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Princeharlequinhq

Princeharlequinhq

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Princeharlequinhq
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  • @cogsturning said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000497#Comment_4000497

    Did fog vials really tip the balance though? They didn't even really have time to. They got about a week of usefulness. Most people who liked them thought they were more fun than practical. I was mostly using them as a meme item and saw much of the same from others. Meanwhile, most of the complaints were that they were annoying, which isnt exacrly game breaking.

    tbh I never actually experienced them pre-nerf so I can't speak to that but ill take your word for it

  • I definitely can see your side of it because it does seem as if everytime something new is introduced to the survivor side, it gets gutted or removed.

    I dont think it has to do with bias though. I think it has to do with the corner the devs have backed themselves into due to how the game is balanced. A lot of the very fun things that were added tipped that balance too much and therefore had to be nerfed or changed.

    If they would actually buff the lower tier killers massively, the role itself, or rework them to be in line with the top contenders, all of those fun things could be added back because the killer kits would have the tools to deal with them, however they can't do that because they then they would unintentionally buff the very unfun strategies that some killers utilize such as tunneling and camping.

    I think what it comes down to is them being afraid to actually shake up the game, not necessarily bias.

  • I think another main issue with the PTB is it doesnt actually respond to the reason people tunnel or slug to begin with. Yes there are forms of these that are used in a normal gameplay loop to achieve a win but I do believe the main people that are doing both arent doing it to win. They are doing it for the same reason that survivors do butt dances in the exit gate after they win. They get a high from making the other side miserable or upset. So, in most cases, you arent punishing the players you actually want to punish by speeding up the objective because that just gets them to the next group of unsuspecting players faster. However, you are punishing those that are properly adapting to pressure in a normal gameplay loop.

  • @TheTom20 said:

    i don't understand why you get a reward for failing. Can you imagine if all survivors lost a hook state each if the gens were done to quickly.

    Honestly……. this would be hilarious. Wrong, but hilarious. However, with how this patch is it wouldnt surprise me if that is the route these devs took next

  • @[Deleted User] said:

    So on top of all the new restrictions for killer, you'll also adjust pallet density to fill dead zones. Eliminating dead zones is fine, but more pallets leading to longer chases versus survivors I haven't hooked yet reduces the viability of nearly every killer to zero. All of these changes killers have to deal with and memorize will make the role so frustratingly difficult that I won't want to play it anymore, and survivor will be so easy that I won't want to play that role either. So I just have to stop playing the game, I guess? Been here since 2018, and played through every bad hand the devs have dealt us, but I simply don't understand the vision the devs have for the future of this game. Maybe they don't have one. Maybe they never did.

    I second everything this person said as someone who has also been here since 2018. We have gone through some wild changes, some awful patches, crazy bugs, and still stayed. I like that the defense of the gen objective seems to be be getting a buff but the spreading hooks, on a packed map of pallets, does not sound viable or even fun. Add on to that, Shoulder the Burden existing, how fast gens go already in early game…. this is gonna be a disaster.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927290#Comment_3927290

    the difference in this case, is that survivors can do nothing about the being in dying state, however the killer can do a lot to force survivors out of the match.

    Typical Mandy response. Way to have empathy in a two sided game… jesus

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745168#Comment_3745168

    I was simply asking you the question why OTR is not good and Killers can easily tunnel a person with OTR, when 100% Noise Reduction is so strong. And yet I did not get an answer aside from "I dont tunnel".

    The answer is simply - the Forums are once again throwing a tantrum for nothing. When it goes live, people will realize that

    • Iron Will will be less used because it still does not work while exhausted (and Exhaustion-Perks are popular)
    • Iron Will is far weaker than it was before 6.1.0, simply because we have more ways of tracking now and it still has the other downside

    So the counter is exhaustion. Thank you for answering the question I didn't know it worked like that. As for your question I simply said I don't tunnel because I don't have an experience to tell you why that specific scenario works out that way. Perhaps people are hooked in dead zones so there is clear line of sight and no resources due to bad map RNG. I wouldn't know, cuz that's not how I play. However, due to bad audio coding by BHVR, wonky scratch marks (also bad coding), and experiencing old Iron Will, I have made wrong guesses that have extended chases significantly. Just not too excited about it is all.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745140#Comment_3745140

    That you dont tunnel is not part of the topic. I was asking a question. If 100% noise reduction would be that strong, why can Killers easily tunnel Survivors who have Off the Record? Which also prevents Aura read?

    You know, it gets tired to be right all the time on this forum.

    What's tiring is people avoiding the initial conversation by starting a new one. But if being right is that important to you, having a conversation with you is pointless because you are simply listening to respond instead of to hear.

  • @BlackRose89 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744698#Comment_3744698

    Tho I do agree with you but this update doesn't give Knight any new gameplay opinions. Now knight really is just a M1 killer with really no power. Sure the boring gameplay was deleted but nothing fun was place to replace it.

    its this. I absolutely loathe the entire design of knight but I don't want any single killer in this game to be powerless. I think they should have put more time into a full rework and not just this weird few changes that essentially make him useless.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745114#Comment_3745114

    Then why is OTR so bad? Killers have no problem at all tunneling a Survivor with OTR. If removal of grunts of pain would be that strong, they would not have such an easy time tunneling.

    What now happens is the same what always happens - Forums throw a tantrum and in a few weeks, nobody cares. Complaints about Sabotage are already gone, because it does nothing. Iron Will will be weaker than pre 6.1.0… We will now see a few weeks of complaints and after a week after it hit live, nobody will talk about it anymore.

    Well, I don't tunnel. So, considering this perk hard counters spirit once again, what is the counterplay of the perk that makes it fair?

  • @Aven_Fallen said:

    Complete silence was not absurd before. The Perk just got overnerfed because it was used often to ShAkE Up tHe mEtA…

    Anything below 100% noise reduction is just pointless and you might just equip another Perk than Iron Will.

    The problem with the perk is there is no actual counterplay to its effect. I guess maybe spies, so if they happen to be near but disturb a crow you get a notification, but then you are blind and can't hear because of the visual notification. Pair it with lucky break and overcome and boom, no chases will be taking place after the first hit.

  • @Kaethela said:

    Double chase is awful on the survivor side and I'm glad to see it gone.

    I don't disagree with you, i loathe going against the knight, but i don't believe in completely gutting his power either. Annoying or not, its part of the knight's identity and removing this portion of it just makes him another boring m1 killer.

  • It honestly feels like if as the killer you even think of going into main and in the dungeon you are basically giving up the game so i've honestly just resigned to playing for points and chases and accept a loss the moment i spawn on it. Its terrible design.

  • is it because you tried to blind someone before running up that hill of yours and then discovered DUNH DUNH DUNH they had lightborn?

  • dont disrespect lightborn like that.

  • they work incredibly well in a melee two tap scenario though however i would happily trade that for a projectile that relies on my skill to aim and time vs a basically useless spell that is dodged by teabagging

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3728174#Comment_3728174

    the game are super easy for killer on average besides eyrie of crows. I don't know what scottjund is complaining about.

    Being able to win and having fun are two different things. RPD is incredibly uninteractive in most situations

  • THANK YOU!!!!! It is actually offensive how many times i've played on that godforsaken hellscape in the last 72 hours.

  • Unfortunately, DBD is balanced around its RNG. It doesnt always feel good but while WoO doesnt make chases more difficult for killer it does make them significantly longer because there is zero chance of a survivor accidentally going into a dead zone you created.

    If you hit a WoO suvivor with some sort of blindness it is WILD how fast they go down. So, to downplay its effectiveness is wild.

  • They should just make it so if you bring a Mori offering, it disables your ability to use the basekit one.

  • @hermitkermit said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3710238#Comment_3710238

    To this day 3-genning, tunneling, slugging, and proxy camping are still regarded as valid strats., which they are because there's no rules against it. The Devs have tried to make those strats less oppressive by adding some base-kit features, but people were very upset about those changes and some still are because they are/were deemed and accepted as valid playstyles, and despite the changes both strats can still be used effectively in certain hands. Most times when facing against playstyles like this, people say it's nothing personal, gg and go next. I don't understand why DS isn't being treated the same. Thanks for your perspective

    I mean effectively DS is being treated the exact same way. People acknowledge it can be a valid strat but look down on it if someone chooses to employ such a strat cuz it feels dirty.

  • Its annoying but typically squads like this are easy to deal with because you just slug them out. Find the assigned gen jockey, keep them on the floor, and it will be frustrating but you shouldn't lose if you are able to do that. The rest typically are completely built around denying hooks so you should be able to down the rest and win.

    Should it exist? No.

    Will BHVR do anything about it? Probably not for a while, if ever.

  • Yeah definitely in need of a full rework. Both are incredibly unfun to play on.

  • @TatsuiChiyo said:

    Agreed. Max amount should easily be 10X the normal amount. Its only for two weeks, and itll probably take the community a week to get to maximum multiplier. That would give the community just a wild week of BP farming, which would easily bring in players, help new players build up characters, let experienced players build up on add ons and offerings for favorite characters which would encourage more play. I cant think of any reason except for people maxing out stuff to quickly, except both devs and mods have straight up told the community that if we're getting burned out or theres nothing to do we should play other games.

    Right now this feels like the community has to unlock a week for triple blood points which, again, great but doesn't feel worth the effort for the reward

    The new players portion should be the focus of this because my friend just started playing the game and MY GOD the grind he has ahead of him :( I feel like this was an awesome moment to be able to just go wild with the amount of bloodpoints you could earn and instead they are just basically handing out a sprinkle.

  • It does seem like a very interesting move from BHVR but not entirely unexpected. The gatekeeping on bloodpoints has been the one thing they have been super consistent on since the games inception.

  • @TheSubstitute said:

    I'll preface by saying I don't have an issue with NOED, I don't think NOED is overpowered and I think there are far more important balancing issues in the game than NOED.

    For the fun factor though I was thinking what would happen if survivors knew the Killer had NOED at the beginning of the game (eg first time a survivor lost a health state)? NOED was very frustrating for survivors because it felt like getting punished for doing gens. However, if the survivors knew the Killer had NOED at the beginning of the game they could choose to either cleanse totems (which would give the Killer passive slowdown) or they could slam gens and deal with NOED after.

    It would now be a tactical choice; do we take time cleansing totems or do we just slam gens and try to cleanse NOED later? The survivors would know it's a possibility from the start so it wouldn't feel like it's a waste of time to cleanse totems and, if they don't, do bones becomes a legitimate reply to losing to NOED instead of a troll response.

    The devs could also then consider getting rid of the totem wall hacking itself to the survivors. Maps and the almost never played anti totem perks could get more usage.

    Would matches get a more interesting dynamic with this to freshen things up? What do you think?

    Honestly, I actually kind of like this because it would be a passive slowdown perk if they did choose to respect it and cleanse totems.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676169#Comment_3676169

    Then report and move on? In cod lobbies there were so many people that said even worse vile stuff. This situation is the SpongeBob rollar coaster of insults

    Its always so annoying when people try to derail the convo to "well in COD lobbies" like yes, we get it, people are awful in all gaming communities, doesnt mean we have to accept it.

  • There needs to be a reward for hitting people directly with his power. Its actually silly, that it literally does nothing. Other than that he is super fun to play with and I love his teleport ability. Also, i would suggest there only being a teleport cooldown for the husk he teleports to instead of all of them being on cooldown.

  • You would use the same one you would use for Garden of Joy. They are in the same realm

  • @Leachy_Jr said:

    Here comes a new era of claudettes self caring in a corner, instead its a goth woman B lining to basement every time they're hit to self care.

    It hasnt even been 3 days and Sable has already joined the "bot" survivors, alongside Leon, Kate, and M*kaela.

    I pray perks in the future don't encourage anti-teamwork playstyles.

    It actually is incredibly quick when you bring botany knowledge with it. Even without it, its quicker than self care.

  • @HexHuntressThighs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672600#Comment_3672600

    No Survivors asked for it but plenty of Huntress mains did. I’m not a big fan of losing because maps and she is affected by bad maps the most. Shiny Pin/ Infantry belt are her most popular add ons for a reason and they tried making them basekit like they did with all the other killer tweaks.

    Thank you for pointing this out. Survivors can hate her all they want but she's one of the most fun to play in the right circumstances (which are few because... maps). She also has heavy counterplay in most situations. Ever since they cluttered up the maps when Ghostface came out she has had a rough go of it with zero compensation and with the exception of shattered square for a while, every map since has been awful for her.

    I for one am super glad she's finally getting a little bit of love.

  • Its always kind of bothered me that Huntress's map is actually one of the absolute worst maps for her. Like, why is there so many LOS breaks? Why is it so large? Why is it impossible to throw over any of the loops on the map after the rework? Not saying lore should determine everything but it makes zero sense why this wouldn't cater to her... even just a little :(

  • @Emeal said:

    I like this Map as Killer, I find it to be balanced. But I hate how safe the main building is for the Survivors.

    If you could put a stone stair-case at the front, so it would be easier to get up that would be great. Like right here:

    https://us.v-cdn.net/6030815/uploads/FWLPSXSNCNYB/image.png

    This is actually an excellent idea to balance the main just a bit more.

  • Out of the original maps in the game, this and suffo pit are probably my least fav design. You either have to choose at the beginning of the game which side you want to play on and hold it, or there's a strong chance you are setting yourself up for failure. I just genuinely don't like the playstyle this map promotes.

  • @BlightedDolphin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672461#Comment_3672461

    It is petty. The survivor is dead either way. The only reason someone would do this is to deny the achievement. If the killer hasn't pulled you out of the locker and everyone else is dead then it is pretty clear what is happening.

    These add ons need a complete rework (and along with it the achievement).

    Agreed on the rework and the achievement, I'm 6 off of having 100 percent of the achievements and this was by far the most annoying to get because of lockers. I'd also like to add, the only reason I ended up achieving it is because the survivors realized what I was going for and literally ended up just giving it to me in order for them to go next quickly.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2958760#Comment_2958760

    I can't give further details as to what the reward is I'm afraid, I am just confirming that it's not a cosmetic item as people were starting to discuss the return of Legacy and I wanted to advise that this isn't the case.

    I hope whatever the reward is, will be something as exciting as a legacy skin because a lot of playtime went in to prestiging all of my killers to p3 :/

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946792#Comment_2946792

    It's been stated as being a bug not a tech for a period of time.

    Ok, but its also really fun to try and learn and execute. Why not just let it become a feature? There are tons of things in this game that weren't intended yet were allowed to remain because the community enjoyed them.

  • @AshInTheTallGrass said:

    I'm curious how DBD players feel about the new Evil Dead game that's coming out. A few people I've talked to have said they hope it's great because they're sick of DBD. The only reason they still play it is because no alternative has been better. What about you?

    I wouldn't say I'm waiting for a better game because I genuinely love this game. However, I am waiting for a game or two to put pressure on the devs so that DBD can reach its full potential. Due to the lack of competition, I feel like the the devs do the bare minimum because they have no incentive to do more. With that being said, I also have a fear that if there was competition the devs would just see it as a way out and just step away from the project completely.

  • This is ridiculous. I'm sorry you encountered that.

  • @ezmindgames said:

    Isnt really fun being forced to play casual when you know they a toxic 4 man SWF

    Because BHVR thinks their MMR system works.

  • @Carrow said:

    1) The devs don't care.

    2) Even if they cared, they are woefully incompetent to implement any good changes.

    Take it or leave it. But preferably leave it, BHVR really deserves for this title to sink as soon as possible.

    The 2nd one especially.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/2943032#Comment_2943032

    Tunneling is, without a doubt, being efficient. Survivors doubling up on gens is being efficient. I don't disagree that losing 2 gens by time you get your first hook is terrible, but instead of a broad change to generator repair times in general, it'd be better to change the cooperative repair times.

    The time it takes for two survivors to repair a gen should be more like 60 seconds, with three bringing it down to 47 seconds, and four bringing it down to 43 seconds. This way it would still be faster to repair a gen with another survivor but you'd have time to push them off the gen after getting a hook.

    The problem is, nobody wants to sit on gens longer than they have to. Extending gen times is not the answer. Its already a boring mechanic. I really wish they would just come up with something new for survivors to do to escape. Thats one of the few things I think F13 did better than DBD is they made the finding the parts and fixing the car and all of that just much more interactive and fun.

  • @I_am_Negan said:

    Gen rushing is what it is because of camping and tunneling.

    And camping and tunneling is what it is because of gen rushing.

    It's all boring gameplay that the DEVs need to fix.

    This. All of this. This is a fundamental flaw in game design that one or the other exploits, for lack of a better term. Instead of either side asking for fixes to camping/tunneling or gen rushing, we should all be asking the devs to revamp main mechanics of the game so that both sides can have an enjoyable time without it being at the expense of each other.

  • @Raccoon said:

    It's embarrassingly poor.

    Sometimes I forget for a few days, but back to back to back cheaters (no recordings, so you know, no punishments) reminds me of why things are in the state they're in.

    The onus is on ME, the consumer/player, to PROVE to BHVR that someone cheated in their own game that apparently has anti-cheat AFTER reporting them IN-GAME? Cringeworthy.

    Instead of providing constant excuses and spaghetti-code memes, add actual checks and balances that prevent people from blatantly cheating.

    At this point, and with the frequency I'm facing, I get the feeling that they just don't care T_T

    Facts. I've legit never ran across a more incompetent system. BHVR should be embarrassed and let that motivate them to do MUCH better because they aren't even doing the bare minimum at this point.

  • @SOULWARRIOR71K said:

    There's no logical way to say that it's totally fine that survivors can stack second chance perks to get 3/4/5 extra health states throughout the ENTIRE game, but then complain when 1 health state gets removed during egc. NOED secures 1 kill at most unless the survivors completely throw. It's like people forget what NOED actually does. It removes 1 health state. If losing a health states bothers you so much, then you should also be advocating to remove all second chance perks not just NOED.

    Here's how I would fix NOED: each time a survivor uses a second chance perk, NOED gains a token (no longer a hex). If you want to benefit from having extra health states during the game, you now run the risk of losing a health state after the last gen pops/egc. Fair right?

    Honestly, even though I think you were being sarcastic with the suggestion, I actually love that. That would actually be a major buff and it kind of seems like a fair trade.

  • Best: Tied between Blight or Huntress. Both introduced killers with very fun, rewarding powers. Huntresses perks are very meh but survivors got dead hard and we got a killer that throws hatchets at people. Blight brought in undying, which is yet another band-aid fix perk, but useful nonetheless.


    Worst: Sadako

    Sadako is basically the only killer in the game without an actual power. She's boring to play in general. She did bring in call of brine which is pretty amazing but honestly, for as long as gen kicking on it's own hasnt really had any meaningful effect, it kind of feels like a slap in the face.

    I'm hoping that if/when she gets reworked, she will have some sort of power within chase that will make her fun and interactive for both sides.

  • @Tiufal said:

    Yeah Yeah, doing nothing all game and getting a big BOOM ability in endgame is totally fine. Hilarious.

    I feel like this is a giant generalization. However, it did give me an idea. What if they reworked it so that there was a condition attached to the killer as well? Like, the killer must hook each survivor once in addition to its current design or Every survivor on death hook will suffer from the exposed status effect? That way its takes away the "doing nothing all game" and getting a big reward for bad players and rewards good players for playing well but simply not being able to match gen speeds.

  • @Dionysus42 said:

    If that was some unforgivable aspect of a perk, then the following would need nerfs:

    DH = activates when you get hit, poor play

    IW = same as above

    Unbreakable = activates when you get downed, poor play

    DS = activates on being hooked.

    Coup = activates from losing gens

    Fire Up = same as above

    Beast of Prey, etc etc.

    The problems with NOED have to do with the fact that the ideal counterplay has to be done before you can know they have it, or else they can hook next to the totem and get a completely free kill etc. It has nothing to do with rewarding 'bad play', certainly not with this meta's gen speeds. Certainly not when the presence of perks like NOED and NWO clearly shows that planning for endgame is an expected Killer playstyle

    Honestly, for the first time in the 5 years i've been playing, I actually don't disagree. Specifically because of how fast gens go even if you are applying a lot of pressure, or god forbid you are trying to play nice and two hook everyone before killing. I don't blame survivors for this because its literally their only objective but a game being 5 minutes or less is actually ridiculous.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/318376/is-the-mmr-test-from-yesterday-still-active

    no the test finished at 11am today, we don't test into the weekend.

    We're currently keeping the grades hidden for the weekend though.

    can you keep the grades hidden forever

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