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Nameless

Nameless

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  • @TheArbiter said:

    Try running the game in dx11 mode with the -dx11 launch option

    Aight, I'll be honest… I'm a bit of an idiot.

    How do I run the game in this mysterious dx11 mode?

    @NerfDHalready said:

    game was unplayable after the chapter release patch but with the bugfix patch we got this wednesday the issues were mostly gone. though, now or before the chapter patch game is really hard to run for my toaster pc while, league of legends for reference, runs smoothly.

    I once had a toaster pc until I decided I wanted run my games smoothly. Joke's on me I guess.

    @Firellius said:

    Unstoppable? Sounds more like stop-motion to me!

    You have not seen my stop-motion moves just yet. The only reason I want to fix this is because I want to give the killers a chance. I'm just too powerful!

    1. Windows of Opportunity is a blessing for new players. The fact that they haven't made this perk basekit at this point is honestly mind boggling. How are new players supposed to memorize maps (that are also randomized to a degree) when they continuously update old maps, and add new ones as well? The devs keep adding new content, which is fine if you want to keep the players engaged that you already have. However, you also need to continue attracting new people if you want your game to survive. And similar to the BP grind in the past: the sheer amount of content available has become overwhelming.
    2. Windows of Opportunity is honestly one of the few things that makes solo queue bearable. How am I supposed to know which pallets have been thrown, and which ones are still up? SWF already has access to this knowledge so why would it be a problem for solo queue survivors to possess the same knowledge? Didn't the devs claim in the past that closing the gap between solo queue survivors and SWF was one of the things they want to address? If so, why the hell would you ever even consider nerfing the perk. If anything, it needs to become basekit.
  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746955#Comment_3746955

    Pig lose her power after 4 chases cause no bear trap and she is far weaker than singularity. Again why killer so powerful as Singularity with insane map control and pressure, passive game delay and insane chase potential - slipstream does not have limite on it. For now biopods value is almost free and survivors cant do much about it. Imagine if pig can recover her bear traps - you get current Singularity

    You're forgetting Pig has a dash ability. You're also forgetting that if survivors don't remove their reverse bear traps, their head pops and they die. The worst case scenario if you don't disable a biopod is he teleports, and a chase starts. He doesn't immediately down, he doesn't immediately kill you, it starts a chase. That's all.

    I do like the idea of being able to completely remove a killers power when you're 2 minutes in the game though. I can already imagine a scenario where survivors just throw a brick through Sadako's TV's. Or maybe they can steal Wraiths bell, and then Wraith has to find it before he can cloak again. Would be absolutely hilarious.

    Oh, or even better: what if survivors could use the perk Saboteur to permanently break Trappers traps, or even with toolbo… Wait a second… We've been here before haven't we? What is this déja vu? Where am I? Is this 2016? Am I stuck in the past?

    On a serious note: being able to negate a killers power completely has been proven in the past to be a terrible idea.

  • I'm not sure how you can you look at a patch involving 2 big killer changes with one of the killers having a lot of necessary QoL changes, as well making him less addon dependent. So many great changes that are going to make the killer a lot more fun to play as.

    And… Somehow you come to the conclusion that the devs only care for the survivors fun? Because of changes made to another killer (which also include making addons basekit btw)…

    The only conclusion I can draw from this patch is that the devs do care about fun on both sides, and that's why they made a killer more accessible, and changed another that was criticized from the day he got released because of his unengaging gameplay.

  • It's been a feature before bots were introduced though.

    However, it would explain why bots make some questionable plays lmao. I've been giving people a thumbs up because they're funny or absolutely adorable, not necessarily because they played well.

  • @jokere98 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418186/iron-will-revert-update

    healthy survivor has breathing sound. Injured survivor with IW has zero sound

    You must have some amazing settings on that headset of yours if you're able to distinguish breathing sounds of survivors while the chase music is blasting through your ears.

  • I don't care if they buffed the perk all the way up to 200% of being silent lmao. If I have to choose between an exhaustion perk and Iron Will, then I'm still taking the exhaustion perk. Considering the fact that exhaustion perks are still meta, I doubt this changes much for the majority of people.

  • Currently running Plot Twist, Pebble, Bardic inspiration and Head on. I'm an unstoppable force and haven't died yet.

  • The main difference being that there's really only 2 powers that can grant Vecna hits easily. Mage hand is already going to be tweaked, if I'm not mistaken. Those 2 powers can also be countered by items in the game, and they have a long cooldown, unlike Skull Merchant. When Vecna uses FoTD, you have to crouch once, and while there is a likely chance that you will get zoned out, crouching once is pretty much all it is. If Vecna messes up and fails to land this hit, then the chase continues like normal. Skull Merchant on the other doesn't care. She puts a drone right next to you and whether you crouch once or not, that drone remains there until you go down, constantly forcing you to crouch or get hit.

    In fact Skull Merchant really is the only killer in the game that can just use her power that just does things passively for her during a chase, while also that power being a constant threat during the chase. At least I can't think of any other killer that can do this (except for maybe Knight, but guess what no one likes Knight either). There's plenty of killers that can use their powers multiple times during a chase, but it's a power that they actively have to control, and therefore there's some skill involved.

    So I wouldn't put Vecna anywhere near Skull Merchant in terms of fun to go against.

  • Yeahhh… I just don't care tbh

  • I've got a better idea.

    Make WoO basekit.

    Finally solo queue survivors will have the same knowledge regarding resources on the map as SWF, without needing to equip a specific perk for it.

  • How long will these codes be active for?

  • Guys... I think the world is ending. They nerfed the new killer and now... Players get punished for missing an attack! Can you believe it?!?

  • Explosives. I want Jake to plant a bomb on hooks and blow them up leaving nothing but a crater behind. I need to see the chaos ensue after Jake blows up another survivor and insta killing them.

  • @Exxodus21 said:

    People that say this is a non-issue must be the SWFs that pick o e corner of the map to get downed in so they eliminate a hook and prevent the killer from getting hooks or kills.

    Those pesky SWF's preventing the killer from getting kills or hooks... By dying on hooks and eliminating them!

    in Hooks Comment by Nameless
  • Oh my... This thread is a majestic piece of art. I will be telling my grandchildren of the legendary adventures of Pulsar the slugged, katopris the bodyblocked, Shroompy the unfortunate and Ayodam the wise

  • @Hawk81584 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3407571#Comment_3407571

    promoting division because i gave an opinion that a post was promoting division? ok, i wont stoop to your level, not worthy of my time

    An appreciative post of BHVR's work on creating a more inclusive and safe environment is truly divisive, I agree. It gives me nightmares knowing that people are happy.

    Now commenting on such a thread - full of nice messages showing support - and ruining the good vibes, is the only reasonable thing to do and definitely not divisive.

  • @Bot_Salvo88 said:

    It's not "survivor mains crying about healing changes". It's "players worried that healing someone else taking an insane amount of time with certain killer perks against".

    I've seen people mentioning "just bring autodidact, bro" but is it better to bring always only a perk to fix a problem or is it better to fully address the problem?

    I'll always advocate for actual fixes over plasterfixes. However, killer players have argued that games go too fast and survivor players argued that slowdown perks are frustrating to go against. This has pretty much always been the main discourse in DBD, and BHVR has continuously made changes to slowdown perks as a result. Some are too strong or annoying and should be changed and some are too weak and get buffed.

    Regardless, patch after patch, the same arguments get dropped every single time: "We need more slowdown/the game goes too fast!" or "No one enjoys holding m1 for 2 minutes to get a single gen done!".

    Changing the healing speed is a way around all of this, at least in theory. Slowdown perks got nerfed with this patch so the healing speed will be the main way of slowing down the game for killers (or at least that seems to be the intention of the devs). Healing becomes more of a delicate choice for survivors. Is this the right time to get healed or not. At the same time, gen regression takes another hit, so the survivors won't have as many annoying setbacks either.

    In a way, they're taking on this (genslowdown meta) discourse by removing the plasterfixes and (re)introducing new methods of slowing down games that also won't hugely impact the main objective of survivors either. I don't think this discourse will disappear either if those changes do go live, but at least they're going with a new and interesting approach. If those changes end up sucking, then nothing is stopping the devs from going back to the good old genslowdown perks.

    Either way, I'm sure both killer and survivor players will adapt to the changes as they have done for years now. My main concern is that the gap between soloqueue and SWF might become bigger once more with CoH getting a nerf.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379271#Comment_3379271

    If you bring self-care after this patch, I am reporting you.

    I'll bring it without Botany Knowledge and wait until I get a killer with Sloppy Butcher. Then, and only then will I use Selfcare... In the corner of the map of course.

  • Sluzzy! Is that you!?!?

  • @Seanzu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358009#Comment_3358009

    I'm not doubting that you've played against auto DH'ers but your title is "Auto Dead Hard Scripts are Out of Control" you're implying a huge majority of players are running it when it simply isn't true.

    You know Auto-DH'ing is a literal monthly subscription to a cheating service? People aren't paying £30 a month so they can simply auto-dh you lmfao.

    I feel like you're missing the point here. We can argue all day how often we encounter survivors using auto dead hard, but I don't see how that's relevant here.

    The point is that it does happen. Maybe not every game, maybe not every day, but it happens and therefore it should be fixed.

  • It would be like old Sabo against Trapper. It would be more or less useless in most scenario's but extremely strong against those specific few killers.

  • I'll be crab dancing on Eruption's grave. Sorry, not sorry.

  • First thing I read after coming back from a break is this.

    Man... I love this forum. I missed this.

  • @Tostapane said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202802#Comment_3202802

    for your logic then genrushing should be forbidden, boyblock and sabotaging hooks should be forbidden because they are unfun to go against. please try to be objective, despite i'm the first to say that slugging is boring (especally as survivor), that strategy was one of the few ways that killers have to keep up the pace with the survivors doing their objective... with that strategy gone WITHOUT compensations, camping and tunneling will be even more common now... this is one of the worst updates ever done if it will goes live

    Sabotaging and bodyblocking are in my opinion not even unfun to go against. The last time someone successfully sabo'd a hook against me was when a whole squad did it, which happens like once a year. At this point we're also not talking about just sabotaging hooks, we're talking about how many similar items survivors can bring into a match and SWF. Same applies to bodyblocking. Only SWF pull it off consistently and even then, the majority of the time someone else goes down.

    As for genrushing, yes that should be addressed.

    However, none of these things are counterarguments as to why slugging, camping and tunneling shouldn't be taken care of. It's just whataboutism.

    Where in the patch notes did they announce that compensation won't come if deemed necessary?

  • @drakolyr said:

    Fun times.

    I think the devs were on the right track though. Buff the killers enough so that they don't feel the need to tunnel, but on the other hand tunneling itself should be made waaay less rewarding.

  • If those strategies are honestly unfun to go against, aka slugging, camping and tunneling, then yes they should be removed imo. Plenty of other fun strategies out there and if it turns out that these specific strategies were "necessary", then they will simply make extra changes further down the line.

    Personally, I don't think much of slugging but camping and tunneling definitely should be addressed. If the devs want to throw slugging on the pile of unfun strategies that should be removed then sure why not.

  • No one said this will be the end of it. These are pretty big changes that will have an impact on the game. They will be followed closely and in the future adjustments will happen if necessary.

  • Whenever I play in SWF it feels somewhat the same. Whenever I'm in soloqueue, I feel terrible. Soloqueue really needs some love. BHVR needs to find ways for solo survivors to actually coördinate more like a team. Also, screw the solo survivors that just kill themselves on hook. As if soloqueue wasn't miserable enough, these survivors just make it even worse.

  • @egg_ said:

    I'm more interested about the fact that 7 out of 10 of the most popular killer perks are unsurprisingly slowdown perks

    And here I am wondering yet again, wasn't the whole perk overhaul supposed to be a meta shift? The only surprising thing is not seeing up there Deadlock, DMS and Eruption

    The only thing they were able to achieve was drastically reducing the use of BBQ and DH

    In their defense, there was a meta shift in terms of well... Both Ruin and Pop aren't used as much anymore. Slowdown perks are also always going to be meta, they really would have to make many of the slowdown perks basekit to render the slowdown perks themselves useless if they want to change this and have killers convinced they don't need the extra slowdown. And even then, an extra bit of slowdown on top of all that is always something people will consider beneficial.

    Same applies to exhaustion perks and 2nd chance perks btw. Some perks are considered better than others and in this case some "type" of perks are considered better than other types and therefore they're meta and will always be meta until they're completely useless.

    Don't get me wrong, I get that you're only pointing out the irony of the situation, but I feel like the task of completely shifting the meta is honestly impossible unless they rework those "meta-type perks". And guess what happens then, a new meta of certain type perks will appear so... Yeah... It's just an endless loop.

    Personally, I feel like they didn't do a poor job considering I, myself, feel like there's more choice for killers and survivors which really was their goal in the end. I don't feel like I need to run slowdown perks to have a game that lasts longer than 5 minutes. As survivor, I feel like they need some better anti tunneling and camping mechanics so they don't feel forced to bring BT but they have also addressed this issue in the past, meaning they're well aware of the problem.

  • This is nightmare fuel, holy #########!

  • All these debate lords acting as if more accessibility would destroy DBD genuinely amuses me

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116458#Comment_3116458

    Against idiots, yes.

    And by the way, the authority argument is a fallacy.

    So, um... Are you yourself going to provide any actual arguments that are completely backed up by observable evidence and relevant to the topic, or are you like...

    Gonna ignore comments of people disagreeing with you like mine and hide behind fallacies made by other people so you don't have to give any actual arguments?

    So far, the only thing you've said is: "only idiot survivors lose on big maps", which isn't exactly a sound argument either, but hey you do you.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3116369#Comment_3116369

    What everybody agrees in is that the speed boost of the range add-on should go.

    Add long as we have stupid maps like Mother Dwelling, Eerie of Crows, ... the range add-on is necessary.

    The range add ons aren't necessary at all. Yes those maps are stupid, but that does not justify having a broken killer in the game with broken add ons.

    This is like the stupid circle debate people would be having about old keys and moris.

    "Well we can't change moris because keys are a problem. And we can't change keys because moris are a problem! Therefore, we'll be keeping everything as is!"

    Just. Do. It.

    Make the first step and the rest will follow soon enough. Change one thing, and then the other, and no it really doesn't matter which one they change first if you're truly on board with the idea that Nurse is overpowered. Either change is a step forward at this point.

  • My problem with Nurse is that Nurse still exists for some reason

  • @BadZilla said:

    https://forum.deadbydaylight.com/en/discussion/comment/3077388#Comment_3077388

    Against high mmr nurses and blights that tunnel and proxy hooks ? Good luck.

    As if you'd escape from a high mmr Nurse / Blight that proxy camps before the update.

    @Gorgonia said:

    Another problem is that the first or second survivor die before one or two gens can be completed. And that's it... you can't win with one or two people missing and 5 or 4 gens left.

    Why are we pretending this is anything new though? If you were a survivor and you lost someone with even 3 gens left before the patch, it was pretty much gg.

    That's why camping and tunneling were and still are stupidly strong!

    The patch has nothing to do with this...

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073676#Comment_3073676

    You're not taking into account the mending time though.

    Which also was a thing before this patch

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3073338#Comment_3073338

    We have the same situation as with freddy back then, forever builds are back. And they take no skill, it's straight facts. If something is very easy to play it shouldn't be strong, that's a fact from any game balance and everyone with experience will agree

    Do we though?

    Thana received a small buff, but too insignificant to really have an impact. Most slowdown perks got nerfed like Ruin, Pop and Pain Res which really just leaves perks like Overcharge and Call of Brine. Overcharge really isn't any good and Call of Brine remained the same. Considering hardly anyone complained about Call of Brine before (in a stronger meta because Pop and Pain Res were absolute monsters), I doubt this one perk is what causes all the trouble. In the end, all the survivor needs to do is tap it to stop it from regressing and no one runs Dragons Grip to combat that anyway.

    Killers stacked slowdown perks before this patch and those slowdown perks were even more effective than they are now.

    Do I think it would be a lot more fun if players were limited in picking perks from a specific category (like slowdown perks for example)? Sure, but I don't think it's comparable to Forever Freddy at all.

  • This game survived several months of the old Ruin + Undying terror. I doubt it'll be any different from any other time people said the game would die.

  • I feel like people are overexaggerating.

    Like, sure the slowdown perks are really annoying, and I'm sure they'll address it soon enough, but if I look back at the games I've played.

    So far, the majority of times I died were because of camping/tunneling, bad teammates, Nurse being a stupidly broken killer, Blight addons that makes hell sound like a nice place to be at. AKA: issues that existed before this update. There really were only a couple of games were I felt like the killer got carried because they stacked slowdown perks, which yeah, probably shouldn't be a thing.

  • I'm sure the devs will revert the Iron Will changes now that you made another thread threatening to leave the game!

  • I just went against a Thana, Eruption, Sloppy Wraith. I'll be honest, I hated every second of it, but I'm not sure whether that's because everyone on my team (including myself) was absolutely boosted or because of the build.

    I do feel like the devs are on the right track if they wanted to create some diversity amongst the meta perks. They made some basekit changes which are fine, and changed some perks as well. All of this to promote different builds.

    Maybe they should categorize each of the perks and limit the amount of perks the killers and survivors can equip per category. This way, you're not gonna go against a full on slowdown build, which was something the devs wanted to do about in the first place. You're also not going to see an endurance meta either for example.

    The only downside I see, is that you're limited in your choices so I'm not sure whether this would make the meta even more rigid than it already is. And of course there wouldn't be like dedicated anti slug builds, healing builds etc etc.

    Perhaps they could make like a different "limit" per category. Let's say you're allowed to use 2 slow down perks, but 3 healing perks for example.

    I don't know, I'm just throwing ideas out here that my terribly rusty brain just came up with.

  • For some reason Demo's perks are all tier one for me, even though he's p3.

    This is not the case on the survivors side with Steve and Nancy either sooo... Yeah...

  • I think she is hard to play. Doesn't justify how stupidly broken she is though.

  • Good.

    Some traditions are just too good to stop and that includes the Pig nerfs

  • If that's what ends up happening then follow up changes will come soon enough

  • In all honesty, Dead Hard could pretty much be used the exact same way as before with 1 second of invulnerability.

    Survivors run up to pallets, realize they won't make (or had it planned out) and press the E key allowing them enough distance to make it to the pallet. Again, no counterplay for regular m1 killers.

    So the fact they changed it again is fine by me.

  • @Aven_Fallen said:

    Ah yes. The Killer Main who is complaining about BHVR since months showed this build? Interesting...

    Gotta love the classic "ad hominem" fallacy where you dismiss actual concerns, opinions or facts simply because the person providing insight doesn't align with your personal vision ;)

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