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EinRaikou

EinRaikou

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EinRaikou
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  • @Tamo said:

    Wait so VECNA still has the same no cooldown to the attack that literally makes it impossible to evade him in chase, he can still just spam it? You've changed the cancel but not given it a cooldown. That's insane! Am I reading it wrong? I know you want to make your money BHVR but people are gonna quit real quick if every game is just spam vines for 10seconds till dead. If you watched any footage his zoning is ridiculously OP

    Like, respectfully, its such a telegraphed ability. Just run erratic, and he cant hit it. Then he is no better than an M1 killer.

  • @Neprašheart said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4004157#Comment_4004157

    All I can think of is that the male survivors are much less picked, that there are statistics to back that up and so to appeal to the majority rather than the minority, more female designs got picked.

    From what I do recall being claimed from years ago when I still watched streamers, played the game daily, and all..
    That the male survivors have felt bulkier and slower to the player as they in fact had slower moves in animations (unsure if that's still the case as the animations changed over the time), but moved with the exact same speed as the female survivors.

    **
    Let me also add that if this was indeed a community contest, then that'd support that claim aswell.
    - That if there are more players who do wanna play female survivors, they'd naturally vote for female designed skins rather than male designed skins.. As they wouldn't even play the character.

    I think people also say that the male survivors tend to be louder and bigger, so harder to stealth.

    Despite that, however, there are folks who exclusively play male survivors. For me its Vittorio and Gabe. Recognizing that its a community contest, we are still part of that community.

    I dont think its too much to ask (not sure why the poster above you got down voted so much) for them to consider including categories to separate male/female presenting survivors for such a contest. Otherwise, its honestly a waste of time for designers to even submit male survivors (Jake being the outlier for last years) when we know this is likely how it will end up.

  • Ive barely played dbd this rift compared to past rifts, and I am well into the deep rift. Definitely not slow, and definitely not compared to the old way the rifts/tomes worked.

  • Maybe I missed a change, but should I be able to see hook states on killer? Or is this a bug? Just played a match and I was about halfway through before I realized it was even there.

  • Saddddddddd. No Gabe. 😭

    I really wanted some normal pants for my guy.

  • @Foggyguy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995949#Comment_3995949

    Notice how you are saying avoid because you know for a fact that you still have agency and can still 100% tunnel if you choose to. Learn what agency is my dude, you still have all the agency in the world as killer and in fact even more thanks to a bunch of buffs that show you where other survivors are.

    In a game where, the killers objective is to kill, seems odd that there are restrictions around when and how you do that. Im well aware of what Agency is 'my dude'. These changes paint killers into a box into how and whwn they can do things, thus removing their ageny But then again I guess im not allowed to have an opinion on this?

  • I could see folks bringing more end games builds.

    I think what we are more likely to see is an increase in slugging. Killer comes across someone, not sure if they were the last party hooked, so they slug and leave them down instead. Sure they can get up after 90s, but thats 90s for the killer to find someone else to hook instead

  • @mecca said:

    Oh no, a dev team is trying to make one side of the game just a little less miserable, finally. And have player agency for a change.

    I'm sure killers will be fine. You can't abuse a broken strat any more which is what I am reading.

    Adding agency to survivors, by taking away agency from killers. I never tunnel, and only slug in situations where someone is trying to go for a flashlight save or the like... but now im told I have to avoid killing someone before 6 hooks and I have to alternate hooks. And i have to avoid hooking certain survivors or im punished is adding so many restrictions to what is, arguably, the more stressful role.

  • @Jacknalls_Paw said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995850#Comment_3995850

    Oh no, yet another content creator who only plays as a killer and has never touched the survivor role in his life-time spent on this game, especially in SoloQ. He'll definitely be impartial, unbiased and acting in good faith, won't he?

    Okay, but this take isn't it either. The vast majority of players are survivor and there are far more survivors than killers. The takes on all these forums and social media are always heavily tilted towards the opinions of survivors....

  • This mentality of "killers are whiny" and "survivors are whiny" is rankly, exhausting. Both sides are a bunch of babies that want to win every game. Its not mutually exclusive to survivors or killers.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994612#Comment_3994612

    Tunneling and slugging have been complained about for as long as the game's been popular. Not listening to those complaints would have been even more tone death.

    And no, it's not proof. It's conjecture based on an emotional response to the changes.

    But half the time 'tunneling' is claimed, its not tunneling. Ive had people rage at me in EGC for 'tunneling' when the first death was after every survivor had 1 hook state and at least one other had 2.... True tunneling isn't half as prevalent as people act like it is.

    Anyway tbd what actually happens with the PTB, but im not optimistic.

  • Until everyone stops playing killer when they realize that, just like with go next, innocents get caught in the cross-fire. These changes are too extreme and I expect we will see on PTB how much of an impact they will have on Kill rate vs escape rate.

    How does the 6 hooks work when someone is left on hook to die?

    Are we going to see more slugging to avoid hooking survivors back to back (i bet we will)

    We except we are going to see vastly decreased ability from killers to apply pressure to gens.

    We are going to see even more gen regression perks than we are already seeing.

    You are going to see more aggressive plays from survivors (most likely from SWFs) TRYING to get hooked back to back to negatively affect the killer.

    Anyone who thinks these changes are great and going to go over well are likely survivor mains that EXPECT to escape every game. They should NOT have introduced this many changes at once, and gradually rolled them out. When the game state is a mess next patch, they will have a harder time of knowing which of the 25 changes are causing it.

  • @Zeidoktor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989673#Comment_3989673

    The first thing that came to my mind was a 3-stack deliberately leaning their rando to die on hook to trigger this affect separate from anything the Killer does.

    Having it as a permanent effect is too much for sure. A temporary one may be better, short if removing it entirely.

    Thats another good point? Do we now how this 6 hooks work if someone is left on hook to die?

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989524#Comment_3989524

    Listen I'll test them to whatever extent I can, but this has already been an issue with anti tunnel perks and anti camp. Stop giving killers free kills as an excuse to not balance the early-mid game

    "Stop givining killers free (arbitrary) buffs" they say, while reading patch notes giving (primarily) survivors mass buffs. Sure Jan.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989553#Comment_3989553

    Oh gosh, you absolutely don't. It's a good question. What we mean by this is that when a Survivor is hooked multiple times in a row, which directly results in them dying, this effect would come into play.

    Have we considered how meme teams or survivors jsut wearing the same cosmetics factor into this? Sure its rare, but it happens (I'd argue as rare as a true tunnel) Is it fair to punish a killer for an honest mistake?

    In my opinion, these changes (while some are necessary) are far too aggressive. Killers will have to be more selective about their chases, and will have to start actively leaving injured parties (i dont tunnel on purpose, but if an injured party passes me, im not going to ignore them) yet there seems to be no changes to reduce gen repair speed.

    SWF's with base kit unbreakable will make it a point to leave people down and continue working on gens. Hooked survivors will be more aggressive with body blocking. Youre even encouraging slugging with the new anti-tunnel system, in situations where the killer losses track of hook states or who they hooked last.

    You've taken away significant parts of a killers ability to apply pressure (with survivors being able to pick oneself up and this new anti tunnel system) without taking away any gens repair speed or the like. I cant see a world where this doesn't impact the killer experience as a whole, not just for those that go out of their way to tunnel and slug.

  • @Valimure said:

    Hopefully this is priority #1.

    The game is entirely unplayable because of this bug.

    Shack is effectively unbeatable unless running bamboozle, as the windows dont block due to chase not starting. Survivors can vault back and forth endlessly.

  • I had the same bug, but was NOT able to gain blooodlust. It seems once I got a hit in, chase music would start but drop off immediately. Shack was near impossible to catch survivors in as a result

  • Had this happen for us tonight too. It almost looked like a Shadow walking toward us, but by the time we realized what it was, it was too late 😅

  • "I also assume that most of the killer player base wants bots with the way they play,"

    What else could you possibly mean by this? Also good job picking on one of the many things said in my post.

    Starting to think you are a bot, honestly, with these awful takes.

  • @Wrecked said:

    I don’t see why players are punished for disconnecting from a match (whether it’s intentional or not) as the rest of the lobby get left with a bot player. They do generators and go for unhooks / heals, so why is this a problem? Would you rather be left with a bot that’ll help to progress the match or somebody who will throw the game until they’re killed?

    I also assume that most of the killer player base wants bots with the way they play, so it seems like a win-win for both sides. You’ll still get bloodpoints for playing against bots and maybe they could implement a system that increased bloodpoint gains when somebody disconnects to encourage other players to stay in the match.

    The only real reason people want the DC penalty is to feed their own ego. As they have to feel ‘powerful’ knowing they won against 4 real players. Gross tbh.

    Because no other game rewards someone for disconnecting mid match.

    What you are asking for it to pick who you are going against and ensuring you havs the ideal perks for your scenario. No other online game let's you pick your opponent without penalty, so why should DBD? You're asking to be able to rage quit until you find the ideal scenario for your particular build... and you want to talk about feeding ego?

    You talk as if its as win/win for survivors/killers as they will still have a bot in the game, but go on to say that bots are horrible so killers would love that? Do you realize you are contradicting yourself?

    Would you also remove the DC penalty for killers? Not into an ideal team, why should survivors be able to quit without penalty and killers can't.

    T

  • @Wrecked said:

    Now that we have bots in the game, there’s no reason to have the DC penalty tbh. Why can’t we leave a match we’re not having fun in? Ghoul players don’t deserve to go against real players, let’s be real here.

    To what? Selectively chose what killer you go up against? Anyway, the minute one person DCs/Rage quits the whole lobby will. Seen it time and time again with folks offing themselves on hook. If the killer wanted to play bot games they would queue for a bot game.

    In my opinion the best games of DBD are the ones that you come back and win when it feels like hope is lost. Can't get those games when folks give up after two seconds.

  • Its called a forum bruh. You made a post, I respond with why it's a silly idea. And why survivors need to feel comfortable in getting hooks. But go off, sure.

    If folks are given the option, it will be abused. PERIOD. And goes against what BHVR is trying to do with the Go Next prevention (which is needed)

    I dont abandon for that very reason. I have seen many a times someone abandons prematurely.

  • @Wrecked said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938321#Comment_3938321

    So being left to go the second stage whilst 3 teammates walk around the map or sit crouched behind a rock is an acceptable reason for me being left to go to struggle? Even though I saved all 3 of them during their first hook stages? No thanks.

    Did I say that? I dont see that anywhere in my message. 😘

    That's being addressed through the new AFK system. Separate problem.

  • I think there are circumstances where going second hook is acceptable. Let's say for example the survivors are struggling to get gens done earpy, and all of a sudden they have an opportunity to pop 2-3 gens. I think the trade off of an extra hook state should be warranted.

    Just as much, survivors should feel okay hanging out on hook while gens are being finished. I've seen games where if someone is left on hook for 10-15 second, all of a sudden. They are giving up. You have 70 seconds. You can wait a bit whilst someone finishes an objective.

    Being on death hook shouldn't equate to giving up/ going AFK, if progress is being made in the game. Survivors also need to be okay with deaths happening. Every game can't be a 4E. If that was th eexpectation, the killers wouldn't play and we would have no game. Same goes for killers. Every game can't be a 4K. I'm fine dying so long as I can see progress being made to others escaping. Folks need to temper their expectations a bit in that regard and I think they would find they'd actually enjoy the game more.

  • @Unequalmitten86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938179#Comment_3938179

    That’s a bit harsh. The reason I see people go next is because they are on the hook and their teammates are locker hiding, sitting on a gen across the board, my personal favorite someone doing invocation while three other teammates are either being chased, slugged, or on a hook, or a killer tunnels within the first 30 seconds.

    There are those that do go next for dumb reasons and yes I get that but there needs to be improvements first and then I see no problem with it.

    Most of my experiences with go next have been a survivor giving up because they are the first person hooked... nothing to do with tunneling or slugging. They are salty they didn't have an awesome gsme winning loop.

    Slugging and tunneling isn't as bad as folks act like it is... or maybe I'm lucky and very infrequently see those killers.

  • Accessibility issues aside, they need the Go Next prevention.

    Its also not fair to put that on the other folks who have queued up by killing yourself on FIRST hook and affecting the rest of the folks in the game by making it a 3v1. You can DC from the game without affecting others by giving them a bot.

  • @Albanactus said:

    People think perfection is more achievable than it really is. Go nexting is annoying but not game killing, all this scarce dev time going on to prevent the unpreventable, punishing players who want to leave unenjoyable games or who cannot control their emotions, all that will be wasted only to make the game similarly imperfect in a different way.

    So instead of that person playing a game that kasts all of 10 minutes (or if its as big a stomp as you are acting like these games are, probably far less), they ruin it for the 4 other people and thus making it unenjoyable for those individuals? Yes, seems reasonable.

    My friends and I had 3 games in a row where our one random was the 1st person hooked and in all 3 games they 'went next'. Woe is me, im the first person hooked at... Those were hardly unwinnable scenarios. It was, however, a waste of 30+ minutes of our time. That behaviour is not fair, so again... take the DC penalty or get on a Gen.

  • @IrisLP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933796#Comment_3933796

    That's an interesting idea. That is: having your number of chances (even if you have perks and offerings or not), but not having your blood bar decrease if you fail or force you into the second phase. That would be interesting because people who put offerings or are using their perks have the opportunity to use them without the stigma of thinking they're doing a Go Next. The chances of getting away with it are there, just like always, but if you fail, the bar stays the same and you have to wait for your teammates to come for you. Or if they don't go unhook you, well... unfortunately you'll enter the second phase at 70 seconds. But it's fair. And it doesn't give someone who wants to do a Go Next a chance to advance their bar just for the fun of it.

    That is to say, it won't change that there are people who will still do the Go Next, but they will no longer have the tools to justify it, the dynamic would give the benefit of the doubt to everyone, at least until they get unhook and see what they do next (and in that case, report them for unsportsmanlike conduct if they throw a tantrum or sabotage the team, but if they play normally, then everything is fine). And in case they want to do the Go Next just for the sake of it, they won't be able to make their bar advance just because of the offering or the perk. In addition, this dynamic would give play to perks like Slippery Meat, which people hardly ever use and could be like a roulette wheel in the game and at least something fun to use. Again, this isn't going to prevent the Go Next player from ruining the game, sadly... but at least it would add an interesting dynamic to the hook and a perk that almost no one uses. Perhaps the perk wouldn't give three more chances, maybe one more, but at least it adds dynamic to the hook and a fun roulette. I don't know, it's something to think about.

    So basically what we have now, free attempts at self unhooking but instead with no consequences for the survivor?

    How exactly is that fair? What your suggesting is that every survivor, regardless of perk or offering, would have 2 free unhook attempts every trial. Nothing to deter them from doing so? Yup, that sounds fair and reasonable. 🙄

    This does nothing to prevent people from going next except forces them to stay in the game... the exact thing that BHVR's change does... You are an incredibly confusing individual.

  • @mecca said:

    Exactly. The people doing this are already frustrated. It's funny it is celebrated and BHVR is not even considering why they do it. Games feeling unwinnable should have been an urgent priority.

    The problem is certain people's definition of winning. If I die throughout a trial, but a couple of my teammates escape, that's a win. Every match can't be a 4k or 4e, and in my experience they more often than not aren't. Expecting otherwise (all 4e's or 4k's) would make the other side not play. Conversely if I get one kill, or manage to put pressure on survivors all throughout the game, that's a win.

    People (generally strictly 100% survivor/killer mains) need to temper their expectations and be expect to lose some matches. It's going to happen.

  • @RJoyYourJoy19 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933691#Comment_3933691

    Killers don't like it cause it ruins their power fantasy and your post is literally a proof of that LMAO

    Survivors also don't like getting slugged, camped and tunneled, they don't like going against insanely broken killers designed to 4k every single match, they don't like playing on maps that are a guaranteed 4k, they don't like having to repair a billion gens cause the killer is running full regression, rhey don't like automatically losing what's supposed to be a 50/50 mindgame cause the killer has aura reading, they don't like a killer making a ridiculous comeback after doing bad the whole match thanks to stuff like Devour Hope or endgame perks etc. etc., but sure, survivors should DEFINITELY be really concerned about how the killers feel when survivors go next in miserable matches.

    Sluging has counters such as unbreakable, flip-flop.

    Tunneling has off the record.

    CCamping Is a tough one, but there is anti camping functions and if the killer is going to wait 70s on a hook states that's an awful lot of gen progress.

    You can do gen rush builds do counter gen regression.

    Blocking aura reading with things like distortion.

    End game builds is often the funniest thing I hear as an argument, cause it means the killer has been perkless all game.

    And hex's, my opinion is hexs aren't that great cause they have set spawn locations and are often easy to find. Not to mention maps, detectives hunch, etc.

    But yes, none of those things are counterable

  • @RJoyYourJoy19 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933745#Comment_3933745

    Except that all the combos that killers cry about all have easy counterplay, but that's besides the point. The point is that you want the survivors to feel bad about going next cause the killers don't like it when it happens when killers constantly go out of their way to make the matches miserable for survivors. Hell, killers making the matches miserable is a good chunk of reason why many people go next in the first place, but they shouldn't do it so the killers can have fun? Give me a break.

    I actually said that someone giving up isn't fun for ANYONE, and iterated why its not fun for the killer either. You just chose to misconstrue my message. Thats on you.

    Killers objectives is literally to kill the survivors. I'm seriously not able to comprehend your issue otherwise than not liking playing against killers period. Do you just expect them to not play? Ignore you? Let you get the gens done? Seriously, cause that's what it sounds like you want.

  • @RJoyYourJoy19 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933691#Comment_3933691

    Killers don't like it cause it ruins their power fantasy and your post is literally a proof of that LMAO

    Survivors also don't like getting slugged, camped and tunneled, they don't like going against insanely broken killers designed to 4k every single match, they don't like playing on maps that are a guaranteed 4k, they don't like having to repair a billion gens cause the killer is running full regression, rhey don't like automatically losing what's supposed to be a 50/50 mindgame cause the killer has aura reading, they don't like a killer making a ridiculous comeback after doing bad the whole match thanks to stuff like Devour Hope or endgame perks etc. etc., but sure, survivors should DEFINITELY be really concerned about how the killers feel when survivors go next in miserable matches.

    Do you want me to start listing off all the survivor perk combinations too, im confused? Do you just want to play against an empty husk that stands there cause it sounds like you have issues with LITERALLY everything in the killers toolkits...

    You honestly sound like you don't like the game? So like maybe don't play it?

  • That action alone of being picked off a gen is still wasting more of the killers time than just offing oneself on hook….

    I can't speak for everyone but killers don't like when survivors rage-quit on first hook either. It's lame, takes the fun out of the game, and half the time it makes the rest of the survivors give up. It's not fun for anyone involved. Anyone who is the first person downed that gives up like that, needs to grow up. If they follow through on the new mechanic, and I come across someone obviously trying to get killed to "go-next" I won't be giving them that satisfaction. I'll be holding them hostage for the rest of the trial. Either they can take a DC penalty, or they can start working on gens.

  • @Mr_K said:

    If bhvr deploys a stat tracker it will start tracking at that time. Just like the Devotion system did.

    I thought they said in the release it should go back as far September 2020, but perhaps I misunderstood.

  • @SkinnyWoman said:

    I queued for a match on Killer today and waited 15 minutes. This is the product of making a game unbearable for 80% of its playerbase. Keep up the good work Behaviour!

    Why unnecessarily negative?

    To OP. More likely, the actual fact is because 2v8 is out. It's been longer queue times since its release, seems to happen everytime. More survivors playing 2v8 means less survivors in 1v4. Sometimes it is as little as 5 minutes, but more often than not waiting is close to 10 minutes.

    I know a lot of people like 2v8, but its not healthy for the normal game mode. So I'll be happy to see it go again.

  • @Oputeeva said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932670#Comment_3932670

    So true I already hate this chapter update, literally super killer sided

    Is it though? A lot of my games lately 2 or 3 gens are popped before the killer has 2-3 hooks. Not sure if would equate that to being killer sided... This is coming from someone who probably plays Survivor/Killer pretty evenly.

    Some Survivor mains have this mentality that all of them should escape every game and that the killers shouldn't be allowed to get any kills. The mentaliry is exhausting, it's literally their objective. Why would anyone play killer if not otherwise?

  • Can someone explain to me the take that the 'Go Next' prevention is being viewed as Killer sided? I've played many games in recent weeks where the first person to go down kills themselves right away....you know what's killer sided, when there is only 3 survivors left at 5 gens.

    If the person get unhooked and goes afk, so be it. It's a distraction for the killer while everyone else works on gens.

  • Not sure why 2019 is in the code, but through Google searching this seems to be a DBD Collab with Japanese streamers, Blood Party Friday.

    The code seemed to go out to their members back in April and was released to everyone else this week.

    https://x.com/DbDBHVR_JP/status/1903047429383164223

  • I truly don't think increasing the frags is necessary. I e played maybe 25 games since the new system was introduced and am around 22-23 on the pass. This is excluding the new weekly missions, as I haven't finished those yet.

  • @LockerLurk said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927189#Comment_3927189

    I just don't like NEEDING to miss some challenges because some people can't do them. And these challenges may not expire at the end of the week, but they DO expire at the end of the rift apparently, which feels bad anyway.

    I'd rather way more passive challenges, not skillshot ones. Have a separate category for those or something, don't make them a requirement.

    They do have a separate category for those. It's called the Milestone and Daily quests.

    Also, to OPs comment... you still have the option of 'skipping' the missions you don't want to do. Unlike the old tome missions, you aren't forced to complete some to continue progression. Also unlike the tome missions, which sometimes felt like you had to go out of my way to complete, so far Week 1 and 2 of the new system are progressing for me just by playing the game.

    I truly can't understand foks having this many complaints about a system that seems vastly improved toward a casual play experience.

  • Thanks for this analysis cause the rest kf thr posts are getting exhausting. I'm not sure why you are getting down voted so much (herd mentality I'd imagine)

    I think we need to give it more than a day for folks to be able to definitively say 'it can't be done' .

    This set-up for me, as a casual player' is way better. Being able to work on multiple quests at once is mint.

  • I can't verify your math, as I'm not currently signed in to see # of shards but I played 4 games yesterday which finished all my weeklies, dailies and several milestones. I am already passed 10 on the pass.

    Sonething not taken into consideration in your calculations... We almost always get at least 1 or 2 event tomes throughout a Rift that usually gives far more than it's fair share of Shards. We don't know what this will look like yet.

    Something else not taken into consideration is the fact you can work on multiple missions at once. Under the old system, i would have had to play far more games for the progress I have so far.

    I think you, and everyone else commenting negatively, are jumping the gun. Maybe give it more than one day before saying the pass can't be completed.