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IHSGames

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  • @Ohyakno said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3707792#Comment_3707792

    I really don't think content creators should give marching orders to professional game developers.

    Its unprofessional for them to leave bugs in the game for YEARS (plague) take months to balance unbroken perks (made for this) and release a PTB that already in hindsight was terrible due to feedback only to revert nearly EVERYTHING. If anything, that is more unprofessional than anything a content creator couldve done.

  • @Emeal said:

    So you want bHVR to sabotage one of their main methods of gaining cash in hopes that spending an extra 3 months will fix all issues. And if that isnt possible, then what? they have lost money and gained some bug fixes. Ill remind you said bug fixes might become unstuck as this game is ever evolving and nothing is stuck in stone. I think this is a terrible idea because its a shot at fate which isnt a path that is secure.

    The recent patch is an upgrade in engine and that never comes easy and the reason they canned all the twins update was because the backlash was great to it, so they canned most of it. You may not see good things in that, but it is, its called listening to feedback.

    This latest patch may have failed and some work was lost, but it failed successfully and the process is still ongoing.

    They wouldnt have to resort to such methods if they literally take the time to fix the game in the first place. But because of how they release chapters, they will keep doing this and more and more bugs, broken killers, perks, maps, etc will continue to exist, making the problem more bigger than it needs to.

    BHVR is already losing money. Ever since Project W, BHVR has not been able to boost their player count DESPITE having big long time licenses fans wished for. Nicholas Cage, Alien, Chucky, freakin Alan Wake, multiple collab skins like Iron Maiden, AOT, etc. With all of that, their playerbase has not risen significantly. Wanna know why? Because many people don't care about the name, licenses and everything attatched to the game if the game is buggy, messy, unbalanced, broken and will take YEARS to fix despite feedback. Players played DBD for fun, and if the game isnt fun due to the horrible and will-not-be-fixed experiences, people will leave. Meaning less money. So in the long run, this will put them under.

    And you wanna know what's so funny too? It's not like BHVR doesn't have the resources. It's not like they don't know what to do. They have the forums, twitter, reddit, YouTube and literally every social media cite to see the main issues with the game, killers, survivors, etc. They have feedback from people who ACTUALLY PLAY THEIR GAME. They can use that feedback to literally fx their game quickly but they refuse to. Idk if its because of ego or not.

    If they wouldve used this feedback the Twins update wouldve never been canned. And you wanna know whats even funnier? You talk about them losing money as if they didnt spend time making the Twins update only to revert it meaning THEY LOST MONEY REGARDLESS. BHVR stopping to make chapters to fix the game will make them lose money? Trust me, BHVR is already making themselves lose money.

  • Not really. You see, just because something is good for one thing doesnt mean theres other areas that also make it just as bad.

    Tunnelling does help survivors improve IF they are willing to stay. But many don't or at least don't feel strongly to. Why? Because getting tunnelled is not fun. It's like playing a fighting game but your enemy gets full health when you have half the bar. Sure, I can learn my attacks and get better, but it's not going to be fun knowing your a combo or 2 away from losing.

    Also, not saying nobody wants to improve but not all survivors want to play to get better 100% of the time. Some survivors want to be alturistic. Or tun unique builds or do personal challenges. Not everyone want to sweat so they can loop a killer. And with all the many maps, killers and perks in the game, it takes more than just "get better" to beat tunnelling. You'll have better but bitter survivors.

    Tunnelling also hurts killers as well. Most (at lesst newer) Killers hear and see that tunnelling leads to kills. But thats it. Tunnelling doesn't help you learn macro gameplay. How to mindgame loops better, learn different techs, patrol gens, etc etc. This leads to killers tunnelling more because they think they lost a game because they didn't "tunnel enough." That's like targetting the kid in a wheelchair in dodgeball but getting mad that you didn't target him enough when you lost because you forgot/don't know how to deal with other players in the match.

    Tunnelling by all means can be a good strategy when killers need an advantage. Issue is many take advantage of it too early in the game, causing them to lose, worse if the survivor is a good looper. But overall, tunnelling might be good for killers, but very unfun for survivors. We should care about both parties having fun, not just one.

  • @Crowman said:

    If people weren't so focused on coming up for reasons why their opponent who beat them is actually bad at the game, then maybe people would put the effort to improve their own gameplay.

    Its easy to say this if you played at a time tunneling wasnt as prevelant but you cant improve if you never get the chance to. If youre a lower hour player and you keep getting tunneled because of such, what can I do to improve? Im out the match quicker than I can get my feet back up to even stand a chance.

    Its easy to say this in a game like Call Of Duty, where if you die in a match, at least you cab come back. If you die in DBD, thats it. Gotta load in, deal with another map, killer, survivor, and different perks. You cant really improve if everytime you die you up against a new variable.

    I only was able to loop decently because I was super into DBD, friend coached me in customs and I watched YT videos on looping. Not everyone who starts playing this game will have the same mindset as I did. Some just wanna play a new game but because they dont have access to many resourses such as useful in-game tutorials, friends to do custom lobby coaching, they will become discouraged.

    Rather than say essentially "skill issue" you should rather emphasize with these players and overall be aware of the issue.

  • I think having both will be overpowered. HOWEVER, we can make it to where Iron Grasp doesn't drop the carrued survivor but does stun them in the process, giving the carried survivor more time to wiggle out.

    "What if they get stunned and they use a flashlight mid-stun" Carried survivors can't be removed mid animation. They'll have to time it perfectly to be a frame second after the animation is over to blind them, thus getting them off the killer. The required the survivor to have a flashlight and know the timing.

  • I think its a fun combo. I don't think its OP or unbalanced. You still get an injure without having to do work via someone using FTP. And the edurance can be quite a hassle but 2 injures with half the work is fine. HOWEVER, it is very much annoying and unfun to deal with.

    The issue resides with FTP synergy with Buckle Up. FTP is already strong as it's literally an insta-pickup. That's why youre injured and broken when you use it because it's effect is so strong. With Buckle Up, it negates the downsides. I don't think Buckle Up is a bad perk. It requires you to pick up someone. Only downside is compared to WGLF, it doesn't have the pickup speed. I think Buckle Up shpuld stay the same.

    FTP should negate all synergy with endurace perks related to its effect, like how MFT is with the perk currently (as MFT doesn't trigger with FTP) if you want endurance on pickups, it should require time and planning such as looping a killer until the survivor can be picked up since they be 99% progress from being picked up. Or using WGLF pickup speed and risking going down to pick up a survivor and gain endurance from Buckle Up. Basically, you gotta risk and work for it, something Buckle-Up-For-The-People doesn't do.

  • @RoastedGarlic said:

    STBFL is fine. no nerfs needed.

    No its not. Did you not read my post? Its very boring and uncounterable to go up against when in terms of an M2 Killer. It also encourages them to not use their power making their performance bad. Killers stop learning how to win chases/play optimally because of this perk, And when killers start to become terrible, BVHR will either buff them again or nerf loops/maps to compensate when really it's the lack of skill because killers rely on a single perk. I'm not asking it to be nerfed because it's OP. It's really not. I'm asking for it to be nerfed because its harmful in the long run. We're already seeing it with Demogorgons. They rarely shred anymore and it's not fun plus they lose more games micro-managing a perk. It's very unhealthy. But tell me why you think its fine please. Their must be a reason other than "It's not strong."

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/395252/the-real-issue-with-borgo

    Every pallet should be mindgameable. The fact that "god pallets" even exist is a problem.

    Ideally yes. But I feel like just like how dead zones should exist to allow killers an easier chance to chase survs in a map, god pallets, maybe 1 or 2 of them should exist. Not only does it add unique pallet variations but it can be used as a sorta last resort pallet that guarantees safety but will be a valuable pallet wasted.

  • Hug techs are so fun because it adds a level of complexitiy to the game which otherwise doesnt have. Or at least used to. Flashlights used to be used more than just saves such as 360s and light burn. Demo could shread off buildings. Sky Billy Existed. Dead Hard was waaay versitile than now.

    Alot of stuff in DBD is being nerfed turning the game more stale. Black and white. We need more skill expression and as a surv main hug techs is one thing I would like to keep.

    When you learn how to deal with it, it becomes fun because its like outplaying an outplay. It turns "running in a circle till the killer gets near" to something more interesting.

    We should encourage more complex mehanics, even if unintentional, in order to bring more complexitiy to otherwise a simple game, to both sides.

  • I disagree. Not many survs in my games use EMPs because its not the most time efficiant thing to grab. Sometimes its better to deal with overclock and teleport via envirorment, timing, perks, etc. It seems like your at a dusadvantage as survivor but once you plan your mioves against overclock, you wont need an EMP

    Also is it just me or do every Sungularity player forgets that he can replace broken Biopods in an INSTANT just by shooting them with another? Why nerf EMPs when you can ignore the affects just by replacing them (even while mid chase)

    Singularity is best when utilizing your envirorment, not just chase alone.

    Plus, you can use Biopods to waste survivors time forcing them to grab and waste an EMP. You dont always need to teleport to win. I mean, alot of killers dont have teleport abilites and still win games so what stops Singularity from doin so as well?

  • When I get unhooked, it allows me to instantly apply pressure to a gen without the need of having someone else heal me or stop in my tracks to use a medkit, saving time overall in matches.

    It also helps with tunneling surprisingly. If a killer comes back to tunnel and you last those 16 seconds before youre healed, you wasted the killers time looping them, as well as gain a health state mid chase which you wouldve died if you didnt/a teammate tried to heal you

    It also counters sloppy, as theres no need to manually heal. Its the same 16 seconds as usual.

    It also works like a great value adrenaline in endgame, just without the exhaustion which can be VERY useful sometimes. Renewal is HEAVILY underated a very useful

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527235#Comment_3527235

    Well MMR was added for the low end players. Adding hook stages would drastically increase tunneling at the low end. It makes sense that they wouldn't want that type of game play for people just starting out in the game. If you think a hook stage counter wouldn't increase tunneling, I can't take you seriously. Of course it would increase tunneling.

    The survivor HUD is information you normally wouldn't have access to as a solo player, that SWFs can communicate to each other easily. I typed this out above, multiple times. I swear you guys aren't reading anything I type out. You are just assuming my stance and spouting out gibberish.

    I don't understand what you are saying about perks. Solo survivors still run information perks like empathy/bond/kindred because the HUD was a laughable addition to the game. Killers are running slow down because it allows for the most mistakes in game play. I still see aura builds from time to time (on killer), but those killers are generally chill and don't care about 4king.

    Again it depends on what you would include in the HUD and when it would give you info. All things I typed out above. I don't have a problem with a lot of things added to a killer HUD, but it seems like a waste of development time if you can just keep track of those things in your head.

    I will type this out again for the 100th time at this point. The survivor HUD is information you WOULDN'T NORMALLY HAVE ACCESS TO AS A SOLO PLAYER. KILLERS DON'T HAVE TEAMMATES.

    You dont NEED Teammates to see info about perks YOU have! I never said the killer needs the survivor HUD. I'm saying if killers inflicted Expose or Mangled on a survivor, they should know who they inflicted it to.

    My guy youre actively choosing to ignore everything for your own agenda

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527028#Comment_3527028

    It would depend on what it shows and when.

    I think showing hook stages would heavily increase getting one person out of the game.

    Showing endurance status effects and the perk isn't a big deal if it's after the hit takes place. But showing endurance status effects while it's active before a hit can be made, would be a lot.

    Asking to see survivors movemen speed or perks is kind of a lot though. You can make a huge judgement call at that point to just go for weaker links. I think if this was implemented it would also need to show from the killer side as well. Which means survivors would instantly know if you were running things like NoED or Devour hope.

    Showing any type of status effect in the HUD that is applied through things like TVs or SM bots would be insane buffs to those killers. So devs would have to carefully pick and choose status effects that wouldn't give free info.

    Things like mangled and hemo after a person is hit is not a big deal, showing exposed is also not that big of a deal. There aren't that many cases of exposed that would be a huge advantage aside from N. Cages perk.

    You would have to be careful which status effects would not give the killer instant information on players. It's a lot of work for not that big of a pay off. I would much rather time go towards balancing maps and reworking low tier killers.

    Everyone keeps missing the point that the survivor HUD is giving info survivors normally wouldn't get in soloQ but would get in a SWF. A killer does not have teammates. Any information that is available to the killer they have access to.

    TLDR: Adding this is a waste of resources, they are either things the killers can track in their head or massively game breaking buffs to killer.

    "TLDR: Adding this is a waste of resources, they are either things the killers can track in their head..."

    "I think showing hook stages would heavily increase getting one person out of the game."

    If they can track stuff in their head, whats stopping them from tunnelling the survivor they tracked?

    And if killers can make a mental note of certain perks and info and all, then why survivors needed the hud update? They can keep track of Gens, perks, etc. I mean, for the past 6 years thats how it worked.

    And you dont need Teammates to get info. Literally its info for you. Thats like playing a single player game and going "you dont need to know if this enemy poisoned you. You have no teammates" but its basic game knowledge for us to know. Why we have to literally rely on CHANCE to know if our perk has effect?

    Literally, perks are getting nerfed or rated low tier all because theres so little info you can get to even utilize it in the first place. If killers have this info, we can also use it to actually balance perks and stuff due to them acruallt having the ability to utilize it to its fullest.

    And this isnt a massive buff to killer. Its literally info. No perks have been buffed or anything. This HUD update just allows killers to play smarter. And if youre genuinely tripping about killers playing smarter, literally saying "nah its better if they have to randomly predict a perk/add ons effect because theyll be strong" I hate to say this, but thats a genuine skill issue in your end.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525970#Comment_3525970

    Everyones homework in this thread is to play 10 games of solo survivor. I am not asking you to "trust me bro" the 61% killrate came directly from behavior. You have the same problem as the last dude, you don't read.

    I've read this whole discussion and this is coming from a pure survivor main. I rarely ever play killer but let me say this.

    Killers having a HUD for info wont improve kill rates. It will only make killers play more smarter with the info they recieve. And with survivors knowing that, survivors will be more cautious with their plays. Adapting to the fact that they have know info and can utilize it fully. This will greatly improve killer players game sense as well as survivors since they actually have to be smart about their plays.

    Yes, killer is the easiest it is right now, but literally DBD has so much basic game stuff missing from it, including a HUD for info (on the killer side) imagine if survivors were able to know when they were exposed, or affected by a hex, or add-on? You would say "survivors should know this info. Its a basic right" same for killers.

    Really, some of yall just want free wins. Anything thay improves either side is an issue. Yall need to stop having this mindset or both sides will never improve.

  • @C3Tooth said:

    Give 3rd survivor an ability to self kill if slugged for 15sec, thats it.

    Base Unbreakable at that point only prolong the game, it does not benefit survivors.

    Its not for the survivors benefit. It's to force the killer to actually hook the person instead of slugging them

  • @WilliamSN said:

    A very easy fix would be to put the status effects in the same space the "broken" effect goes in.

    The status icons already exist, just let killers know via status icon as to why the survivor they are chasing is faster than normal.

    Right now perk feedback for killers is awful , you can't tell if starstruck activated on the person you're chasing, you don't know if they are blind, oblivious , exhausted from bloodecho or fearmonger , etc etc.

    Yeah. Killers can actually see when a survivor has haste so they at least know if they have Made For This or Hope or anything.

  • @Biscuits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525319#Comment_3525319

    You aren't understanding. The only reason survivors get a HUD, is because BHVR wants us to help our teammates.

    But with enough uproar we can. Survivors deserve to see their teammates actions and killers deserve to see the effects of their perks/add ons

  • @Biscuits said:

    Survivors get a hud because were supposed to be working as a team. The killer does not get a hud, it never will.

    Im not saying Killers should see survivors' version of the HUD, I'm saying killers should at least see what killer related effects they applied to whichever survivor on the HUD. I think its possible

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522240#Comment_3522240

    Well it should really take around 3 games to get enough bllodpoints to prestige once.

    And why is the reason this should be the case?

    Unless you crank Gens, you only get around 30k BP as survivor. I like chases and mindgames so I often dont stick to gens so I dont get alot of BP. God forbids if the Killer tunnels and camp. Youre not getting nun. I know killer gets alot more but its still not enough BP to outweigh how much time you put in

  • @Emeal said:

    If getting 1.5 prestige isnt a reward good enough for you for playing 10 to 15 games, Could you please explain what you would find to be a good enough reward for playing 10 to 15 games for you?

    How many hours over three months is fair do you think?

    Well it should really take around 3 games to get enough bllodpoints to prestige once. Thats about an hour of playtime. With how many characters we have, how many prestiges and all, having 10 games actually give you 2 mil BP is too little for how big the time investment we made. We should earn alot more BP and get rid of the BP cap, especially for this economy. So 10 games would get you 3-4 prestiges.

    How many hours over 3 months? Id say about 150 hours. Thats 1 hour of playing every 2 or so days.

  • Made for this: I feel like this perk is overtuned even as a survivor which made me uninterested in using the perk. I felt the same way about Pre-Nerfed (Dash) Dead Hard so this isn't anything new to me. I feel like it should remove the Endurance effect since Buckle Up already has it and nerf the speed down to 2%. Still makes a difference but you cant be braindead using it.

    Franklins Demise: I feel like Franklins is too rewarding. Its annoying when you bring a good item and instantly lose all its charges. Worse when you get it back and lose it again. It makes no sense for Franklins to have unlimited value but a perk like Built To Last only has 3 charges. (Not asking for a BTL buff) Franklins should either have a cooldown or only apply to people when downed so that way, you actually gotta work and plan to get rid of Survivors items.

  • I didn't start buying the premium track until the one after Trickster's. It keeps me motivated to play the game as I don't wanna miss out on what essentially is $30-$60 worth of cosmetics you can get all with $10 along with essentially free Auric Cells. The Premium track is the only time I basically get skins outside of the occasionally money purchase and/or irid shards. Pus, you never know when BHVR might release them into the store. I've been waiting for Nea's System Smahser and Elodies Afropunk cosmetic for the longest and it still aint here😭

  • 1: Having a high pickrate doesnt mean it's bad. Theres so many terrible survivor perks so of course, windows is going to have a high pick rate because its one of the few survivor perks where you can get value without having to throw your games to pull it off.

    2: Ya'll need to stop asking to nerf something when there so so much counterplay in the game to it. Equipped blindness perks like Third Seal or Add-Ons You said WoO appears more often so you will get value majority of your games. Just because something exists you don't like doesn't mean it needs a nerf. Ast least some things such as Windows.

    3: If it does get nerfed and survivors actually can loop while also having that final perk slot dedicated to another perk except windows, was it really windows that caused you to lose or is it a genuine skill issue?

    4: "Survivors can go on autopilot" Survs shouldn't be on auto pilot if youre not even trying to mindgame. I understand some loops are strong and some maps have alot of pallets, but thats like 1/5 games where you see that. Survs only play on Autopilot if youre not even actively trying to control the chase yourself. Zone out survivors, force pallets to create deadzones, moonwalk, all mindgames that can help change the tide of a chase. Stop playing on Autopilot yourselves.

    4: "Survivors can avoid deadzones" So you rely on survivors mistakes in order to win? You literally want a perk nerf because if they dont have it theres a chance of them going into a deadzone thus you benefiting from their mistake? You as the killer should actively be trying to get the survivor, not wait till they make a mistake. Thats a genuine skill issue too.

  • @Crowman said:

    You do know that tunneling will always be a thing regardless of how bhvr nerfs it. There's nothing unhealthy about it. The killer's job is to kill.

    Youre seeing it very black and white and nothing in life is of those 2 colors alone. Tunnelling is a strat yes. Killing is the main objective of the killer so logically tunnelling makes sense yes. But think about it. Youre legit stopping someone else from playing and its miserable. And it's not like you have a chance to recuperate like other games. You get tunnelled when most vulnerable so you don't even have a chance to fight back. Tunnelling as a strat is fair, but it's not fun at all.

    And remember, DBD isn't a competitive game. You get nothing from winning except bragging rights. So most people play for fun. Fun is subjective, but we all can agree that having someone actively stopping you from playing the game with limited ways way to fight back is not fun.