ForTheEntity
ForTheEntity
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How exactly is a flashlight supposed to make a killer deaf? I know it's a video game so it doesn't have to be realistic, but you want to be shining a light into the killer's eyeballs and somehow have that make them deaf.
It'd make more sense as a fog vial addon instead, but you'd also have to be deafened as well on use because you're dropping at your own feet.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120957#Comment_4120957
i never said that this system doesnt break the game in ways we don’t even know. Or that its working at all.
Also i didnt accuse any of the content creators to be willingly part of this? Is that Epidemy even in the partner program?
Do you think the system actually exists in some way? Because if it actually does, it appears to be seamless. I'm just saying I doubt BHVR could make it seamless so I doubt it exists at all. Also they'd have to identify cheaters and instead of banning them keep track of them (instead of just banning them) and make sure they don't match them with creators?
Tinfoil hat theory (which is partly confirmed): content creators do have a separate queue so they get ‘easier’ opponents for ✨content✨(confirmed part iirc is that the partner program has a separate queue where people that are highly suspiscious to be cheaters are excluded based on reports) - and its not very likely for this to be changed as the ccs as well as their followings are obviously for it/denying it exists and are a pretty vocal majority
Can you cite something where they actually confirmed anything here?
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This sounds like a post made by the type of player who accuses a Legion of wall hacks because they don't know that killer instinct is a thing in DbD.
@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120906#Comment_4120906
cant edit so here: nothing confirmed i misremembered there were just rumours and plenty of videos floating around.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120912#Comment_4120912
Is it laughable though? Or is that reaction exactly what i described lol
It would be understandable for BHVR to have some Protection measures for their content creators against Hackers as they are more likely to be targeted after all and we actually have witnessed such stracks live on stream. Not even saying thats a bad thing.
I think this is laughable. Some content creators make great content about hunting cheaters such as Epidemy. And you're giving BHVR too much credit if you think they could implement a system for more favorable matchmaking for creators without breaking the game in some fashion.
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@Aven_Fallen said:
I expect the Rift to be a harder grind this go around but we'll see.
The Rift will be open for 16 weeks instead of 12 weeks. So it will be easier.
That would mean we get both Haunted by Daylight and Bone Chill during this Rift. If they don't change anything and award Rift fragments during those events the Academia Rift be an easy grind, barely an inconvenience. Unlike the current Rift which had no fragment-earning events that I find myself grinding now to get it done under the wire.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120842#Comment_4120842
If you rely on fundamentaly broken perks to play a survivor then i guess. I run none of these and have very high escape rate.
"Fundamentally broken." You gave me a decent chuckle there.
I look at that entire list you posted and I see only 2 perks that could use slight nerfs. I don't see anything that is "extremely unhealthy."
Survivor sure would be fun to play if all those perks got nerfed, wouldn't it?
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120846#Comment_4120846
I've been saying this for years.
"Well they all might have gotten out, but at least I got 8 hooks" -said nobody ever.
Nobody cares about their invisible MMR. People just want kills. There's been no reason MMR-wise to slug for the 4k outside of adepts yet people still do it because they want the 4k.
Nobody, not a single person, wants harder games after getting 1-0 kills just because they got a bunch of emblems.
The survivor side of this is somewhat more understandable as theoretically you should get better allies at higher MMR in a system that factors in things like chase time and gen efficiency when calculating MMR. Theoretically. In practice for me at least, it has just lead to marginally better allies against WAY HARDER killers. I haven't escaped more than 1 game since this new MMR update rolled out, other than killers having early ragequits. Now sure, in some of those games, I die so my allies can escape, and that feels good… but I'd like to escape once in a while too, you know.
I am a person that says "Well they all might have gotten out, but at least I got 8 hooks." Especially during Bloodmoon and Anniversaries where I want them (and them to get) fat bloodpoints (but I don't farm, I generally start sacrificing after I get 8 hooks). And I prefer to give the Entity sporting matches.
But I agree with you that killers shouldn't gain MMR from matches where they don't get kills, because soon enough I won't be able to get my 8 hooks and then what?
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When being stunned by any mean, Feral Frenzy won't be end and duration is still in progression. (New)
You want to remove all of the counterplay survivors have, aside from high risk locker plays...
Can do interrupt when a survivor is Pallet Vault or entering/outing a Locker. (New)
Oh you'd remove the high risk locker plays too and just make what would be a normal frenzy hit into a grab. Your brown addon Friendship Bracelet (the current version is actually really fun and my favorite Legion addon) would literally make it so there is no counterplay at all.
You took both Iri addons and combined them into one and then added very easy to activate everything blocking on top of that. All of these powers basically turn it into 5 Iri addons that only cost 1 addon slot.
I am someone who enjoys playing as and against Legion and I don't see a single change I like.
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@Elan said:
Extremely unhealthy survivor perks in urge to be nerfed yet we have no promising future them being nerfed, please devs don't neglect killer players and give them healthier and fairer matches. Those perks are mainly:
Background Player
Built To Last
Champion Of Light
Dead Hard
Decisive Strike
Deja Vu
Dramaturgy
Finesse
Lithe
Lucky Break
Overcome
Plot Twist
Power Struggle
Reassurance
Resurgence
Unbreakable
We'll Make It
We Gonna Live Forever
Do you want to rename "survivors" to "diers" too?
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@T1MEXII said:
Maybe chests could open faster like with Pharmacy but I do think the hinder is necessary. Why? Because combining with a perk like Ace in The Hole could give a strong add-on and with 100% extra charges.
I think Pharmacy is actually a good perk and I have ran it a lot myself. But still no one uses that perk. Over the last year it's had a <0.25% pick rate (that's less than once ever 400 games) according to NightLight. And Pharmacy is a perk with multiple upsides and no downsides. Spending time searching for, traveling to, opening/rummaging chests is already a large downside that I doubt even buffed Pharmacy will overcome, and I plan to run it!
Your perk has multiple downsides:
- hinder,
- added visibility from the larger item,
- doesn't guarantee a particular item or at least negate maps, keys & fog vials,
- and I bet it's hard to implement and make large items look good with DbD's character movement animations.
Maybe if you added something like
- With this perk equipped you drop items 100% faster
but even then I doubt this perk would be seen in 0.5% of matches once the initial goofy large item novelty wore off.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120717#Comment_4120717
I got many uses of those where someone unhooked themselves when 1 person was on hook, two slugged and last chased. I mean, if someone desperately want to go next they will just run into killer or idle under the hook. If you remove odds of unhooking yourself that are already extremely rare it will make those lucky unhooks if whole team is dying somewhat minimum possible rather than just waiting for everyone else to be slugged to surrender.
This is another scenario where I support a survivor getting the option to attempt to self-unhook basekit, especially once the last survivor goes down.
I just don't think Luck Offerings & Up the Ante are healthy for the game and you're not even coming close to swaying me. I've seen it happen too often where someone brings Up The Ante, Vigo's Jar of Salty Lips, Black Salt Statuette or Salt Pouch and then another salty survivor who's not having fun uses it to shortcut to second stage. The point is the Luck mechanic is doing more harm than good.
I'd like to confess my own actions at times but I don't think the Forum Rules allow me to do that. I ran Slippery Meat a lot circa 2023 with a lot better self-unhook odds and still I can count on one hand where it had a positive effect on games I was in, for the team.
Is your only argument that you use Luck Offerings & Up the Ante, therefore they should stay?
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120714#Comment_4120714
It's not that simple. DR removed options for high self unhook chance. If someone uses up the ant to die faster they can do it in many different ways.
How is it not that simple? With Luck Offerings and/or Up The Ante survivors don't even have a decent chance at unhooking. Even without Diminishing Returns the odds are terrible. So why should it exist at all if it's not viable and most of the players using it are just using it as a shortcut to get to second hook state?
What are the different ways to die faster you're referring to and why does that mean Luck Offerings & Up The Ante should stay? Is there another shortcut to second hook state I am not aware of?
I don't think self-unhooks should be removed entirely. There is still the scenario when only 2 survivors remain in a match and one of them has never been hooked before who gets hooked. In that case they should have the opportunity to attempt to self-unhook and be sacrificed after two unattempted skill checks to give the other survivor a chance at hatch or to give themselves some chance of escaping because the other survivor isn't leaving the open gate they're at. But I don't think Luck Offerings & Up The Ante should exist just to help with this scenario.
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A lot of them are purely traps for survivors if they use them. Most of the elevated windows on Hawkins spring to mind here.
But sometimes an elevated window is good for a mind game. Where you run toward it and do a little crouch and fake like you're taking it at the right time and the killer chooses to drop off or hesitates or some such. Haddonfield was amazing for this, if you did it right it often ended the chase.
I think any of the elevated drop windows that a high enough to stagger a survivor but not activate Balanced Landing shouldn't exist.
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Most of these suggestions are absurd. Only about 5 of them are reasonable but they are lost in this list.
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4120700#Comment_4120700
No this is actually a really good perk that'd make chest builds viable. Pair it with streetwise for an extra 40% then throw on ace in the hole and you would have an absolutely juiced toolbox.
You can't be serious. Even a juiced toolbox can't make up for the time wasted traveling to and opening chests and it's a 1/6 gamble that you'll even get a toolbox.
I remember when Streetwise was bugged and I charged some absolutely juiced toolboxes and other items but it didn't increase my or my team's survivability due to the time wasted searching for and charging up items. It sure was fun though.
Better to bring a Commodious Toolbox with charge addons and recharge it with Built to Last.
If chest builds are to be made viable they need to give survivors buffs for opening chests.
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It'd be a crap perk even without that 5% hinder. With the hinder it's just a throw the match perk.
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I wonder if the the rate that MMR changes is overtuned.
I won 2 games in a row, the second being an Iridescent Devout Emblem because Wraith couldn't catch me (the rest of the team died) and all of a sudden I am going up against godly Nurses, Spirits and sweatlord killers when all I want to do is progress my challenges. And maybe have a bit of fun but I guess I am asking for too much.
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I have been playing DbD since 2018 and I remember how much I enjoyed the game back then despite, or perhaps because of, it being more broken and chaotic. Back then and into 2021 I could play DbD for hours on end and have tons of fun on both sides.
Then 6.1.0 happened which was followed up promptly by SBMM and I just didn't enjoy the game as much anymore. I have kept up with the Rift grind and keep stacking cakes every anniversary waiting for BHVR to add fun back to DbD or for a worthy competitor to arise. Years of watching BHVR do the bare minimum or less when they can get away with it and still no competitor has stepped up to bring improvement to the asym genre. Years of slop.
But at least if I don't want to play DbD I can always come to the DbD forums and read and maybe post about DbD in a decently structured format. Oh wait…
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Jeff.
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Only Balrog in my DMs D:
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I think it stems from the challenges and the new ritual item. People need their Rift fragments and they'll do what it takes to get them. Searching several chests and doing the ritual while the gens don't get done.
Survivors got buffed by giving all of them items and not just the torchbearer and it's not like Xenomorph is some amazing killer.
The matches I've been in haven't been killer stomps most of the time, I do well enough in my 1-3 survivor 2v8 matches per day I've been playing just to get my dailies done.
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@cogsturning said:
It should be saved but why would they archive a decade of criticism that can be continuously accessed and referenced when they can just nuke it? It lines up with how the forum has been. A lot of great contributors were banned over minor infractions after years of engagement. Many others simply stopped speaking out of fear. Threads were deleted too. Many, many comments as well. They clear weeds with a flamethrower around here, and it'll finally be nothing but scorched earth.
Well said.
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At this point all we can really do is vote with our wallets. I seriously doubt the upkeep on this forum is anywhere near the income they've generated from the few players that do actively post here.
For now I will continue to play but I will no longer pay.
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This hardens my heart. Not another dime will I spend on anything made by BHVR.
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@Yamalive said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119487#Comment_4119487
People told killer players an infinte of times certain things and nothing changed. Theyre just too biased to have ALL survivors killed no matter why and how. It doesnt matter to them if 3 is enough or not.
Where and what?
You are assuming it would have absolutely no change whatsoever.
But still would it have a negative effect on the game if they made this change?
If there is no negative effect to the change, why not try it?
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I know I'll miss this place and the people here. There is only one person I think of as a troll on this forum and they are still way better than the average troll on the other platforms.
Before I joined I lurked here for years and it was the only place I've come aside from Youtube to interact with DbD outside of the game.
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I really doubt that something as far removed from the natural world as a video game being played in a virtual world would follow normal distribution curves. There are a lot of crazy factors in play in DbD that are hard to quantify, especially on a single curve. If you had some real data graphed, then maybe it'd be worth entertaining such a hypothesis.
Nothing is consistent about DbD or its player base.
I think player churn accounts for the poor performance of DbD's player base. It's not like everyone who buys DbD follows a predictable skill curve. How many players actually get to >1k hours and actually get decent at the game before burning out?
The end result, by stating that "the average survivor is bad" you are arguing that it is more difficult to do well on survivor than it is to do well on killer, thus you are arguing that survivor is the harder role and killer is the easier role.
I disagree with this conclusion. I don't see how saying the average survivor is bad means survivor is more difficult than killer.
The average survivor AND the average killer is bad.
It is easier to handicap yourself as survivor. Queue up for a match as a SoloQ with a non-meta build and yes, it is harder to be successful than if you play killer.
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I think that @NeverSolus fellow is all right.
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@Crowman said:
You are playing the role of the killer. Most people are going to try to kill all 4 survivors not just aim for a 3K. It doesn't matter if BHVR states that a 3K is a win. People will still play to kill all 4. The only way to actually fix the issue you are identifying is to change the game so that the reason killers slug for the 4K. That reason is how hatch currently functions.
You are speaking as if you speak for all/most players when you don't. Some players will see the game telling them they won at 3K and change their playing patterns and some won't. It is certain to have an effect.
As I have already said I suggest this to slightly improve the situation and that it never was a fix.
Whatever they're deleting the forum next month anyway so what's the point?
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Too cheap to maintain even a cheap forum. That's BHVR.
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@Crowman said:
If you want killers to slug less for 4Ks, then you need to make changes around hatch which is the reason slugging for the 4K exists.
I disagree. Some killers play under the assumption that they haven't won unless they kill everyone because the game doesn't tell them they won. This suggested change would help with that.
@Yamalive said:
Wont change anything at all.
As far as the game itself, you're right nothing changes except a few words. But I think it would have an effect on player behaviours. The effect might be small, but it would be positive. Just because it might not change your behaviour doesn't mean it wouldn't change someone else's.
I don't understand why people are against this and are downvoting it. Seriously what would be the downside to implementing this?
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This is just a recreational video game. It doesn't mean anything if you win or lose, unless you're trying for an adept or a particular challenge and even then if you fail you can always try again.
For your average games you can go in thinking "I want to try to have fun" rather than "I want sweat hard and try to win." I find that really helps me have a clearer head and a more enjoyable time playing DbD. As survivor if I have a good chase, just one good chase I've "won" even if the killer sends be into the Entity's claws. On killer if I get 6+ hooks or pulled off something cool I've "won" even if I don't get a kill. We all end up back at the campfire no matter what happens.
It's like playing cards or a board game with family and/or friends. It's something to pass the time, entertain everyone and it doesn't matter who wins as long as everyone has fun.
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I agree with this. Shoulder the Burden should not be a wasted perk slot if you bring it and someone else brings it and uses first.
Something like once StB is used the other StB users get to see the aura of the generator closest to them or something. Nothing major, just something.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118910#Comment_4118910
Idk it's nice to see if everyone's running bp offerings. Sometimes I might do a farming game if that's the case.
It's not like the days of old when the offering screen was essential as the only place we could see what offerings were used.
Now it's not essential as we can press TAB and see who brought what.
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118836#Comment_4118836
Good change imo. Allows for a bit of mindgaming and guessing. I always hated it when hatch offerings in particular were open, made the endgame a joke unless you had a key. Ample secret offerings makes it more interesting.
I agree it's a good change but I think it has made the offering screen itself not worth showing anymore. Anything that actually affects gameplay is hidden and only bloodpoint offerings are shown. The only exceptions are luck offerings the whole survivor team can use which some players use very questionably, but I doubt we'll have luck offerings at all by 2027 as Slippery Meat is already changing.
I'd honestly be fine with the offering screen not being shown at all and having every match start loading a few seconds earlier. But that'll never happen beacause they have to show off their temporary event offering animations.
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When I play killer I just default to checking at shack for hatch first, regardless of offerings.
It used to be there were only a few secret offerings but now it seems like most of the non-bloodpoint offerings are secret. Even coins are secret offerings now.
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Is this a bait question to get people to break forum rules? Because I am pretty sure anyone saying they use luck offerings to go next could be construed as advocating for unsportsmanlike conduct. It's worse than DCing, because at least the bot won't quit.
I imagine it's only a matter of time before they retire luck offerings. I am kind of surprised they didn't retire them along side the Slippery Meat rework that's going live this patch. I'd argue that half of the luck offerings are worse than Slippery Meat because they let the whole team attempt to kobe.
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@Rokku_Rorru said:
What it needs is it to still work if even at a reduced rate when one survivor is nearby so that randos who dont understand it, don't ruin it for solo Q'ers.
Do you think it would be better to educate newer survivors about the mechanic using tutorials and/or tooltips rather than changing the mechanic just because they might not know?
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118658#Comment_4118658
Is three genning weaponizing the fact that the match is going to come down to three gens left? (and is far more in the killers control than some players are willing to admit). The killers skill matters because you can't balance a mechanic around brainless drones making idiotic plays. People claim survivor is balanced around brainless drones but any decent killer stomps all over those players.
I think you have strayed too far off topic.
The current anti-facecamp range is 16m and it does its job of preventing facecamping until the gates are powered. Increasing that range to 24-26m without making other changes to the system would create major problems.
- Area of a 16m circle: π16² = 804.25m²
- Area of a 24m circle: π24² = 1,809.56m²
Anyone else see a problem here?
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@FerrousFacade said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118632#Comment_4118632
And what about this video makes you think these are skilled killers being tricked so egregiously? The fifth time one fell for pebble?
I do think anti-camp is fine as is.
What does that matter?
What matters is that they were able to weaponize the anti-facecamp system to be able to unhook themselves. This is certainly not an intended feature of the anti-facecamp mechanic.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118519#Comment_4118519
They are contributions you just don't like them lol
Their contributions added nothing to the discussion and put words in my mouth and uses nearly worthless analogies.
Where did I call for chests to be made worse? Nowhere, that's where.
I am just calling for a chest-centered perk that is getting buffed to have its buff slightly tempered, that's all. It would still result in a significant indirect net buff to chests.
@esarraf comes in here and many threads I post in and gaslights trying to make me look like I'm being unreasonable when I have never seen him actually be reasonable himself. No, I am not insulting him like you or others may try to accuse me of. I am just objectively stating my observed experience about this particular forum member.
Whatever. At this point I rescind my own suggestion. As long as Pharmacy has a less than 1% pick rate who cares?
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Sole Survivor used to be a perk that gained tokens for your teammates dying, so it definitely makes sense to move away from that. It also rewarded ratting, something BHVR now appears to be against.
But this rework isn't it. It used to be a trash rat perk. Now it'll just be a trash perk.
I wish they would have taken it in another direction entirely and made it a useful tool in the 2v1 scenario that generally sucks. Something like a +100% gen speed bonus to both survivors so they could actually get the gens done and have a chance of both of them getting out instead of the scenario we have now where both survivors often opt to rat. And perhaps another effect that comes into play if the killer slugs for the 4K.
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It's been demonstrated that skilled survivors already can abuse the anti-FACE-camp mechanic the DbD currently has.
https://www.youtube.com/watch?v=n4b6HSI9XzUExtending the range would just lead to:
- more abuse of the mechanic like this,
- punishment of entirely innocent killers, and
- slugging.
So how would it improve the game?
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118509#Comment_4118509
Dude, your complaint is on the same level as saying draumaturgy is broken because it can be used to farm items. No one could possibly take this seriously.
Again, thanks for your excellent (non-existent) contributions to this thread. We should definitely take you seriously.
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@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118469#Comment_4118469
Care to explain how?
Because if a Legion tries to tunnel someone off hook, they'll deep wound them then usually end power quickly so they can normal M1 or they'll try to bodyblock them first
They aren't gonna benefit from their deep wound being automatically gone in 30 seconds
If anything it could help counter killers who can eat through unhook endurance quickly by letting them have access to perks like Dead Hard if they can survive for 30s.
I take back the "easy" part.
Here is the sequence:
- Unhook happens.
- Legion in frenzy hits the recently unhooked Borrowed Time equipped survivor first while their Endurance is still up.
- Legion frenzy hits the unhooker.
- Legion runs off and frenzy hits a third survivor.
- If 30 seconds has passed since the first hit the recently unhooked survivor is automatically mended.
- Legion returns and hits them for their 4th and 5th frenzy hits, downing them.
I didn't look at frenzy duration (default is 11 seconds) before making this post and I realize that it would require using most of the frenzy meter before getting the 2nd & 3rd hits and Killer instinct on the Borrowed Time user would come near to the end of the frenzy. Given that no one is going to be assuming someone is running Borrowed Time this is a very unlikely scenario. But if the Legion runs addons to extend the frenzy which are Mischief List (+1s) or especially Never Sleep Pills (+10s at the cost of frenzy movement speed) it becomes more likely.
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@esarraf said:
Bro is actually asking for chests to be worse. I can't even make this stuff up. Someone in 2026 is asking for a chest perk to be nerfed.
Bro actually doesn't see a problem with practically infinite items or someone spending all match opening/rummaging chests. Might as well have left the infinite Streetwise bug in the game as it's close to the same thing.
Thanks for your excellent contribution to this thread. You never fail to disappoint.
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This perk makes it easy for a Legion to tunnel a Borrowed Time user. That really goes against the spirit of Borrowed Time, one of the OG anti-tunnel perks.
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I don't mind this nerf to StB, however it needs a secondary effect that becomes active for other StB users once someone uses it.
Maybe give it +10% vault speed since that's been handed out like candy. /sarc
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118137#Comment_4118137
Self care + Botany are way better, you can heal others faster and heal yourself, it's worth the 2 perk slots.
Need to stop complaining and assuming the worst lmao.Where am I making assumptions? And where am I complaining? Are you sure you're not projecting?
I think Bond is better for getting heals than using 2 slots on Botany + Self-Care. I also think there are much better perks to fill those 2 slots with. I'm not stating facts with this just my own (worthless) opinion. I know many Asian players love Self-Care and disagree with me, and they care a lot more about surviving a match than I do.
I already know what the worst with Pharmacy will be and I am not assuming it. I will be living it. I'll be that guy running around opening and rummaging every chest on the map searching for a purple item that makes me want to escape with it. 3 charges on Pharmacy would at least limit me a bit. Why? Because it's way more fun than doing the objective.
I guess I have assumed that other players will see the same value I do in Pharmacy. Pharmacy should take a bite out of Appraisal & Self-Care usage with these changes, but it doesn't mean it will or will be a significant bite if it does.
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@dangersmymidd1ename said:
This was all possible previously - Pharmacy was the only one of the chest perks that had the disadvantage of no rummage. If I bring a key, shiny coin, streetwise, plunderer's, ace in the hole and appraisal there are going to be plenty of items. But I've just spent a whole gen's worth of progress doing it. That's why a whole SWF of coins and keys doesn't happen.
But it doesn't take all that to be that valuable. We're talking 1 perk, 1 item and one offering can provide immense value to the whole team without even stacking on more item perks.
Time that can and will be made up for because Sable can see that medkit over there on the ground from the hook so when I unhook her she can go heal herself so I don't have to and I can get the generator done.
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118148#Comment_4118148
I get what you're saying but overall the game hasn't changed. there's been QOL stuff for sure, and I am not trying to pretend like BHVR does nothing at all, I remember a lot of fixes that moved the game in the right direction from accessibility changes to important gameplay changes BUT the actual core game design is unchanged, entirely so. 8 generators, 12 hook states. nothing new to interact with, pallets/lockers/vaults/chests. no new meaningful objective for either side or game twists. it will take something like that to shift the meta.
If anything it's actually changed for the worse in a lot of ways regarding the overall state of gameplay. DBD has totally lost its horror game feel in favor of a pure game of cat and mouse, the few characters left that do provide a sense of horror do so through gimmicks like scratched mirror Myers (which people have just started to abuse for free mid MMR Solo Queue wins TBH) or the ever rare and once beloved Insidious Bubba.
People have learned what's most efficient to win in the current state of the game, changing perks won't change the practice.I am not sure how to reply to this. We're not disagreeing.
