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Vrose29

Vrose29

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Vrose29
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  • @UnicornMedal said:

    I tested it. If you want to change your presets, go to the main game mode and set them up there. Then when you go to 2v8, they'll stay. Any changes you make in 2v8 are unsaved.

    My guess is that it resets everything because of the class system. Might be easier to do that than to separate specific changes.

    All my presets have been made and existed in normal mode well before 2v8 was released. They are still there in normal mode but keep disappearing in 2v8 only. It made my preset outfit 4 I was wearing preset 1 and rest default. Just a little annoying since swapping outfits with friends is a fun part of 2v8 (matching etc)

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3972156#Comment_3972156

    Actually, the math is 1 - (0.96 * 0.96 * 0.96) = 11.5264% chance.

    You may know it and simply not saying it which may be my disconnect. That percent is the total percentage of a successful unhook within a total of 3 attempts (once again suggesting 2). The verbiage of "12% chance after hooking" is why I said you were wrong. Many people weren't unhooking prior to the change, and that wording made it sound like you thought the chances stacked, when they don't. The chance being taken away when teammates don't unhook or we are all down (can only try when 2 people are left in trial) is a bit of an overcorrection to going next. No one prior to this change would argue unhooking was overpowered, the complaint was people going next. Which they fixed but in that people lost their chance to unhook, which is a small percentage. In 20 games there's a chance that in less than 3 games you would unhook yourself, which isn't awful.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3969301#Comment_3969301

    I mean, it is. Having a 12% chance after hooking a survivor for them to just unhook themselves, relieving all pressure you just did purely because the game "decided" to let you do it with no skill input at all involved is kind of ridiculous.

    EDIT: sorry an 11.5264% chance, but you get the idea.

    Hey, just letting you know your math is wrong. Each chance is 4%. Percentages don't stack in that way, and mathematically just because there's 3 chances does not mean there's a 12% chance. If that was the case even more people would have been able to unhook prior to the change. It's 3 attempts with a 4% successful chance. I was suggesting 2 without health bar going down as a compromise to unhelpful teammates/bad situations vs going next.

  • Resurgence, regardless of soloq or swf. It is a major help against gift of pain (so long as they heal immediately and not run to neverland to heal me). Its great against killers who return to hook, we can get the heal off. If I have to use a medkit to heal myself I dont deplete the whole thing. I love it.

    For killer I do enjoy predator (im pretty sure that's the name). It is helpful especially when I go against better survivors who can loop since im newer to killer.

  • @LordGlint said:

    If your 1 of 2 left, why would you wait for someone to die before trying to 4%?

    Due to the new system it literally has not let me take attempts until there's 2 people left in trial, even when we are all on the floor etc is my point. All 3 or 4 ppl are dead (slugged or on hook), and i cannot take my chances until 1-2 teammates perish. By the time i can, which means im 1 of 2 left, i have usually gone second hook already so no attempts.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968878#Comment_3968878

    I dont think it's an issue of them refusing to crunch (not like they should, just stop making terrible changes), it's a matter of the decisions they make.

    For example - they try to preserve current fundamental snowball based gameplay dynamic, but limit how well killers can snowball instead of changing it to more streamlined one with more clear mid-term goals making the game more fair for players individually. This results into all kinds of issues Im genuinely tired of talking about.

    Devs keep balancing and designing the game around mandatory teamwork and efficient gentime when this doesn't work out for neither side - way too hard for bad survivors to implement, way too hard to counter when implemented by good survivors.

    Make teamwork important, but not mandatory, make it so that even if you got terrible team, you can still have reasonable chances to win normally instead of playing the "throw your friends under the bus" game. Make killers rely less on "all or nothing" snowballs and stop pushing them to play for setups where they work all the match for a preparation that pays off way less than disregarding it and going straight for the kill.

    They need to address not the sides playing efficiently, but the lack of fair comeback mechanics and how utterly hopeless the games can be if they got out of control way too soon. As killer you can only hope to play for maybe one-two kills if you lost two chases in a row, as survivor you basically prepare to afk stealth for hatch if the killer did get that kill way too early. It is not fun, this needs to change.

    The matches need to move away from this snowball nature.

    I rarely rage quit as Im almost a year into playing dbd and still need bp. Plus I rarely get genuinely upset with any game since I am a casual gamer. That being said DBD is the only game in my lifetime (about to be 25 and started at 8) that has made me upset multiple times. I do not mind dying or losing. I do get frustrated when I cannot play the game. If my whole game is hook, run, hook, run, die. This unfortunately happens so much it's frustrating. Teammates are often killers too in a wide variety of ways, including if they give up and there's only 1 or 2 of us actually trying (the snowball thing you mentioned).

    There's another thread talking about updates going off of swf when most are soloq or duo, and I agree. It is frustrating when people judge certain things off of high mmr and swf, because higher the mmr the smaller the pool of people usually. The vast majority aren't like that and probably aren't on these forums either. I feel like you touched on this with the bad survivors vs good. Also a ton of this game isnt taught by dbd which is even harder for newer people. I'm nearly a year in and just learning a lot of information on counters etc., or unspoken social rules. It just feels unfun a lot of the time. Heck, Im scrolling through threads to take a break after my first game of the day where I was face camped and tunneled.

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  • I just made a similar post because I am so upset. I have barely been able to play because of these issues. Since I started playing DBD last October all I kept hearing is "wait til anniversary you will get so many BP". Plus it being the last time they do this event, and my first time, its super upsetting I cannot play.

  • @Mr_K said:

    A crosshair would imply the axe will hit at that location but that won't work for a projectile with an arc. The best a crosshair does is provide the vertical center.

    I replied but for some reason first comment didnt work. Anyways: "That is still a big help for console people who often play on tvs and not monitors, and just need assistance. I understand your point but a crosshair is still helpful."

  • @Xxjwaynexx said:

    I mean, it might help but at this point I just want 5 out of 10 of my hatchets to not dedicate almost every match. All seriousness learning the center of the screen is vital to consistently hit hatchets so I think for new players it'd be good at least until you learned the line ups. Idk about an add-on like springtraps though. Her hatchets are map wide while his are just a few meters it would be crazy easy to hit orbital and trick shots at that point.

    You can also just tape a piece of paper to your TV/ monitor and achieve the same thing in the mean time.

    Yeah but hitting orbitals would still take skill and understanding the arc of her hatchets. Also most high skill huntress mains wouldn't use this add on

  • @ImWinston said:

    https://forums.bhvr.com/dead-by-daylight/discussion/449449/masquerade-outfits-question

    • By "contract" with the license holders (Bill is a character from Left 4 Dead) his cosmetics cannot be purchased with "real money" but only with the "imaginary" currency of the game

    Oh ok that's so interesting! I assumed there was a reason was just curious why - and i always forget hes a licensed character bc of the iridescent shards (usually it's only auric).

  • @AlreadyTracer said:

    It's not really hard to know where the center of your screen is

    Hey yeah it can be and just hoping they'll update since this new killer has this capability. They probably won't but im really hoping.

  • I don't like franklins. However, I only have beef with it because even if i bring a ward for my item it's nullified by a perk. So then I lost my offering and item which upsets me a little, but not the killers fault.

  • Thats where mine is at too, weird

  • I play into stealth because chase and loops aren't my strong suit, like other people. If I get in chase its a way higher chance im dying. I do objectives, of course, but if I need to slink away I will. Except now I get crows and as killer I've seen baby survivors get crows and get freaked out. It happened yesterday several times when I was on springtrap. A newer player was being sneaky because its a horror game and she kept getting crows. But I saw her do stuff too. It's just rough right now and a complete over correction of a non issue honestly.

  • @scoser said:

    Yep, I've played several hours of springtrap and am stuck at 4/15. This achievement is roughly the equivalent of if they made Pig's achievement "get hat kills".

    No its way worse, in my opinion. Pigs, like most killer achievements, is based on you using their power. I thought his achievement may have to do with the axe, like huntress. However, his achievement (similar to Lich's of the eye/arm one) is partially dependent on survivors. If they aren't going in doors, you cannot progress which is annoying.

  • DbD is supposed to be a horror game, which should allow some stealth. Theres times I've gotten Crows for lurking nearby because someone brought killer and is looping near what I was doing (a great example is shack generator). Or new players, like my friend, who still find the game scary and are more weary. She does stuff but definitely takes her time. They cannot fix all complaints because people are people. These changes feel like an unneccesary overcorrection.

    Here's my hot takes:

    1) Go next needs to be scrapped. I stand by a better option is give people 2 or 3 set chances to 4% on first hook, like before, but they do NOT take away you hook health state. Then after that you wait to be unhooked or go second. Or, more controversial, is let people DC without penalty. A killer they dont like or have a phobia? They're upset? They can leave and we get a bot. I would say improve survivor bots if this happened. Right now you still have survivors throwing fits because they can't die, which hurts the team. Not having 4% is harmful, especially when no one is unhooking that's your only chance. People already have said for a long time "just DC so we can at least get a bot" but then they get a penalty. People would leave if they didnt and the game could go on.

    2) The afk system needs to also be scrapped. I understand theyre trying to fix things but its an overcorrection of a non issue. They did a built in DC for killers after 10 minutes. Same way if we get slugged we can abandon. Both dont solve the issue but it's something. However this afk system almost nullifies the point of the killers abandon. If a survivor doesnt touch a gen they get crows and killer can find them. This afk system just punishes survivors, especially baby ones new to game. How are they gonna acknowledge they need people to play survivor more, especially in 2v8, then make these changes to alienate them? As someone who plays both, mostly survivor until now, "extreme hiding" isnt an issue. People need patience and if not use the abandon feature.

    3) The mori change is diabolical. It takes away so many chances for a come back and for someone to get out. Unbreakable, adrenaline, tenacity, hatch offering, Entity being kind (my favorite kind of videos) - all gone because of this change. People who complained about waiting to mori are usually the ones who slugged, tunneled, and acted toxic. They can wait the little time it takes for us to die. Once again a change to punish survivors and "fix" a non issue.

  • I stand by that a better aid is giving us a built in 1 or 2 chance that does not take away health. Before, when you'd try it would hurt your hook health thus going next faster. However, sometimes I try my attempts bc my teammates will refuse to get me for one reason or another. That way it won't penalize people for trying but also help prevent going next as fast. Or some variation of that.

  • I got this achievement in 2v8. If there are teammates at gate tbagging etc and get hit, even if they run out, there's a short time that so long as youre behind them and get hit it counts. Take hits for injured ppl upon exit, like running behind them. If a killer comes to hook take a hit for anyone injured, especially the person unhooked. Those 3 are the easiest way imo.

  • Edit: i hit quote but it didnt so this is in relation to @Shroompy post.

    I personally still never tunnel with the excuse of getting either the weakest or strongest person out (heard both sides). Weakest because often those are newer or inexperienced ppl. Strongest because then they're usually wasting time as gens get done. However, to your point, doing that like once is one thing. But specifically and repeatedly going for the weaker person is still tunneling, regardless of the reason why youre doing it.

    People who say "get good" (not that you did) miss the point of they can't "get good" if they dont get to live long enough to try. Looping, learning zones, and all of that takes time. When you're consistently tunneled out, especially by your example, then you never learn. While im not saying that someone's inexperience is the killers concern per say, I am saying tunneling anyone is unfair especially someone inexperienced. However, regardless of experience, unless you have a build and or a swf, even experienced players get tunneled. It's a vulnerable spot for survivors which is why it's exploited and a debate.

    People say "what if they unhook in front of me", then go after the unhooker - that's what I do. Or "they wanted to take a hit" then deep wound and move on. Taking a hit is common, strategic, and often frowned upon if the unhooked doesn't event try to take a hit. I respect killers more if they immediately go back to hooks but go after the other person. It's annoying but generally not viewed as toxic.

  • @I_CAME said:

    I'm worried that Behavior is putting all of their eggs in one basket with the new system they have in the works. What if it doesn't solve the queue times? We will realistically have far more people trying to queue as killer for the next one. They need to focus more on making the mode fun because it's getting worse with each new version. Legion for example is universally disliked in this mode. You're sacrificing the fun of 8 people for the sake of 1 person while we already have a major queue problem. It's just going to get worse if you ignore things like this.

    Yeah that makes sense. As someone fairly newer to the game I was surprised they kept adding killers to 2v8 base kit of killers. I assumed, and think they should, just add new killers but only for that iteration. For example, Wesker and nemisis shouldn't be in this iteration bc they were introduced in last one. It would add some like sense of uniqueness to each iteration, and for universally hated killers it won't be forever. Legion was so odd since there's so many members who DC in normal mode against that killer, let alone 2v8.

    Edit: They could always bring a killer back, different combos, or make one permanent later if there's a lot of love and demand. But I just found it odd to keep adding out the gate.

  • Them changing rarity of green is also strange. I struggle to see color differences at times and green sticks out for me. Now it's rarity has changed which will definitely throw me when doing bloodweb. Also hues of blue can be really hard for people so blue and purple I dont think was a great choice. I hope they just scrap it completely honestly.