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Tsunderechan

Tsunderechan

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Tsunderechan
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  • @GonnaBlameTheMovies said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792636#Comment_3792636

    I am not sure that would work.

    I think WoO should only work on Windows and another perk should be made that only works on Pallets. After all it's called Windows of Opportunity, not Pallets of Opportunity, and seeing every single possible vault spot is just a touch too strong. Plus it promotes a bad, unfun, "run to yellow" playstyle that doesn't do anything but act as a crutch for weak Loopers, so they never actually learn the game, so they become totally crippled when they ever have to take WoO off.

    WoO is just a poorly designed perk that does too much for free. Not even the Killer gets this much info on map resources for free, they're limited to basekit auras on hooks and gens, both resources that are in smaller amount and can be taken out more easily and quickly than a pallet. Vaults can't be taken out at all unless you use certain perks.

    Actually, fair point. Yeah i agree. They should cut out the pallet aura reading and leave it to just windows. The current state really makes chases braindead easy for survivors.

  • I would also add in a constraint for Windows of Opportunity to highlight all pallets in their initial state (i.e. if it gets dropped or smashed, it will still reveal the aura as if the pallet is still undropped) the biggest problem with windows is that it shields survivors from making any mistakes of running into a dead pallet so removing that while allowing new players to get familiar with the pallet drop locations would be a massive improvement to the health of the game.

  • You do realize that if this bug remains, all were going to get is a bleedout meta right?

  • If the entire thing is intentional, the counter to it is to leave everyone slugged on the ground which im pretty sure is the opposite of what the survivors want so i doubt its intentional. If not, then survivors have no reason to complain when the bleedout meta kicks in.

  • Survivor queues are long cause theres not enough killers to match against survivors after survivors collectively bullied out the killer playerbase over the course of past few years through scores of stacked BNPs, OOO SWFs, old DS/DH, Buckle Up/FTP, Old CoH, MFT (do i need to go on?) and most importantly: needlessly teabagging after using said combos.

    With most gen regression perks getting nerfed to the ground cause the survivors refuse to adapt. Getting rid of their items is one of the few things killers still got aside from focused tunneling. If that lowers your morale, know that thats how killers felt these past few years.

  • @Mandy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762751#Comment_3762751

    Nurse received a buff due to the larger maps, she had very little map mobility with the increased map sizes

    Hillbilly's one shot proved to be hugely strong in working with tandem with another killer, plus the team powers, hence that was adjusted.

    There's been a lot of playtesting that has gone into this mode and we really want to emphasis that this is a fun, chaotic mode - less concerned with kills or escapes.

    I'll also say, this is just the first iteration of this, if it goes well there will be more of them with further changes, extra maps etc

    As ideal as it is for people to take this game as "chaotic" and "fun" mode, unfortunately, the design decisions of past few years (looking at you SBMM.) that incentivized wins over fun has caused a good portion of the "fun loving" players to leave the game and we are basically left with players that aim to win at all costs. Injecting a "fun mode" at this state is not going to bring those players back, and neither will it incentivize the current playerbase to "have fun" and at this current state, its pretty obvious that killers are going to have a miserable 2 weeks.

    I like that the devs are trying to bring the "fun" back to the game but that needs to be something incremental over the span of years to "detoxify" the community, and as of now, this game needs to have more focus on "fairness" rather than "fun" as the mode itself is already fun enough on paper.

  • @randonly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3396085#Comment_3396085

    ui often doesn't mean anything (this system didn't work miracles even when eruption was broken around SoloQ.), killer can be using stealth perks or still can be in a war of attrition around 3-gen eating resources around, you won't leave of the gen by simply because you're listening to killer's TR and often due to the location of the gen, you can't 100% relying on the UI bc it's saying someone is being chased when easily the killer can turn around and change focus with UI still points chase with another person.

    2 health state is a core game design in game for SoloQ to a lot of things, and shouldn't be so easy to bypass it without even having to aim or be present at the location of the survivor or some delay timer (at least against legion you can heal, SM have delay to proc expose, same for GH, Wesker, Sadako, etc) but plague is perma in the whole game and work to track things too, and add to the recipe trying things like save in hook with everyone infected, that in SoloQ you are practically obliged to give free power to her , and even if you play perfect against a decent plague medium~high MMR in 3-gen war after 30 minutes, the points you earn on the benevolent emblem nullifies almost any pip chance just because it prevents everyone from healing. It's like play against a uncleansed NOED totem in the whole game without comms to anything.

    It's no wonder to be one of the killers with a high kill-rate since most lobbys are SoloQ

    I wasnt saying UI is 100% reliable (but it really is reliable 90% of the time). Sure killers can switch targets or bring perks that distorts the information but that is a information itself since next time youre on the gen, you can factor into account the perks you learned that the killer has. I also dont think its a fair to bring in Eruption as a counterargument since that is the exception, not the norm.

    Most other perks are extremely easy to predict and act. Pain Resonance: let go of the gen as soon as you see the aura of the survivor about to get hooked. Dont see aura when the survivor got downed? the killer has knock out: thats 1 less perk you have to guess and worry about. Did a killer just appear out of nowhere when its supposed to have a terror radius? its either tinkerer (look at your gen progression) or Dark Devotion (did the obsession get injured a few seconds ago?) now you know to prepare for the next chase, and in the meanwhile, run like hell.

    Combined with knowing all the perks and killer powers (which everybody should be learning) and abit of observation, the current UI gives so much information that there isnt too much youre missing out compared to swf when it comes to your personal survivability so it doesnt really matter if youre injured or not. I personally bring Resilience all the time cause the new UI gives so much info that i can be out and running way before the killer even reaches me.

    Plague is extremely easy to counter: Just run around a big enough rock and she will have no choice but to waste 30 seconds trying to catch you. Sure you wont get altruism points but I think the main argument was the importance of having 2 health states and i can assure you that since most killers that can down you with a M1 doesnt have good chase capabilities, remaining injured is not a issue at all. This lack of chase capability means its easy to unhook while shes busy chasing another person and the new ui tells specifically whose in chase and whose on gens so its really easy to figure out if youre the right person to go unhook or not.

  • @randonly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393739#Comment_3393739

    it's not really a question of not feeling confident or when or not to heal, but question of SoloQ issues, you don't have free discord/radar to pass to others the possible location of the killer and with that playing safe, either to save, make gens or start a loop properly, that's why 2 health state is a core game design and killers like plague have a high kill-rate even on top precisely because bypass it, it's like playing with noed and third seal all match in SoloQ with uncleansable totem since if you clean yourself to try to save someone, you release her true power (lose-lose situation), starting a cheap snowball

    That really shouldnt be a excuse anymore with the new UI. If you dont hear the terror radius and if you see the chase tentacle wiggling around anybody thats not you, its time to hug the nearest gen. Also you know where all the completed gens are and the progress of any gens survivors are working on which means you get a better idea of where the killer is the more the game progresses. Decent survivors know this which is why the best counter to Legion/Plague is to remain injured. Being injured is like healthy state but with more noise as long as the killer cant actually down you.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393949#Comment_3393949

    The same player would have a huge different range of kill rate between using Nurse with 4 slowdown and tunnel off hook, and using Trapper without slowdown refuse to tunnel. The same player would have a huge different range of escape rate between using the old DS,UB,DH,BT with Ranger medkit Styptic/Syringe, or using non-meta perks without item.

    I dont even talk about "skill". I only talk about the different between one playing chill and one play sweat like their family depended on it.

    Balancing around the top "Nurse 4 slowdown tunnelers" or "4 Ayrun squads" is what kill the game, not improving game health. The game is alive because mid MMR and chill players exist.

    Thats why the analytics should consider the top 20% (or even 30%) not top 5% which is where the "4 slowdown Nurse" and "4 Ayrun squads" are. A good trapper with no slowdowns is for sure going to lose more than a 4 slowdown nurse, but as long as those players are in the top 20%, that means the devs can have a more accurate picture of the limits and potentials of each characters and perks without having the data diluted by "a trapper that doesnt place traps", "a dwight that keeps hiding in lockers as soon as he hears the terror radius" or "a doctor who uses static blast while hes got tinkerer proccd", basic mistakes that no players with a decent amount of experience should be making even if theyre going for a chill build.

    Eliminating analytics of such players allow devs to make better balancing decisions that enables experienced players to feel the match is more fair while giving new players something to work towards.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393874#Comment_3393874

    Are you still sure DBD with 6600 players base would live?

    Again, the keyword is "Balance Around". That doesnt mean you kick out 80% of the players. It simply means their performance is not considered in the balancing decisions since they havent invested enough time and/or effort to give valuable analytics for game balance. And no, players arent simply going to leave just because their actions dont count towards analytics.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393758#Comment_3393758

    Shooing 80% of player base away will improve the games health?

    The keyword is "Balanced Around" not all new players are entitled or incompetent. A good chunk of those people will strive to get better by watching content creators, experimenting with perks/strategies, etc. Those are the ppl we want to keep in the community and while they may not be balanced around, over time, they will reach a point where they rest at the top 20% where at that point, the issue should be addressed as game balance issue since they actually put the time and effort to know what they are doing.

  • @crogers271 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384343#Comment_3384343

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3384356#Comment_3384356

    BHVR has to balance around all MMRs.

    At lower to mid MMRs many killers don't have all the perks of the game unlocked and full gen rush slow down isn't a thing, the nerfs to their perks are not a huge deal.

    Less experienced survivors over-commit to heals. That will probably still be true.

    I agree with what Pulsar is saying - 8 seconds of extra healing is a massive nerf for those lower levels, even if higher levels just genrush more.

    BHVR has to think about those, if kill rates increase they'll either have to walk back the healing or nerf killers across the board.

    If you are a killer main, the thing you should be most worried about are game changes that make it easier for killers at low MMR without changing high MMR, because that's going to result in corrections that will hurt you to get the game back in line.

    That is whats wrong with the game. Balancing with low mmr factored in on a a pvp game might lower the entry bar but also leaves less room to progress in skill. It also creates a sense of entitlement among new players as soon as there are balance changes that are not geared toward or is unfavorable to them as they werent incentivized to get better at the game as can be seen by the review bombings and constant whinings from low skilled survivors with the latest patch.

    I would say the games balance have to revolve around the top 20% of the community. Sure it may turn away some players but those players were more than likely the types of players we dont want in the community to begin with so shooing them off will improve the games health in the long run as the ppl willing to learn and adapt stay while the entitled and/or incompetant ones leave.

  • Really wish that was the common case. I usually run resilience and ppl will endlessly teabag and not cooperate with the gen until i let them heal me and it irritates me like hell.

  • Apart from slug builds, Knock out can be combined with mind breaker to make it almost impossible for gen rushers to tell where the killers approximate location is unless they were looking directly at the hooks direction so it definitely has uses. Head on on the other hand doesnt serve much purpose that a flashlight cant do already so it can go as far as i care.