, another objective for survivors. That's the slowdown will make game healthier.
And nerfing chase perks = survivors are gonna use more gen speed perks = gens are even faster.
the CoH totem effectively gave everyone on the team an infinite purple medkit at the cost of 16-20 seconds of one survivors time. Even if it didn’t have the 100% healing speed increase it had when it released, it would still be broken. Even infinite brown med kits for the whole team is broken as all hell.
The fact that it made it through PTB and sat in the game for so long is disappointing on Behaviour’s part.
The original CoH that released with Mikaela was so broken, you could compare it to cheat codes that you paid for. Aka pay to win.
-
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621383#Comment_3621383
To stop tunneling you need to give killers something to do that provides more value than tunneling. Tunneling a survivor out effectively reduces all pressure from survivors by 25% permanently. If there was something killers could do to get that much value instead of tunneling, they would be doing it. If you prevent tunneling completely but don’t give killers some other way to get that value, people will just stop playing killer.
This same story gets regurgitated every time the word 'tunnelling' is mentioned. Tunnelling is not 'the only thing we have left', it's just flatly overpowered. If you want to make killers strong enough to not need tunnelling, you'd end up with a colossal inflation of kill and winrates for killers.
Tunnelling has to go. In part because almost everything you give to killers will also collaterally buff tunnelling.
The thing that you give killers to do has to be basekit and in opposition to tunneling.
For example, if you only want to play the math game and not come up with something interesting, you could do something like;
Fear: Every hook state on a living survivor gives a token which reduces survivor’s healing and repair speed by 10%. This effect cannot exceed 50% healing and repair speed reduction. When a survivor dies all tokens are lost.
If you had three hook states on three different survivors, that’s 30%. That’s more value than hooking the same survivor 3 times by 5%. Congratulations, no one is going to tunnel. There’s no reason to.
How do you counter it? Don’t get hooked.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621179#Comment_3621179
The problem is not that the systems are bad (although they are). The problem is the systems they come up with go against their reason for not doing a ton of other things that should be done because it "gameifies" the game.
The anti-tunnel and anti-camp mechanic should have been a single mechanic that was much much simpler than what they have now. Simply teleport the survivor if the killer is nearby the hook for some x seconds like pyramid head does to a hook that is closest to the survivor that is furthest from the killer. Make it pretty generous range too, like 12-16 meters. This mechanic is easy to understand rather than some bar that the other survivors don't know how filled up it is, or if they are in range of the killer so the far isn't filling up, or the killer to know how filled up the bar is, etc.
For tunneling, they simply need to get rid of the basekit BT, and give the survivor 0 collision with the killer, a ton of extra movement speed for 20 seconds and make it so that survivor can't do anything other than get healed. Gives them time to run to the other end of the map and get healed and is not exploitable by the killer. Also lets the killer know that someone who just got unhooked isn't going to hop on a gen immediately, and they are put on a little "time out" buying the killer time and further encouraging them to not tunnel.
For 3 genning, i'm sure they are gonna come up with some complicated mechanic that makes a killer do a math equation to figure out how much they have regressed a gen by in that game or short period of time so that now they have to figure out if they can use pop on that gen or if they should use it on a different gen. When the solution is much simpler. Simply even out the curve of the game. Keep the total gen times the same, but make the first few gens go slower, but the last few gens go faster:
I.E.
Current:
1st gen: 90 seconds
2nd gen: 90 seconds
3rd gen: 90 seconds
4th gen: 90 seconds
5th gen: 90 seconds
Total gen time: 450 seconds
New idea (numbers can easily be tweaked, but general idea remains:
1st gen: 130 seconds
2nd gen: 110 seconds
3rd gen: 90 seconds
4th gen: 70 seconds
5th gen: 50 seconds
Total gen time: 450 seconds
Same total gen time, but now the killer doesn't feel so pressured early because they lose 3 gens in the first chase, and they have a little bit more time early. Then, late game, when a 3 gen is in place, the survivors only have to power through a 50 second gen instead of a 90 second one. Meaning that the 3 gen is much much weaker at that point, because a single survivor pair being left alone for 30 seconds is finishing that gen. Not to mention survivors having toolboxes, prove thyself, or having 3 survivors hop on the last gen while the other gets chased, that gen is going down quick.
In general though, they keep coming up with these super complicated mechanics that both sides have to do math equations to figure out what the state of the game is, when they could be doing much simpler solutions that aren't gameable by either side that actually push the game into the most effective way of plying the game also being the most fun.
What happens if gen 1 is complete while gen 2 and 3 each have 50% progress?
I think this would incentivize dog piling gens. And certain perks which enable that would become meta. You would see survivors piling a gen while a killer can’t really do anything to stop them on the last gen. The killer may get a few free hits but they are getting that gen done. So your solution would be extremely “gameable”.
Additionally, the easiest way to win as killer under those rules is to prevent the first gen from being completed. So perks like corrupt intervention would almost be required. Ruin would become meta again because its regression at 5 gens would be huge.
I don’t think these are problems that can be solved by tweaking numbers on existing systems.
However, if your goal is to make killers care less about the early game then you’d want to flip those numbers. So that as more gens are completed, the remaining gens take longer. Of course, I’m aware of how bad that would be for the game. That too would have even more problems. So I’ll say again, these are not problems that can be fixed by tweaking numbers.
-
Basekit endurance was a success. It was needed. It only punishes killers who actively tunnel off hook. Does it prevent tunneling completely? No.
To stop tunneling you need to give killers something to do that provides more value than tunneling. Tunneling a survivor out effectively reduces all pressure from survivors by 25% permanently. If there was something killers could do to get that much value instead of tunneling, they would be doing it. If you prevent tunneling completely but don’t give killers some other way to get that value, people will just stop playing killer.
The anti camping system, in my mind, was not as much of a success. Not because it encourages camping, like you say. But because people still camp in spite of the system. I’ve seen it myself on Cenobite and Bubba. It doesn’t prevent much on some killers. It does prevent outright face-camping so it’s not a complete failure.
Again, I think the correct solution for anti camping would be to give killers something to do other than camping that has much more value. Why chase survivors when you can just wait for them to come and give you another free hook? At lower skill levels where it may take someone much longer to secure a down, camping makes a lot more sense.
What is that thing that killers could be doing? The possibilities are endless. But the solutions we received are unimaginative and ham handed. Unfortunately.
-
@caligraph said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603307#Comment_3603307
That was how many years ago? If they actually intended to remove it I hardly think they'd wait this long.
The only reason they would announce that they are working a fix, but then not release that fix is because they lack the technical knowledge of how to fix it.
-
@caligraph said:
Can we stop calling hug tech a bug? Its as much a bug as a cj tech. They arent mistakes in the code or weird side effects of completely unrelated code. They are clever uses of existing game mechanics and the way their programmed. A cj tech just uses the fact that you cant break a pallet while its being vaulted to force a pickup. A hug tech just uses the fact that blights collision is programmed off LOS as well to slide off objects. I'd say hug tech is far more intended than cj techs are, considering they at least knowingly programmed for blight to have some slide.
side note: they just removed drop tech, unfair techs do get removed.
Hug tech was confirmed by the DBD team to be a bug. We are not going to stop calling it a bug, because it is a confirmed bug by the developers. Please stop abusing a known bug. Thanks.
-
What is this post? There are tons of bugs on most of the killers that haven't been fixed. Some of them can be abused by killers, some can be abused by survivors.
Example A. When the Knight finishes drawing his patrol path with his green orb, for about half a second the Knight's model replaces the green orb then is relocated to his original location. During this half second, the Knight can be stunned by pallets and the steam vents in the Alien map. After he's stunned, he's teleported back to his original location. It's obviously a bug and it's annoying.
Example B. Blight can disable collision with the object he's currently colliding with by looking up and then colliding with that object once, after which they can slide against that object without colliding with it, even though they should. Some players have called it "Hug Tech" but in 2021 (lol) a member of the DBD team confirmed that it was a bug and announced a fix was being worked on.
The bugs have existed since the killers were created and have not been fixed. This is a "But wait there's more!" moment, because I've personally reported many other bugs just like these and only a very small handful have actually been fixed. It's sad. It's one of the reasons why I've lost so much trust in Behavior.
Seeing a post like this is just... confusing. It's such a departure from reality. It makes me question your logic and makes me wonder if you are just trolling.
-
@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602566#Comment_3602566
The problem with protection hits is that it can be triggered by hitting a survivor next to someone injured, not necessary when someone is bodyblock.
But yeah, they need to create ways against the weaponization of anti-tunnel perks against non-tunneling killers.
I've gotten into the habit of hitting people as soon as they come off hook so they can't use things like OTR or DS to deny downs against other survivors. It's silly that perks that were meant to stop tunneling, force me to prioritize tunneling so I don't get bullied.
-
@Rickprado said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597919#Comment_3597919
We are having these discussion in the "Decisive Buff" Thread. I'm really tired of anti-tunnel perks being weaponized to other things than anti-tunnel. I hope they adress this issue if they buff the perk.
For the other stuff, i am really concerned for Sloppy and Save The Best for Last. They are perks for M1 killers and will be very underwhelming in case they get nerfed in any way. The anti-camping already gives enough distance from the hook for survivors to rescue (even if it results in a trade); i don't think this is a issue anymore.
My bet is that they are going to make STBFL not get any stack after the exit gates are powered. If they do so, i hope they at least give some kind of buff to this perk in the middle of the match, like hitting the obsession before all gens are powered reduce stacks by 1 and hitting the obsession after exit gates are powered reduce stacks by 3.
Quick Gambit... its a very bad perk, but i'm afraid how they could buff it. If the radious of the perk gets too big, commiting to a chase might be too punishing, which will incentivise the hit and run playstile (that most of survivors hate).
People still weaponize DS even today. People will run out in front of you to block a hit knowing you can't pick them up because they have DS and will go down in a relatively safe area.
Honestly, sure give back the 5 seconds, but disable it on any protection hits.
-
Hmm what is going to happen with killers who rely on a three gen to even be viable?
What is going to happen to trapper? The whole point of trapper is to place a web of traps in the area of a few gens and then don't leave that area. If you leave the area you wont be able to punish anyone who walked into your trap. I'm confused. How is there a solution for this that doesn't completely invalidate certain killers?
Is this update coming with reworks for any effected killers?
-
@DjEnderFox107 said:
https://forums.bhvr.com/dead-by-daylight/discussion/397873/why-hasnt-blight-addons-been-nerfed
Why not just learn on how to counter blight?
While you can counter them to a very small degree, it doesn't make sense to give the killer with one of the best powers in the game also the best addons in the game.
I invite you to explore the gulf of power between blight and trapper. With the best perks and addons on trapper, you'll likely average 3 kills per game if you are very good with him. Otherwise you will average less. At the other end of the spectrum, you could equip no perks and no addons on blight and achieve an average of 3 kills per game. Now remember that blight's addons are some of the best in the game. Can you honestly say that's fair or balanced?
Keep in mind. I am a killer main. I only play survivor rarely. But when I do, playing against blight is oppressive. Especially when they pair Blight Tag with Alchemist Ring. Some players can just end the game within the first 2 minutes of the game starting. It's dumb.
To counter that, one thing you can do is jump in a locker before he hits you with his last rush. I only know it works because people have done it to me before. But there's nothing stopping a blight from just throwing on Iron Maiden. That will expose you after you jump out of the locker and you'll go down immediately anyways. So it's a very weak counter that would save you only a few seconds.
-
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/397873/why-hasnt-blight-addons-been-nerfed
Hug tech only adds to the game, the add-ons are announced and you are thread number 500 in the last month about them.
It adds to the game from the killer's perspective. From the survivor's perspective there's little to no counterplay, especially on high walls with no line of sight. It's also obviously a bug, since you are turning off your collision using a strange method of hugging a collision object while looking up or down.
-
@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591947#Comment_3591947
You could also reach out to them and explain what they can do to fix it. They also had someone from the community who helped them with the stretched res problem a few years ago.
There are also other things many people wish for (like a replay function), but the Devs said that it was "impossible to do at this state". Maybe you could help? I think many players would be very grateful😊
I would make a DBD competitor before I fixed their bugs for free.
-
As someone who actually builds Unreal Engine games, the issue where collision is turned off when looking up or down and standing next to an object (Hug Tech) would be simple to fix. What I have found though, is that most game developers are not software engineers. Problems which seem complicated are quickly fixed with a simple script.
Maybe they should hire better developers so they can fix their bugs.
-
I've been keeping count, and on average, three out of four survivors run the new perk that gives you +3% movement speed. Idk why that's not even listed here.
75% is really high.
-
@AbsolutGrndZer0 said:
They've already said that they won't be able to do licensed properties, but instead his extra cosmetics will be original creations in his quirky style. As wonderful as it would be to get outfits from his movies, that would require a separate license for each skin and that's just not feasible. To paraphrase what he told them (The actual quote you can get from the 7th annversary stream) "Make sure they're clothes I would wear."
Ah okay so a furry suit then.
-
@Emeal said:
bHVR could fix this problem by allowing ghosts to spawn inside of Knight if there is no space to spawn them.
I dont understand how bHVR just signed off on Knight, when anyone who plays him regularly can feel the ghost placement being REALLY annoying. If bHVR decides to make gameplay smoother for knight, this has to be top priotity.
Yea just let the guards spawn on top of the knight or let the knight issue a command with Ctrl. These are both obvious fixes that the devs will probably not do.
-
@DaddyMyers_Mori said:
You need to summon your guard before survivor fully drop pallet.
It's kinda part of needed skill for him, not really bad thing imo.
Except there’s a bug where if you summon a guard within a few meters of a pallet and the survivor throws the pallet; it sucks the guard into it, destroys the guard and also magically stuns the knight from 5 meters away. So that’s not really an option.
I reported this bug in the PTB, on their Twitter, emailed them. Still there. @BHV if you are hurting for devs, I’m basically a lvl 999 dark wizard dev 😬
I have built entire web based platforms and games by myself. Used 3DS Max to model, texture and animate my own characters.
Or keep these bugs in your game for literal YEARS. Lol
-
I disagree. I’ve secured four kills during EGC when none were dead when it started.
Also, before EGC existed people just hid until hell froze over.
-
@MrSlayer said:
Here's something I'm curious about. When there are no gens left and you get a late hook, do you defend it?
It depends, if everyone left alive is injured I may leave to pressure them and possibly get another hook.
There have been quite a few games where four survivors remained when the gates were powered but I killed all of them because I kept up the pressure.
Teams can quickly fall apart when victory is close. They make a lot more mistakes.
-
So I think this is more of a problem with parenting. When you play any game online, you are bound to play with children who have way too much time to play video games. Their parents don't parent them, they leave their kids to play video games while they go do who knows what. It's sad, but it's reality.
The best thing that can happen to improve the community for everyone is to ban these children. Permanently. If they want to use Mom and Dad's credit card to buy another copy, go ahead. Mom and Dad can enjoy the consequences of their failed parenting.
-
From my experience the game is still unplayable without multiple slowdown perks, so idk what you are going on about. Maybe it depends on which killer you are playing though?
-
@alaenyia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423321#Comment_3423321
Tunneling people is not an objective. Sacrificing people is one of four objectives for killer. Find another one to work on after you hook someone. Maybe find another survivor, one of the other killer objectives.
The killer's objective is to kill. There are no rules that pop up before the match starts that says, "Hey look buddy, you should kill survivors but don't focus all your hooks on one guy. Hook each survivor once and let at least two of them escape so they don't cry on the forums."
-
@YOURFRIEND said:
If only he had actual addons.
His addon that increases the radius of the detection range is busted. I don't know why it's not marked as Iridescent. It seems like the devs forgot how the distance over time calculation works. In the Knight PTB it was even better. It was a level above Iridescent, what is that? Maybe we can call it God Tier.
But that's about it, most other addons are lacking.
Even the one that blocks the exit gate doesn't really work against good survivors because they simply leave. It's also a little bugged, sometimes you catch people with it but they are able to leave anyways. They even have the green aura around them and the guard runs into the wall but can't follow. Meh.
-
Vigil is bad and it needs a buff, but I don't think that is the buff.
-
@AssortedSorting said:
Casual or ranked, the player goals are at odds with one another. The Survivor players are trying to escape the Killer player, and the Killer player wants to Kill the Survivor players.
Casual doesn’t exist here because if a game is relaxing for one player, it isn’t for another.
If you really want a casual mode, you need to put all players on one side against the environment in an entirely new game mode.
Or play a different game. DBD is not casual unless you are getting carried by your team, or as killer; the survivors are making mistakes.
-
@AMOGUS said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3444304#Comment_3444304
The fact that people think anything will change is genuinely funny. Patrolling the hook is easy and SpooknJukes proved Insidious camping the entrance is the best way to play basement Bubba anyways so Bubba won't be affected.
Have fun getting downed in 5 more seconds than now, gamers. Might move to TCM for good once that comes out. :)
I’m so excited for TCM. Good bye scratch marks, I always thought they were dumb. Gives victims the ability to actually escape a chase, rather than relying on looping.
-
@illNicola said:
I started playing dbd again after a 5 month hiatus, picked up a full antigen build (with the few that are left). They don't matter at all, I tried another build with no slowdown and found myself noticeably better doing carnage without restraint.
At this point, since the slowdowns no longer matter, why not rework them? Since they don't count for anything, at this point I wonder why they don't completely rework them
Generators are currently so fast that slowdowns don't do anything, plus very little is done without tunneling anyway.
You have to tunnel/camp now. It’s the only way to reliably win.
Anyways… how about that Texas Chainsaw Massacre game coming out soon? 3 Killers vs 4 survivors sounds much better.
-
@Anti051 said:
The faster the generators can be completed, then the faster the killer has to jump to desperation tactics like camping and tunneling.
When killers get to the level where generators start getting completed in 4 - 5 minutes, then desperation tactics come into play pretty much at the start, lest the killer eat ######### and lose with nothing.
Since generator regression was weakened, but generator progression was not, it actually makes sense that the utilization of early desperation tactics has intensified.
Well said.
This anti camping change will do nothing. Unhook yourself in the killers face and see what happens.
I will personally send survivors crying to these forums after the update to prove my point.
-
Using this absurd logic, why aren’t survivors punished for completing gens all the way from 0% to 100% without giving the killer a chance to hook them?
-
@Göch said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3437741#Comment_3437741
You can meet the win condition as killer without tunneling, but you cant as a surv without completing gens. That's just a very bad take.
No it’s not. You win as a killer by killing all the survivors by any means. Tunneling is the most effective method of achieving this because it removes 25% of the survivor team’s overall pressure.
There are no rules against this and in fact the developers have said that tunneling and camping are all valid forms of play multiple times. They even state this fact in the forum rules.
If you want the devs to stop tunneling and camping then killers need something in exchange that is the equivalent of quickly removing 25% of survivor pressure.
-
The more you buff survivor, the more necessary tunnelling becomes. If you want killers to stop tunneling, buff killers so they don't have to tunnel.
Take away tunneling without anything in return and people will drop like flies. But hey, Nicolas Cage!
-
Can confirm, as killer 99% of my games I have tunneled.
I tried not to one time, but this guy on his last hook tried to body block me after having just came off the hook. He didn't have off the record, so I counted to 12, hit him, downed him and removed him from the game. Oh well! I tried.
-
You could abuse this as any killer with high mobility by constantly going to the hook and forcing the hook to teleport, preventing the survivors from unhooking. Would be easiest as Dredge or Blight
-
@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3420466#Comment_3420466
So You disagree that bots can play better than some human players, and then You show argument that they can? You know that there are human players (myself included) that can lasts less than 20s in a chase? If Your bot was running for more than 20s it is probably better looper than me... and Yet You disagree that bots can be better than SOME players?
Woa, where did I show any argument that bots play better than players? I said none of their chases are longer than 20 seconds. That's not a good thing my dude. That's really bad.
I do agree that bots would be better than nothing though.
-
@Nos37 said:
I went down early against Knight and was hooked in the basement. I saw Nea's aura as she stood idle and saw the broken status next on her HUD which meant No Mither. I was not sticking around and expedited my exit from the match.
Penalize or remove giving up on hook and I'll just go AFK.
Going AFK is actually bannable.
@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3419594#Comment_3419594
Yh I've suggested this too. Bot backfilling would be so good. The reason an early desth is so crippling is that survs lose 25% efficiency on gens AND killer ties up far more of the survs resources in one chase and subsequent unhooks/heals etc. Plus IMO bots play so much better than most human players lol.
Agreed, bots as backfill would help. Disagree that they play better than human players. When I've practiced against a full team of bots, they are typically extremely mentally challenged. Chases don't last longer than 20 seconds ever.
-
@Sharby said:
No thanks. One of the best prats of DBD is that I don't have to stay in a match that's a waste of time.
Hook suicides are the most consistent way to avoid lots of bad playstyles in this game.
You are rewarding those bad playstyles by giving the killer a quick kill. I don't see how that's a good thing.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418504#Comment_3418504
How would the game know missing the skill checks were on purpose.
- Is the survivor not using a slippery meat build?
- Did the game begin recently (within the last 3 minutes)?
- Did the survivor spend less than 15 seconds on the hook before they reached struggle phase two?
- Did the survivor then miss two skill checks in a row on purpose?
Because they passed 1,2 and 3. It's obviously on purpose at this point.
-
@pigslittlepet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418424#Comment_3418424
I can't defend the pig nerfs because those are just ridiculous but blight is fine except for attachments. Survivors just need to get better at facing him. We shouldnt punish people who master a killer just because some people are, and I quote you here, low skill survivors. They just need to get better.
I should be paired against similar skilled killers. We have skill based matchmaking. I should not be seeing blights that can end the game in less than 3 minutes.
Additionally, regardless of the skill gap, games should not be ending this quickly.
Also, how would you suggest a survivor get better against blight other than getting a lucky indoor map? I consider myself bad at survivor because I make mistakes. I know the correct thing to do because I've played enough killer matches to know what good survivors do, but sometimes in the heat of the chase all that goes out the window and I makes mistakes. I attribute this to not having played enough to build up the muscle memory that some people seem to have for survivor. I have good technical understanding of what to do but don't always execute correctly.
Having said that, blight just feels like there's nothing to be done. He just farts at you at the speed of light. Curves unexpectedly around objects he has no business not hitting and has huge map presence on outdoor maps.
He just has everything going for him and none of the downsides that other killers experience.
- Fantastic chase potential.
- Huge map presence.
- OP Addons.
- Nearly impossible to counter power.
Downside?
He's annoying to play.
-
@HarlockTaliesin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401131#Comment_3401131
Indeed. The people who complain about it never seem to get it. It doesn't matter what they do, as survivor or killer. If the person's done with the trial, they're done. A fast out is always preferred, but if they can't get it they'll just tab out.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401441#Comment_3401441
That's the thing. It's going to be a 3v1 no matter what. You can rage at it as much as you'd like, but it is what it is. And your last line, "eat the dc or don't play", is not only inconsequential to the trial as it still leaves three survivors either way, but you're admitting you're ok with getting that result with a DC but but not with a hook suicide, which is hypocritical. To the person who left, they're still gone. I can promise you the DC penalty means little to them, whether it's one minute or one day, as they can play any number of other games or watch any number of videos while waiting for the DC penalty to tick down, then go back to playing DBD.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401519#Comment_3401519
It wouldn't be a bad idea to bump up the scores of the other players to compensate, though penalizing the score of the person dropping out would have no effect. If they're willing to eat a DC/suicide on first hook they'll likely have little/no score or points built up to penalize. And since that's the case, any additional point penalty would be negligible at best. The long requested idea is to add bots to the match for the person who left. Bots may not be perfect compared to a good player, but if you've ever played any custom games against the bots you'll know they're not too bad. Certainly better than about 20%+ of the current player population.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401903#Comment_3401903
Preach.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401906#Comment_3401906
Or, we could give it a shot and see what happens. There's a good chance that if the problem(s) are treated the symptoms will at least lessen. It's already been proven that punishment doesn't work as "encouragement". Both in the game and in society in general.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401913#Comment_3401913
Exactly.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401918#Comment_3401918
In DBD? Yeah, try that out.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401921#Comment_3401921
Ironic, isn't it?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402156#Comment_3402156
Has no effect either way. It's not a reportable offense so nothing will happen other than yet another pointless ticket clogging the system. If slugged the player just tabs out and does whatever. Whenever this happens to me I load up another game with DBD in the background and play until the trial's over. As of late I've been achievement hunting in the recently released remaster of The Last of Us Part 1.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402206#Comment_3402206
The devs have given reasons time and again on why it's in the game and they have no intention of removing it. It's why they stopped responding to the question after the first few times it was asked. At this point, asking for its removal is like asking for the removal of killers. It was funny at first, now it's just depressing.
Hook suicide could be completely removed from the game, and it'd change almost nothing. You'd just start seeing a lot more survivors hanging out at hooks with AFK crows, or an uptick in survivors hiding the rest of the match doing nothing useful and waiting for a shot at the hatch/exit, and so on. Still going to be a 3v1.
Giving a DC penalty to frequent hook suicides would make people think twice about doing it again.
The detection criteria should be so:
- Is the survivor not using a slippery meat build?
- Did the game begin recently (within the last 3 minutes)?
- Did the survivor spend less than 15 seconds on the hook before they reached struggle phase two?
- Did the survivor then miss two skill checks in a row on purpose?
Intentional Suicide Detected, enjoy your 30 minute ban.
-
@pigslittlepet said:
The difference between nurse and blight is he actually is a high skill killer. He has several broken add ons that need heavily changed but his base power has a very high skill cap and he has counterplay. It's hard counterplay but it's learnable. For every tech that blight uses there are survivor techs for countering him. Blocking his bounce point on first rush is a good example but you can do it to send him flying off in another direction. Little techs like that are hard to learn and take split second timing but it's doable.
The difference between nurse and blight is that nurse got nerfed and blight didn't.
The many times I have played against him, he's not fun. If you are a lower skill survivor like me (I mostly play killer) and you get paired against even a semi competent blight, your whole team just gets destroyed every time. It's oppressive and not fun. It's ridiculous that people think it's logical to even defend that.
It's even more ridiculous that the devs have allowed this to go on for so long, meanwhile nerfing pig every update for funsies.
Before the nurse nerf I would get games where the nurse would just insta down the whole team with starstruck within two minutes of the game even starting. Absolutely broken.
-
@FootMan2893 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417904#Comment_3417904
Because there's a lot of thought that goes into his kit, more so than most other killers. It leads to a lot of skill expression and that's fun for people who like being able to challenge themselves and show off their knowledge and experience. His basekit is right where it should be. His addons are a different monster all together.
Nah people only play him because he's overpowered, but his high skill cap makes him harder to get kills with which likely skews the analytics that DBD devs are basing their decisions off of. Although normally I'd agree that the fun-ness of a killer is subjective, there's a strong argument for Blight being objectively not fun to play or play against.
- Requires you to run into walls, obstructing your view.
- Requires you to abuse certain collision bugs in the game to maximize efficiency.
- Requires lots of mouse sweeping unless you increase your mouse sensitivity into the stratosphere.
- Quite a bit of luck involved due to #1, you can't see where you are going so you have to make a lot of assumptions and guesswork.
-
If you look at it from a purely numbers perspective it seems strong.
5% of 16 seconds is 0.8 seconds. So you get an extra 0.8 seconds for each token where the 10th token gives you 8 seconds on each heal. It sounds huge, but the time limit negates that completely. In reality, survivors simply do gens during the 30 seconds that it's active and the perk doesn't offer any actual slow down since it doesn't slow gen progress (I'm not saying it should).
The only real value Leverage brings is keeping survivors injured for an extra 30 seconds, but only if you have 8 or more stacks, which at that point the game is likely already over.
So the value this perk brings in a real game is low and only shines if you are already winning.
My suggestion is to add an extra 20 seconds to the timer, but every token removes 2 seconds.