Ivanynakov
Ivanynakov
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- Ivanynakov
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Happens only when playing as a Killer. Completely randomly. It is very frustrating to be DC in a middle of a match. But it makes me even more angry when I get penalty for that
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Just pre-written phrases would be enough.
"I am hiding from Killer"
"Killer is at Shack"
"I am going for a save"
"I will keep repairing"
"Looking for a totem"
"I will heal by myself"
"Thank you"
"Beware!"etc..
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@IHSGames said:
I know the title might seem a little exaggerated but I assure you it's more to reall you in. Anyways, now that I have yall attention, please stop releasing new chapter DLCs. You might be wondering why am I saying such nonsense? Let me explain to you why...
The new reworked Twins PTB was shown and obviously due to word of mouth, everyone hated it and so everything has been reverted. Now the issue wasn't the rework being reverted but more of what they said about it. Basically, BHVR said that they will "look into reowrking the Twins in the future...IF NESESSARY." (I think I paraphrased it but you get my point)
Why would it be a possibility that reworking a killer in the game would be NESESSARY? Killers are quite literally THE GAME of DBD. They SHOULD be a nesessity. Why can't they just go back to the drawing board and whip up another rework, this time asking the community INSTEAD of just attempting to make it themselves. Well, it's because of the new chapter release system.
Every 3 months, DBD recieves a new chapter for their game. New killer, survivor, map, etc. BHVR has been pushing this release system for a LONG time. Obviously, they do this to make their money. Constant flow of chapters equal constant flow of money. But what this does is create more problems in the long run. New killers with new bugs, new terrible maps, new terrible perks, you get my idea. This causes BVHR to fix the game less and prioritize chapter releases (as well as more important killers/issues rather than just treating them all equally and fixing them.)
Twins is the least picked killer in the entire game and because of that, this means that BHVR will not take the time to mend them into a more playable state because they got chapters to develop every 3 months. If it doesn't cause an uproar in the community, they will just ditch it assuming everyone will forget about it too when all they need to do is delay the newest chapter release and just, re-rework the Twins. But with this 3 month chapter relesse system they can't do that, which is causing them to not fix/prioritize bigger issues (and killers) over smaller ones which leads to a million things being unfixed.
BHVR needs to ditch this system for a good minute and stop producing chapters to iron out the game. I understand BVHR needs money, but releasing more chapters for your broken game will only cause players to play less, thus giving you less money in the long run. This can potentially ruin your game.
BHVR might not realize it, but DBD is lowkey on Borrowed Time if they don't switch how theyre doing things...
I wouldn't mind waiting longer for a new chapter (or having only 1 character released at a time instead of 2) to get more QoL, features, ranked mode etc.
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Also I experience DC from a game more often than previously. And it is pretty discouraging to have Matchmaking Locked afterwards… Reconnecting feature would be good to see…. Or a code that would handle 2sec of disconnection without kicking me from a game.
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@Peanits said:
If you're okay with it, please let us know which platform you play on and (if on PC) what the specs of your system are. This update shouldn't have an impact on performance, but we'd be happy to take a closer look.
PC, Epic Games.
Windows 10, 64bit
NVIDIA GeForce RTX 2070
32GB RAM
AMD Ryzen 7 2700XI have mostly rubber banding and feel frame drops.
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@Frizouw said:
Hi,
I want to share my thoughts, experiences, what I think could be done about tunneling and I would like to know your opinion about that.
Lately, I played during the community tournament, which we couldn't tunnel, camp and only slug once per match, it was so much more fun, balanced than what we have right now, it was rewarding good plays for both side. Everyone actually needed to use a minimum of their brain cells, like using the only slug for the right moment, protect the right gens, make good skill shots, GOOD PLAYS!
If the killers were not respecting these rules, they were loosing a huge amount of points (negative points).
Today I came back to play with some friends and it was NOT fun, we had a Sadako that was purposely tunneling. I am not talking about like "tunneling because the survivor is asking for it" or "tunneling because it was the end game", she was waiting for the survivor to be unhook, she was ignoring us and was chasing the same surviver again until he died.
It happens more than once during the same night, different matches, different killers but same behavior. We could notice that at the end the killer won as much points as us and I felt like...there was no reason to NOT play like that.
I really do think they should work on something to make the game more like a chess and mind game and not a tunneling playground. Don't get me wrong, I know there is survivors who are bullies too, at least there is perks to counter Flashlight/Stun plays, nothing except decisive strike for survivors, that does not really change much because the tunneler just need to continue tunneling after the strike.
I don't know if there is any devs who are reading the forum for real or if what we are writing here is taken in consideration but: If your goto is "fun", I think you are loosing the track of what is "fun" by doing nothing about people who just want to be mean to others because they can and there is no penalty for doing it. Like they could continue to play like that, IF IT'S THEIR KIND OF FUN, but don't encourage that by giving as much points for just tunneling and makes the whole game miserable.
Even if people say: No one is playing for BP. I guarantee you, if the killer have 0 or close to nothing points because he played just to make everyone uninstall the game, at some point he will run out of add-ons, run out of offering, find the games boring and uninstall it or change his mindset.
I love this game, I want it to be more fun :( Please BHVR, do something <3
Thank you for reading me.
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EDIT#1:
Note, this post is not about:
- Winning or loosing
- Changing game mechanic
It's about incentify not tunneling by adjusting points in regards of the amount of gens left and the duration between 1st and 2nd hook of a survivor.
It's either:
- Removing points from tunneling at 5 gens inside x amount of seconds
- Giving more points to not tunnel
- Mix the two previous solutions.
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EDIT #2:
After reading everyone here and have some reflexion, I think we just need a "tournament-like" mode, with the same rules as a tournament, so everyone will be happy, I could try a more "define" mode and other people could keep playing as free as they want with the regular mode:
SURVIVORS
Rules:
- No duplicate perks
- No items (finders keepers allowed)
- No offerings
- No duplicate survivors
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KILLER
Rules:
- Green or lower add-ons are allowed
- Tunneling is not allowed (disable during endgame) : which you couldn't down a survivor after he got unhook without hooking a different one before.
- Can only slug 1 survivor max (possibly disable during endgame): after u kept a survivor on the ground for more than 15 seconds, the next one you don't pickup in the 6 seconds after your weapon cooldown animation stop, can not be picked up and can recover real fast with an endurance and running speed of 10%.
- Only allowed a cypress mori.
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SEASONS
Every season the devs could pick:
- 7 maps and 28 possible killers that can be played during that season till next 13th where it shuffles again.
- For each game that players start, there will be 4 random killers among the 28 possibles, OR it could simply be 4 random killers among all the killers and throw the 28 idea in the garbage.
- The player who is playing killer would have to pick one among the 4 random, he could have the option to simply pick "random" and let the game pick the killer for him if he wants more challenge.
- The lobby waiting times would be longer than usual, I don't know how much times should be appropriate so the players can negotiate/communicate perks or build for each of them if needed, but if everyone is ready, the game just go as usual.
- If the survivor does not care about his build or want some challenge, he can simply pick the perk "randomizer" that will simply random his 4 perks with what is left available.
IF THAT KIND OF MODE would exist, I'd be very happy, and I'd probably just play this one and the others that want to play more freely can still play as they want.
Yes!! Tournament mode is all I want. I would play only this mode! I don't mind spending more time in lobby prepairing for the match. Just few comments:
- I would change antitunnel mechanic to "Unhooked Survivor becomes invulnerable until Killer HITS another Survivor 1 time". This should be enough IMHO. Otherwise unhooked Survivor would have too much free precious time.
- Limited Killers is great idea! I would go with 3 random Killers (from whole roaster) randomly selected before the match + 1 Killer which is set as FAVORITE by the Killer player. That way Killer can still play his main AND survivors will know that they are facing one of 4.
The rest is perfectly written.
Devs, please!
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/404629/new-mode-should-be-permanent
Yes but also no.
I think they should set it up moving forward such that there is always SOME special rotating game mode going on at all times. And cycle them around. Then retool the "regular" queue to be the "Ranked mode" that everyone asks for. Show your rank/MMR, and give rewards based on that.
This
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Would be so great to have.
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@CountOfTheFog said:
I really worry about them and I'd like a thread with ideas that the community has to make the game easier to get in to and learn.
I think that generic perks should be unlocked at Tier 1 on all their characters as well as having Tier 1 perks unlocked across all characters they own without the grind to Prestige.
I know this may seem a bit generous, but our favorite game is 8 years old and there is so much to learn. I think now is the time to be lenient.
I also had another idea that is probably impossible but I thought I'd test the waters:
What if we had volunteers to play as Killers against them? Killers who know the game inside and out, but will take it easy on the new players.
I would totally do this for some extra BP.
These trials would NOT affect MMR for the Killer nor the Survivors, it's just to get them to get used to all the Killers and let them figure out the game mechanics.
The Killers in these trials would not tunnel, not camp and never hook anyone twice in a row.
They would be playing to teach, not to win.
It would be a 'program' for lack of a better word.
BHVR can allow or deny players this much needed role just as they have authority over Fog Whisperers.
I think even some of our Survivor mains would do an excellent job at this.
What do you all think?
Also, any ideas to help new Killers?
Good intention. I introduced 4 friends to the game already and I saw a patterns in their feedback regarding survivor role.
1. Ability to find pallets and windows
New players can't find windows nor pallets. Unlinke Killer, Survivors are enormously dependant on remembering the map so they can stand a chase. There are tons of map with different variations and it is impossible to remember. THAT is the reason novice survivors are constantly losing to novice killers
Lots of players, including me (600h played already) use Windows of Opportunity perk to see auras of pallets. Making it basic (non-character) perk would help novices to learn the maps AND survive in their first matches longer, resulting in faster learning.
2. Perk descriptions are overwhelming
Left side - current version, right side - my solution. Better visual hierarchy, shorter sentences and abbreviatures helps to find the most important information. Would be even better if effects descriptions showed up as tooltip while hovering over those description. So the result would be even shorter then on the right side
3. Bloodweb is overwhelming
After 1 trial players have enough BP to take 3+ levels. This is X purchases in bloodweb. New players are forced to spend more time in Bloodweb and Loadout than in actual game because they have too many possibilities in the beginning.
I would suggest to simplify bloodweb into bundles. So the cost of one bundle would equal the reward from at least 1 trial.
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Mobile version solved it already by providing pre-written phrases which is huge QoL for SoloQ. I just wish it was in PC version aswell.... called for it several times already
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635777#Comment_3635777
While I’m incredibly thankful that behavior has given us an automatic blood web, and it’s very useful, it can still be a little slow. I would prefer to dump a bunch of blood points in all at once.
Exactly. Just watched a video about how DBD mobile solved that. Seems smart. Also mobile version has tons of QoL I wish was here...
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Bloodweb needs rework.
I wish we bought big bundles instead of single items. This would make the moving through bloodweb more efficient and satisfying.
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@Ivanynakov said:
Great post! I agree that main part of being survivor (gen repair) is veeeery boring and needs to be changed.
I like the idea of repairing to be more immersive and dangerous by changing view to 1st person mode. Having ability to stop reparing and look around by holding particular key would be awesome. Fits to DBD policy.
And because repairing becomes more dangerous, it should become more rewarding aswell. Maybe separate generator repair progress into 2-3 sections. Once the section is completed it can no longer be regressed below that.
Another idea how to make repairing more rewarding is actually boosting their hearing capability to be more precise. As people hear better when they close their eyes and focus.
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@Sam360 said:
Hi all,
So I have been thinking for a while - as I am sure many people have for years - that most of the entertainment playing as a survivor comes from the chases and the thrill of potentially escaping, having to use your chosen perks to the best of your ability and developing varying load-outs to mix it up every so often. But how about that one particular element of the game....generator repairs...
This is a part of the game whereby players invest quite a significant amount of time, just as much as being chased arguably (maybe depending on your play style). But more and more people attempt to be part of the chase as opposed to doing generators purely due to the lack of entertainment that comes from gen repairs. Fantastic developments have gone ahead with adding variety to the game in terms of perks, characters and maps e.t.c, but as mentioned, players spend a lot of time sitting on generators too. So that begs the question, how can this element of the game be a little spicier.....or a lot spicier?
Suggestion:
I keep returning back to the same idea, each time I brainstorm for different suggestive ideas...
Bringing 1st person (just like playing killer) to the survivor only when performing the generator repair action.
As you press repair, the camera style transitions from the initial 3rd to 1st, providing players with perhaps a much more intense, exciting and more thrilling experience.
How? When preparing a generator, the player's vision is significantly restricted, as the camera angle (the eyes of the survivor) is concentrated and almost fixated on the generator alone, providing little room or inability to consistently search around the area seeking any sign of the killers attempt to interrupt the repair or chase you. You may be able to look from left to right to check your peripheral but that's it.
Or...
Perhaps by activating the generator repair function, and 1st person activates also, the survivor may be completely restricted from sight of their surroundings, as repairing the generator means the character has to, in a sense, place their heads under the protective shielding of the generator in order to access the wiring. In this scenario, the survivors hearing may also be impeded, meaning the heartbeat (signifying the killers approach) is significantly harder to hear or identify, again adding the suspense and thrill of repairing the generator. As a result, the survivor must stop preparing the generator in order to take a quick check on the surrounding area.
Maintaining the skill checks could still be an option in this case, at least additional excitement can be found from a new take/style on repairing generators.
A change in viewing (camera style - 1st person)
Sight restriction (unable to check the surrounding area as effectively when performing the action)
Auditry disorientation (heartbeat reduced when performing the action)
I realise that such a drastic change in a major element of the game can not be implemented over night....of course not. But I really do believe, from a personal level, that if this were to be introduced in the future, it would do wonders for your survivor players
Food for thought.
Sam
Great post! I agree that main part of being survivor (gen repair) is veeeery boring and needs to be changed.
I like the idea of repairing to be more immersive and dangerous by changing view to 1st person mode. Having ability to stop reparing and look around by holding particular key would be awesome. Fits to DBD policy.
And because repairing becomes more dangerous, it should become more rewarding aswell. Maybe separate generator repair progress into 2-3 sections. Once the section is completed it can no longer be regressed below that.
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- DBD would benefit by completely removing pre-game lobby from the game. So people go straight into the game. (=> less lobby leavers => better and faster matchmaking)
- Then DBD would be able to create Ranked and Casual game modes. In Ranked people would take turns in picks (survivors, killers and perks) and bans (killers and perks) while also showing prestige level.
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I play a lot of Killers and wouldn't mind that. I would just make sure that it doesn't hurt final BP and MMR much.
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@Freddan said:
As title says but for an example, a survivor is in autohaven, in a killer shack, the survivor is doing a gen, a zombie is standing next to the survivor and is just standing there, staring at the survivor doing the gen, i come, the survivor sprint to the window, the zombie moves to the window, body blocking me, the survivor runs inside the shack, the zombie dosent move towards the survivor it is now stuck between the 2 lockers inside the shack. this is just 1 example, i have played for about 4 hours today only nemesis and i honestly dont know why his tentacle strike dosent get buffed and why is zombies isnt removed from the game, they are useless.
Zombies are strong when you know how to use them. Their detection ability is just insane. Not only they find survivors by themselves but they can also protect area around slugged or hooked survivor giving you a clue when somebody is coming to help.
If you get bodyblocked by zombie during loops, then you are using them wrong in those loops. Just go another way instead so zombie bodyblocks (=hit) survivor.
The bad thing about them is that way too often they miss their hits on Survivors. Seems like bug.
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100% agree
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@TheSaltySaloon said:
I dunno why more people don’t recognize this as a problem. Out of a roster of 32+ killers that only grows throughout the months, only 6 are generally played on average.
Nurse, Doctor, Wraith, Blight, Wesker, Spirit
honorable mentions would be Legion or Huntress.
Sure you’ll come across a game or two with someone out of this bracket, but the above 6 or so commonly played you could literally bet money on seeing them in a match. This means that everyone else outside the meta is so thoroughly underpowered or useless against competent survivors that barely anyone bothers to pick them.
I dunno about y’all but from a survivors pov, I am genuinely tired of seeing the same 6 killers over and over again and I’m not even in red ranks.
like I have yet to even play against any of the new killers like skull merchant, singularity, knight etc. I don’t even know why people are excited for the Alien when you know he’s gonna be dropped in week in favor of the top 6.
If behavior would just fix the root problems of this game it could change so much for the better…
IDK, dont have this problem. I often play Nemesis/Dredge/Cannibal. And recently was facing GhostFace, Knights, Trapper, Hag.. looks balanced to me.
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@shiroo said:
I'm not bored WITH the game...I'm bored with WAITING to play one.
I know peak times are peak times but waiting for a survivor game 3-5 minutes each time and THEN waiting another minute for whatever reason (because rarely anyone uses the BIG READY BUTTON) is really draining the fun out of this game recently.
Buff the incentives, give killers 500% BP, lower lobby waiting time to 20-30 seconds, even lower Matchmaking requirements (because MM will eventually lower them anyway just after a long time)
I found myself closing the game because of WAITING rather than the game itself. Yes, sometimes I will just go play killer even though I don't really want to at that time but cmon...
do something. IT'S BORING. I'm tired of WAITING.
I don't actually understand why there is pre-game lobby at all. You don't see teammates perks and nobody uses chat anyways. The only thing it is good for is dodging. Which leads to longer queue times for both sides.
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@sizzlingmario4 said:
Yeah, I wish there had been a way to leave more detailed feedback. Since there wasn't, I'll put some of it here with examples of what was good and what wasn't good.
First of all, the detailed information section on the right of the perks explaining status effects and mechanics is an excellent addition.
Something like this description is too short and too vague:
https://us.v-cdn.net/6030815/uploads/KY1RIKRWUJ3G/image-2023-08-17-165739154.png
This example feels like it tries to use as few words as possible, to the point where it feels rushed and incomplete. This version of the description doesn't even specify who is suffering from the Hindered effect, and the detailed info regarding Hindered on the right adds to that confusion by saying it can affect the killer as well. While it's a fair assumption that the effect is being applied to the survivor completing a generator, a player shouldn't have to make that assumption at all.
These 2 versions of Electrophobia meanwhile, both clearly explain exactly what it does in a simple manner:
https://us.v-cdn.net/6030815/uploads/J628Q75W3W7B/image-2023-08-17-163246865.png
https://us.v-cdn.net/6030815/uploads/96WSOJFB097D/image-2023-08-17-163715428.png
This version of the Hasten Healing description has a couple of issues:
https://us.v-cdn.net/6030815/uploads/DPGDQM62CWEQ/image-2023-08-17-163405501.png
One thing I'll point out here: I like that it uses the actual image of the E button instead of "Active Ability 1" or similar. That aside, 2 things stand out here:
- This version of the description isn't clear on when Exhausted is applied. While most experienced players would probably assume it's applied when using the ability, a newer player could easily interpret this as becoming Exhausted as soon as you begin the healing action, regardless of whether you press E or not, because that part isn't explicitly tied to pressing E in the description.
- This description doesn't specify whether the perk can be used while Exhausted. Every other Exhaustion perk for survivors specifies that it can't be used while Exhausted, except Adrenaline which specifies that it can be used regardless of Exhaustion.
This version of Hasten Healing fixes the first issue, but still has the second issue:
https://us.v-cdn.net/6030815/uploads/3FXYENHEJPHQ/image-2023-08-17-164744478.png
I'd also like to compare these two descriptions:
https://us.v-cdn.net/6030815/uploads/767TRSGBOY02/safe-haven-stack-issue-png.png
https://us.v-cdn.net/6030815/uploads/GZQ27PGQYLCW/image-2023-08-17-164029881.png
The first one simply says "This perk does not stack" while the second one says "Survivors can only be affected by one instance of Safe Haven at a time." These are 2 very different things. "Does not stack" I would generally interpret as not stacking with anything, even other perks, but that doesn't seem to be the intention here as the second version just says that it doesn't stack with itself. If the intention is to limit the perk stacking with itself but not with other effects, simply saying "this perk does not stack" is too vague.
This Harming Hands description only has one minor issue and it's that it doesn't specify how the cooldown works. Is the cooldown 40 seconds beginning at the time Exposed is inflicted, or is it 40 seconds after Exposed is removed? If it's the former, can multiple survivors be Exposed at the same time?
https://us.v-cdn.net/6030815/uploads/Q1MYCWRBQIEE/harming-hands-png.png
This example feels like it tries to use as few words as possible, to the point where it feels rushed and incomplete.I love how short description is. Doesn't feel rushed. I read it in a second. The only question I had was about who gets Hindred.
"Does not stack" I would generally interpret as not stacking with anythingThey wrote "THIS PERK does not stack". And it makes it perfectly clear for me. I understood it as they meant.
Otherwise I think I agree with the rest that you wrote. Detailed info is perfect.
Cooldown of Harming Hands is not clear and description too long. No need to write "on themvselves or another survivor". Just healing action would be enough IMHO. I would write:
Obsession completes a healing action AND is not in 32m radius from you:
- the healed Survivor is Exposed
- Exposed can be removed by healing other Survivor or being put into Dying State
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I asked for that several times and I am very happy they are redesigning! Clear visual hierarchy separates lore from actual gameplay description. And text is much shorter.
Good job developers! Keep it up! Finally new player or player with long break will be able to read through perks quickly.
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@NoOneKnowsNova said:
While I doubt any will be actually released or have been tested with, what do people think of them?
https://us.v-cdn.net/6030815/uploads/CPOR2LTZAIL0/e97625bb-a03b-4fc1-bd5d-08c277c8b49b.png
https://us.v-cdn.net/6030815/uploads/LD8DTHGL9AZ6/fe913398-06b5-4c19-9a0c-739cbdf80075.png
https://us.v-cdn.net/6030815/uploads/OA5WIA7LM7GG/e1f55f0b-1a95-4b08-be4b-4d116747f135.png
https://us.v-cdn.net/6030815/uploads/UKSBO4F7CPMG/8fd4e4c4-c22b-41bf-b256-0d7d888a84b6.png
I am just glad they redesign perks. Looks much much better. I just wish they aligned paragraphs like that:
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3512525#Comment_3512525
...
You do know that every killer in the game is at least 10% faster than survivors by default, right?
This already exists.
I think you didn't get the point. I will repeat my other comment. Animations should match the gameplay (real speed of vaulting) not the opposite. People like you want gameplay to change so animation looks correctly. That was my IRONIC example about matching gameplay to fit 2x longer Killer legs (200% speed to most killers).
And just to be 100% clear, the reason why developers changed vaulting speed was because animation didn't match.They fixed it by accidently messing up with speed, not animaiton. And they are reverting it back saying that it was unintentional.
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@loki1337 said:
Right now in the game, killers are much stronger than survivors if the survivors are not pro players. A weak killer will easily catch a weak survivor because the entry threshold for survivors is MUCH higher than for killers. Survivors are much harder to play than assassins: you need to build routes, know how to mana, know techniques against each assassin, and more. One mistake for a survivor - you get a stage on the hook then tunneling from the killer and you are dead. I suggest making pallets recoverable, make more perks for constant acceleration. If you are weak for survivor - you won't run from killer for more than 20 seconds.
I totally agree that entry threshold is too high for survivors in comparison with Killers. And it needs to be adressed. But in a smart way that benefits only bad survivors. Some feature that is easy to play around for experience Killers or really good in-game tutorial.
What you are suggesting is buffing survivors. This is not acceptable :D
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Give all Killers movement speed boost because animation doesn't match their long legs. Would survivor players complain?
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New Ranked mode with picks and bans! More mindgames in lobby!
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@Tezzis said:
What if there was the option to select a killer to ban when looking for a game? Because I know of a lot of people who have certain killers they absolutely hate playing against, and to make the experience more enjoyable for each party, I think this would be a good solution. Because if someone really dislikes the killer they're facing, they are way more likely to disconnect; if that problem wouldn't even occur, I think a lot of disconnects would be eliminated.
But that's just my take on this. What do y'all say?
Having new Ranked game mode with bans and picks (Killers and Perks) would have less queue time IMHO. And this is something I am really waiting for and hoping for implementing
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@Sharby said:
What if I find hacking and cheating fun?
You can do whatever you want in-game and in real life. But be prepared to face the consequences. They always follow.
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@BlueHorkew said:
Really?
Hits while vaulting matching the animation for one time in this game is an issue that needs fixing, but the killer that holds the game hostage for an hour is free with no idea when and if it is going to be fixed.
Priorities...
I don't care if this is not even constructive criticism, i just want to express my frustration
Animation needed to be fixed in order to match the gameplay (real vaulting speed). Not the opposite.
And that is where developers messed up. They are reversing it back so they can fix animation properly I hope.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511261#Comment_3511261
You can win most of your games as trapper without even using your power if you're good. A few of my friends are on winstreaks that are 10+ games long. Even the weakest killers still can win most matches.
I would like to see PRO M1 killer playing without his power against PRO survivors.
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@averagemikaelamain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3511481#Comment_3511481
I can be serious. I play both sides and it's fine. Surv is weak rn anyway in most matches because solo queue.
- Animation was broken because it did NOT match the real speed. Animation was bugged, not the speed itself. Developers accidently fixed gameplay instead of animation and they are reversing it back.
- Devs balance the game around 60% Kill rate, so yes, Survivors are and should be weaker according to that.
- I play both sides too.
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@ThatRedPyramidThing said:
If a killer plays nice and doesn't tunnel or camp they get rewarded survivors tea bagging and flashlighting in the gates.
Post game messages are very cruel calling them garbage or worse and saying things like easy and free. This feels awful.
So they stop playing nice and play competitively. Then survivors are angry at them.
So my question to survivors is why? If you want killers to not tunnel or camp why do treat the ones who don't tunnel or camp so cruelly.
Survivors actively discourage killers from playing nice or chill.
Just saying, if you want nice killers maybe just leave when the gates are open without the mockery and don't berate a nice killer for losing.
No mercy :)
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@Luckyfer said:
If my last 50 games as Killer and Survivors taught me something is that Killers have it too easy and peaceful.
Escape rate is as low as it gets,for me atleast.
My Killrate is 3+ on a bad day,and I let a lot of survivors escape because I feel pity for them.
Hell...I haven't even been able to escape and collect 1 item...
What do developers do all day?
Play Killer once a month vs SWF.
How can anyone justify this...
What Killers do you play?
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@saym said:
I think casual matches and ranked matches should be separated. Unfortunately MMR is a joke these days and both players are complaining.
this
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@I_CAME said:
Could they really not find a fair middle ground?
Animation needs to be changed in order to fit the real speed. Not the opposite. You can not expect to make changes into core gameplay when whole game is balanced around it.
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Bug fix should improve animation to match the gameplay. Not gameplay to match the animation :D
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Slower vaulting speed has to return and here is why:
The whole balance was build around vaulting speed during last years (when it was broken). Yes, they fixed it. But it resulted into FASTER vaulting. So there are 2 choices, rebalance everything they've done during those years OR make vaulting slower so it matches broken status but with proper animation. You can NOT be serious wanting that huge survivors buff to stay O.O.
*Correct me if I am wrong and don't understand something.
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I would love to see Survivors and Killers have their Lobby music themes. For now only Resident Evil chapter has it.
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BBQ seems to work only during event. Cakes will work even after, so I am saving cakes for later.
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I actually hope for QoL and perk balance. Alien is a bonus.
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@MalekithHatesSnow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507133#Comment_3507133
Thats literally what I said read the rest of it
Sorry, you are right. My bad
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@MalekithHatesSnow said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3506875#Comment_3506875
Exactly this. People wanna rag on the devs so much and I agree sometimes the devs make questionable decisions but the community is terribad you're supposed to 3 hook everyone no camping no tunneling no meta killer ok you do that oh but you had the AUDACITY to actually win so you're gonna be called toxic etc etc but if you dont win? The survivors will wait out the entire egc just so you can watch them teabag this game's community is definitely half this game's problem and its partially the devs fault aswell for allowing and even encouraging this behaviour through streamers
No. Developers raise the community. Developers choose boundaries. They choose what exactly the player is rewarded or punished for. You are blaming child instead of parents.
For example. The longer you are in trial, the more BP you get. Also there is no real danger when you are at exit gates or standing on a hatch. So waiting for Killer to come and teabag him only rewards the survivors. Whos fault is that?
EDIT: blaming person for what he/she didn't say because I read it wrong.
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@Pulsar said:
Not much to this.
I don't think the game can be played at an average casual level anymore. I don't think you can really come home from a long day at work and play a couple of games on either role without the game being more trouble than it's worth.
Whether it's problematic Killer designs that are unfun to play against (Legion and Twins), overtuned characters (Blight and Nurse), Skull Merchant or even just the Killer being outright better than you, the casual Survivor experience is bad.
Whether it's teams that force you to play tactically and try hard, people who abuse certain bugs, people who just like to be frustrating (Boil Over) or just plain good teams; the causal Killer experience isn't much better.
I think that should change for both roles. I don't think you should need to sink 6 hours into a play session whilst being hyper-aware and uber competitive in order to have a chance to have fun.
I am still waiting for Ranked and Casual modes separation. I am competitive player and tryhard unless trying new build or new Killer (so I can tryhard them aswell). Queue time is already enough to make this step.
And there is a still option to change Matchmaking so players can search for more lobbies simultaniously (Ranked, Casual, Killer, Survivor). Could look like this:
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I wish there was ranked system and you could climb it. I guess that BHVR don't want to upset non-competitive players though who are afraid of read ranked system. I don't know why we don't get 2 modes, ranked and unranked.
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Implementing Bloodweb Bundle system would improve Pre-Match Lobby. People will not spend unnecessary time upgrading, which sometimes leads to half-way prepared status or even leaving a lobby.
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@[Deleted User] said:
I definitely think there should be a lobby dodge penalty that starts to stack up. Way too much lobby shopping happens and it completely screws up matchmaking.
This is UPGRADING system issue that demans player to spend too much time in Bloodweb. Bloodweb needs QOL improvement when players purchase items in bundles. Here is link of suggestion thread.
https://forums.bhvr.com/dead-by-daylight/discussion/386188/bloodweb-rework#latest
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@[Deleted User] said:
I definitely think there should be a lobby dodge penalty that starts to stack up. Way too much lobby shopping happens and it completely screws up matchmaking.
Sounds like a problem of UPGRADING system which demands spending too much time in Bloodweb.... Bloodweb QOL improvement when you buy items in bundles.
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Maybe it is not even rework, more like Quality of Life improvement.
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It would be actually a good QOL if we could see statistics of every Killer/Survivor. Playrate and killrate at least. Most of the games have it already.
Anyways, I switch between Killers pretty often but it is always fun to come back to Nurse for a game or two.
Other fun Killers are Nemesis, Dredge and recently Bubba (with Light Chassis add-on and Infectious Fright perk)


