XombieJoker
XombieJoker
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Flow State - I thought 10% per token was good enough but now 15%. Survivors already have a lot of really good healing perks but this one just slaps together diet No One Left Behind, Counterforce along with healing speed. Flow State released 5 months ago and we're already buffing it?
Sole Survivor - this perk just feels like a win more perk on steroids. Just getting to gates powered with 4 survivors is a minimum of 5 tokens giving 3 players a 50% faster gate opening with the perk user being able to open a closed hatch without a key. If any of the other survivors are running Wake Up, the gates open in 8 seconds. I never believed that a perk should be so good that only 1 survivor brings it and the whole team gets a big benefit from it. This goes back to initial Circle of Healing and how many times that perk had to get nerfed before the self heal ability was finally removed from it. Groups going for escape streaks can have a Sole Survivor play the rat role while someone brings Wake Up. This perk needs to be taken back to the drawing board.
Road Life - the self heal effect of this perk not having the speed penalty of the Self Care perk is nutty. It's not hard to land greats and once you earn enough tokens, not only can you heal yourself without a med-kit, BUT 100% faster for 8 second heals.
This is not Happening - making the great skill checks zones bigger make it easier to land the greats replacing Stakeout when equipped with Hyperfocus. I think this perk should just remove the great skill check zone and since good skill checks don't reward progress, this perk can reward 1% progress for the good skill checks. Since the perk is unlocked at the start, it's a good teaching perk for new players to hit those skill checks.
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Only gonna mention perks I feel need a change or more time on the drawing board.
Help Wanted - bumping it up to compromise 3 gens at once was good, but giving it a 2 min Ruin effect when a compromised gen is completed is either too long a duration, or too strong for the duration since it affects all gens which once again will only benefit the most mobile killers like Blight, Billy, Ghoul etc.
Dark Arrogance - I dunno about putting more attack cooldown on numerous perks that are also being made more viable in this patch. The viral post about Clowns running Stbfl/Dark Arrogance/Help Wanted and Unrelenting just to get 60% cool down (with massive diminishing returns) on a killer that has haste/hindered built into their kit. I don't care if players tank their build dedicating 4 perk slots when they could just use 2 and achieve nearly the same result. A lot of killers have powers that allow them to avoid pallet stun and they still get benefits from the perks vault and attack cooldown without suffering from the perks drawback. I'm thinking of since the stun duration is increased maybe it can when stunned give a massive boost to break speed, or maybe even punish the survivor like when the killer is stunned, for X seconds the survivor can only slow vault or something. I think the ideas for this perk needs revisiting.
Distressing - another perk that would benefit the faster, stronger killers with a big terror radius. Again like Billy, Blight, or even Wesker with an anti-heal build.
Thrill of the Hunt - I don't mind this perk being changed to a totem protecting perk, but the trial start protection is when totems are most vulnerable. Players usually start right on top of totems and the spawn logic often breaks which separates survivors at the start of trials. Yes there's new Dominance but it's a once per totem interaction which doesn't feel quite enough. Now maybe we can keep Thrill the same as it is BUT as compensation for its huge cleanse speed reduction, cleanse progress on totems don't reset. This way it still defends totems to an extent but doesn't make attempting to cleanse the totem only to fail in vain. They will get cleansed eventually.
Knockout - the range is a bit much, perhaps we can keep the 6m range while reducing the hindered down to 10% and to avoid the scenario I've seen online about Knight's breaking pallets with the Assassin or Jailer, if the pallet is broken for any reason Knockout cancels.
Scourge Hook: Monstrous Shrine - I think the gen regression part of this perk is going to encourage some hasty saves or even looping around the hooked survivor to prevent its regression effect. All of which would be a negative scenario for the hooked survivor making saving them or even not getting them tunneled a pain.
Whispers - I feel like we can up the haste to 8 or even 10%, would really help the less mobile killers out and the haste deactivates when it detects a survivor within 24m so it can't be used in chases.
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@colossusqw said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118601#Comment_4118601
Exactly, there IS an advantage to having 2 people bring shoulder: You can't shoulder your own burden.
"Oh but its a wasted perk slot because of someone else." No it isnt? Somebody else just got value out of the perk for the whole team by reducing the killer's pressure. If you're the one on death hook first as the shoulder user wouldn't you wish someone else had also brought it to save you?
Not every perk is going to be useful in every game, and while I do agree there should be a way to see other survs perks, strong perks being less than always reliable has always been a way to balance things.
I don't use shoulder. I have for the last few years had Blast Mine Wire Tap Kindred as staples with the 4th being something random or aimed toward getting a tome challenge done like Plunderer's to find chests. Survivor gameplay already puts me to sleep, using meta would put me in a coma
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1 use per trial is the risk you take, StB only being used by 1 player if 2 players bring it is like if 2 players bringing Left Behind is a wasted perk slot for one of them. Or that a player can't use their boon perks because another player is cleansing all of them for bloodpoints/build
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you know if they were to add this into the game, HOW MUCH info needs to uploaded, counted, extra menu crafting. It's a lot easier if it's just a website
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No BHVR only has the license with "Jason Universe", nothing Friday the 13th related can come into DbD.
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@pidgeon said:
Most ranged attacks don't actually line up how you think they do, this is why Deathslinger mains only use the default gun as everything else is misaligned. It is unfortunate how this is complete rng on whether or not its easier to hit your shot though.
yes and it's dumb as hell. Xeno also experiences the same with the various skins. BHVR can make some really good things, but functioning is a different story
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As Scott says, he doesn't think Jason would be good in DbD because of the little research he did, he doesn't think they can do anything interesting for a power kit for him. As he also mentioned that if they do make a interesting power kit for Jason, he'd be fine with it, but this could possibly be a Krasue situation.
On release Krasue was played often because she was strong, she could end chases pretty quick. Shortly after BHVR made some changes like slowing down her Head form vault speed as well as her infection status was fully cleansed on hooking. This made her slightly weaker and less easy to garner success from her power kit which led to people dropping her. Her power kit isn't really interesting as I see it as a more mobile Nemesis whip with more cures to the infection.
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look, getting left on hook/cage feels like ######### BUT if we introduce this mechanic to self-unhook/cage if no one comes to save will literally have no one going for saves because they can just save themselves. Why go unhook when they will do it themselves and I can just stay on a gen. We are in a time where the community demands buffs to completely amend survivor mistakes. If survivor mistakes are not punished, there's no learning, no improvement or growth.
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@Dec4y said:
"BHVR has said that their main focus for who to bring into 2v8 is 'fun to play against' and the harsh truth is…. the average Survivor doesn't find ANY Killer fun."
- Fun to play against is fine as long as they are fun to play as. At the end of the day people choose which killer they want to play as and if weak killers get added they'll simply won't be played which in turn makes their addition redundant. Escapist being be main reason as to why some killers are underplayed compared to others.BHVR has specifically said their main focus on who to bring into 2v8 is who is fun to play against because they want to avoid another Legion debacle even though there is counter play, it would require players to engage their brain.
As for the mass down vote, idc, I know my opinion shatters the world they like given to them and rather than coming up with a cohesive response, it's the typical "I don't like/agree with your opinion so down vote".
I honestly believe Survivors wouldn't be happy with a Killer unless they walked as fast as Nurse (3.85m/s), had the lunge range of old T1 Myers (0.2 second open time) and had a power that was Ghostface's Stalk without crouching or Undetectable. Completely loop-able and no mobility or anti-loop, the perfect Killer for Survivor enjoyment.
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A little late but once again another disappointing Blood Moon event, I would rather 2024's come back.
First Killer has NOTHING related to the event for actions, kicking over a Blood Cannister is not only a very rare occurrence especially since hitting or even hooking a survivor doesn't drop them but it's also meaningless as Survivors can refill a new Blood Cannister with the Blood Pumps replenishing blood at the same rate Survivors fuel up from them.
Second even though Killer Powers and Perks can affect Blood Gens, any regression Perks are laughably weak on the Blood Gens seeing as though Survivors apply 3.5 charges per second from a 40 charge Blood Cannister onto a 90 charge Blood Gen. The link is to a clip of 2 Survivors fueling a Blood Gen when a Pain Resonance regresses the Blood Gen, but literally 3 seconds later the Pain Resonance regression is not only fully nullified, but the Blood Gen gets completed.
Third the Blood Pumps, in 2025's Blood Moon, some of these Blood Pumps would spawn 2 feet away from the Blood Gen.
2026's issue is the Blood Pumps are clustered together.
Fourth is the Bloodshot Eye Offering which only increases Score Events for Blood Moon specific things. I know BHVR wants to keep the Anniversary Cakes as group Offerings and don't want other Offerings to outshine them, but even a small stackable +30-40% bonus BP to all players would at least make them more appealing ESPECIALLY since we can only use them for 3 weeks of the year which also stems into why I don't want to spend a lot of BP during the Blood Moon. I don't want to stare at collective 1000's of Bloodshot Eyes in my Offerings inventory. Unless BHVR is going to treat them like the Trinkets which at the end of the specific event, they get refunded for a small amount of BP
At this point I would rather play 2024's Blood Moon
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this is a split. Forgotten Ruins is fine spawning a few more pallets (especially up top zone) but Shattered Square has too many pallets.
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@Retro_Gamer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929399#Comment_3929399
MMR does not work. Generally.
in the sense of BHVR's definition and quality of MMR, yes… in the sense of ACTUAL MMR… no
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3929393#Comment_3929393
That's not a fix, there's other considerations that I care about far more than maps.
For example, If the Killer wants to be toxic to the person who brought an Escape Cake, they can tunnel them just to be toxic, ensuring they get virtually no bloodpoints.
On the flip side, other killers can now decide they may spare or treat better players that brought Bloody Partystreamers as the killer is benefiting from the offering.
I have two other scenarios but I'm in a rush at the moment.
In my opinion, map offerings should be retired and players compensated with bloodpoints.
With that being said, it is ridiculous that a Survivor should have to worry about using map offerings they spent their bloodpoints on.
The fix is to revert the change. It invites targeting and provides absolutely nothing but an invitation for toxicity which we don't need any more of.
first of all, if a survivor gets tunneled out because they brought an escape cake cuz the killer wanted to be toxic, that is a player attitude problem and can't be changed no matter what you do. This also ties in if the killer wants to give a survivor "special treatment" for bringing a group BP offering
"it is ridiculous that a Survivor should have to worry about using map offerings they spent their bloodpoints on" WHAT?! Are you REALLY worried that people are wasting their bloodpoints on something they don't actually get to use or have? I don't see people complaining about "I spent bloodpoints on the Fog Thickening reagents but I don't use them and I demand refunds"
THIS IS A FRICKEN GAME, no one is actually getting hurt or oppressed being tunneled or camped and no one has any rights in this game EXCEPT to be free of targeted harassment and death threats and tunnelling isn't that
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Oni is not the problem, it's just only Legion, Legion is in literally 90% of games and just plays for injures because people are too dumb to separate against a Legion. Legion makes the game infinitely easier for all the other killers.
Legion was the only big mistake of 2v8, some killers just should not be in 2v8 like Plague, Twins
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the reason why it takes so long is as stated above, is there is an off balance of players in each role to find a lobby cuz as the longer your search takes in the regular 1v4, the larger the MMR difference expands.
As for the "the game's been out for 9 years and they haven't found a fix for this yet" they LITERALLY only introduced alternate game modes last year
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There's an easy fix to this. Don't bring map offerings like Gideon / Eyrie / Toba Landing / etc and you won't get tunneled for map offerings. There's no other offering that would cause tunnelling for. "But I want to bring a map offering that gives me an advantage" then you have an advantageous map to get tunneled on… I don't get the problem
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it's a 40% player base average, not a 40% you average. You are part of the 60%.
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@wakesafe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911150#Comment_3911150
I know what an infinite is. Nurse is right there. You mention Kaneki who is extremely bugged rn (including insta down no counterplay) and isn’t killswitched. They do not use the killswitch for these things.
The devs have kill switched Wake Up when it was increasing all action speeds even before gates were powered, and that wasn't game breaking. They kill switched Potential Energy when people found a bug to gain charges with toolbox repair speed without consuming toolbox charges, cutting gen times by nearly 40 seconds. Again not game breaking but made matches way less fun but they were still kill switched.
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lol clearly delusional and many agree, you're just whining that you can exploit something that got fixed and to be honest, I love people who sit waiting to use their flashlight/flashbang cuz it means they're doing nothing to help their team
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@LithefinesseXD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908945#Comment_3908945
this wasn’t early it was infact frame perfect yet again please don’t comment on something you know nothing about just to talk bad on people
the killer literally moves after the explosion happened, looks early, you don't tell me what to do kid, complain more about not being able to exploit something. Learn the new angle and cope
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looking at the clip, it looks like they were early, and you should only be getting saves with the flashbang going off in the killers FoV. All the people complaining about the nerf are mad cuz they can't get their free saves with a single braincell
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so they fixed an exploit, you're not happy and want them to revert it.
Let's also bring back the that old change back in Feb 2018 or 19 (don't remember which one) where if a killer was stunned or blinded at any point of a pick up animation, it led to a losing grasp of a picked up survivor.
Not enough, bring back flashlights phasing into lockers for immunity.
It's not that survivor is too hard, I just don't want to put in effort for a large amount of reward.
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your analysis fails to take into account that SM dropping a Drone at a tile she is chasing you in makes that tile very unsafe to stay at and now you have a 50/50 choice which both likely leads to taking damage. 1- You stay and loop the tile and risk getting scanned, 2- You leave and risk taking a Basic Attack before reaching another tile. With Trapper and Hag they have to be stationary to set their trap and play a very noticeable audio que that tells you "leave this tile and reach a new one before I catch up to you". I f you return to the tile that was trapped, that's just you making a mistake. The most difficult thing I've ever experience playing SM was not falling asleep playing her
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Before I get into anything, I want to be clear, I am not fond of SM nor have I ever been. I've always found her kit at almost every stage of her existence to be problematic.
I have to say this is the laziest re-design of a killer. This re-design is just a variation of Twins. Both idle Victor and the Drones detect survivor movement with the exception of crouch movement. Both Victor and the Drones can be controlled to move around and attack survivors. The only difference is SM can have 5 Drones, the Drones have a time limit for their use, the Drones can move over dropped pallets and window vaults, and the Drones have a 'dash' attack that if they hit a wall or survivor it's a one use attack that will need to deploy another Drone to perform.
We already have about 1/3 of the killer roster with some form of a 'dash' attack/ability.
Her most recent version before she got gutted was probably her best version BUT still needed some adjustments. Gaining Haste and applying Hindered for scanning was a bit much esp since the haste also added to the lunge attack range. Getting undetectable for deploying a Drone didn't make sense either esp since she almost has no audio while undetectable while most killers do. Wraith snarls, Myers heavy breathing, Ghostface sounds like bedsheets whipping in the wind, Onryo has a lullaby. Her only form of skill expression was changing the rotation direction of the scan lines which doesn't take a lot of brain cells to do. I know many SM defenders will come in and say "she has plenty of counter play, just dance around the Drone or crouch under it". These 'counters' are NOT feasible while she is CHASING you. She plops a Drone in a spot and that tile is dangerous to stick around. Again SM defenders will say "Trapper and Hag do the same thing" except Trapper and Hag are held STATIONARY for up to 3 seconds to plant their trap while SM still has full movement and speed when deploying a Drone. I have played her at every stage of her changes and she was extremely boring in all of them with the small exception of when she could change direction of the scan lines, I finally had a single braincell activate and not just auto-pilot to make use of such a feature.
I had an idea for a change to SM from a long, long time ago. No, I don't think it's the best or even the right change, but it is just and idea to put on the table. Idle Drones that detect a survivor build up a Lock On as well as she can control the Drones to move around and manually build up the Lock On. She can switch between Drones to apply the Lock On to multiple survivors. Once Lock On is fully applied, a Claw Trap is attached to the survivor and not only will they be revealed to the portable radar for as long as the Claw Trap is attached, but the Claw Trap will administer 3 toxins in 3 stages to the afflicted survivor. Each administration of a toxin will last until the Claw Trap battery dies but each toxin will only be applied at certain stages of the Claw Trap battery life. Toxin 1 applies at the attachment of the Claw Trap, toxin 2 applies once the Claw Trap battery is 33% drained and toxin 3 applies when the Claw Trap battery is 66% drained. These toxin affects can vary between things like preventing survivors from repairing gens. Apply a small hindered status. When a survivor drops a pallet or vaults a location, they get a de-buff that prevents them from performing a drop pallet/vault for X seconds. Or any other conceived ideas to help chase down a survivor.
I don't think BHVR's projected change is right for her, but I also haven't given a lot of thought into her myself either. Also I won't listen to the advocates "oh you don't know how she works, she is the most complex thing that has ever been crafted in that last 10 000 years of all humanity, and at my MMR of 3 BILLION she suffers from these issues that she needs buffs for"
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complaining about 1 map being added that is killer sided to a realm where the other 1 is really survivor sided when map offerings won't guarantee to go to a map of that realm. Especially when Survivors are notorious for using the same 5 map offerings to go to maps that are heavily favored for them. God forbid that there are a few maps that are a little killer sided, especially when you are not facing 20 Nurse's/Blight's/Billy's in a row.
To be honest BHVR hasn't really been good at map layout designs, so yes, maps like Forgotten Ruins could use a few pallets on top level but you only have to focus 2 gens on the top level to force the killer to have to venture into the dungeon. Afterall, Forgotten Ruins has 4 gens in each corner of the map on top level
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please survivors, tell us what killer build IS NOT toxic/abusive/unfair/OP/meta/oppressive/demeaning?
I swear this community is so ruffled by this game that a killer purposefully missing a Basic Attack and having the survivor not drop a pallet in response cuz they think they can get another rotation in ONLY to have the killer catch up to them and hit them before they reach the pallet a 2nd time because the killer is running Unrelenting and the survivor complains in post game "Unrelenting is so OP and you're bad for using it"
Honestly all survivors will not be happy until there's a killer that moves as slow as Nurse and has no power.
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back when you can glitch killer powers on other killers/survivors
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As a killer main, I love seeing delusional killer players complain about nerfs that are quite sensible all because they're bad. Thrill def needs to be nerfed as forcing a 45 second cleanse that is easily interrupted is dumb. Tombstone and Fragrant add ons needed their requirement doubled because there is twice as much evil in the match with emphasis on stalking from FAR AWAY. Drac's extra 3 second cool down for hellfire is countered by, drumroll please……NOT MISSING. Some of you just need to get better at the game or get better at coping with you're not gonna be the super star you think you are. Or yall can waste 10 mins slugging the last 2 survivors cuz you want to ensure the 4k
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Head On totally needs a nerf! it needs to have the survivors footsteps sound like clown shoes honking for 10 seconds!
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the game mode will not be in either's favor because there are SO many variables, the whole picking up a survivor before remote caging them in fear of getting flashlight saved, first since the survivors start with NOTHING, they will have to FIND one first. As for the re-building of pallets, BHVR can maybe reduce maximum classes to 3 for the survivors, but none-the-less a lot of the killers on most loops don't care about the pallets. Slinger can spear and drag around the loop, Spirit moves fast enough to mind game them, Blight can break them faster than they can rebuild, Nurse can….. well Nurse. Point is the only killer that really suffers from pallet rebuilding is Wraith but he can just resort to surprise attacking survivors on gens
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@CleanseThis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801029#Comment_3801029
How would you feel if you bought SM and played for a week and then they kill switched her until her rework came?
First of all, I did buy SM chapter, I played her for a bit and realized how dog ######### her release was, I tried her after all her changes and she is so brain off boring to play and easy that I don't care for her. Now if BHVR were to kill switch a killer I main, I would not be happy but I would complain about it either BECAUSE IT IS NOT MINE! Then if they nerfed my main into the ground I still would not be happy, but I would not be demanding a refund because again I paid for it and agreed to their ToS when I purchased the game. I can voice an opinion on the change and BHVR can take it into consideration but that is all they are obligated to do. There is NO LEGAL ISSUE on BHVR changing an aspect of THEIR GAME that does not agree with you. You are speaking of delusions about something THAT DOES NOT need your specific or even the community's specific approval. You have no power in this situation other than voicing your opinions to the devs, they can be ignored as well if so desired. If the SM changes go through you can either cope, find a new main, or leave. Again no one will care which you do but you definitely won't get a refund nor will anyone else who demands one
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you can't demand a refund for a character purchase that has under gone changes. You bought them, played them and now that they can be nerfed into the ground doesn't mean you are owed compensation. You purchasing the game or character is literally like a rental license, you have access to it however it changes and you can be banned for misconduct and refused a refund. If you don't like Skull Merchant after her change, drop her and find a new main or leave the game entirely, it won't matter to anyone which path you take. People need to stop thinking that when something in the game changes that you are owed something. You get nothing and make due with it or leave the game. If you still think they owe you for nerfing SM, try suing them and let us all know the outcome… I'll put $1000 on what I know the outcome will be
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Killer main here, and this mode is quite in favor of the killer save except for maybe comp teams. No terror radius and muffled sounds, I played as a survivor and didn't hear Nemesis boot stomps until he was in range of a tentacle strike. This mode gives all killers a free cheeky hit from the shadows. Survivors who for whatever reason still carrying a Candelabra = free tracking through walls. Hell when you jump upon a survivor, they literally pick a direction and pray to the tile gods that there's a window or pallet in the direction they're going. In fact the most frustrating thing about this game mode for killers is when survivors hide at the perimeter of the map and don't touch gens, it's much harder to find them within all that darkness AND screw all Claudette players who wear all her darkest outfits. Also probably the most beneficial part of the game mode, NO PERKS, no exhaustion perks, no supped up healing combos (referring to when Buckle for the People was a thing). At the end of the trial no one can complain about crutch perks carrying anyone.
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The breakable walls were introduced to try and create alternate loop tiles that can be weakened when the wall is broken. They introduced it with Deathslingers chapter (which is why the map has a dozen of them). But after a while they realized that they didn't do ######### but become an annoyance which is why there hasn't been a breakable wall implementation since after the Dredge chapter release, even reworked maps like RPD that got split into 2 maps didn't have a breakable wall and they removed 2 of the breakable walls from the Midwich map
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Survivors aren't left slugged very often… No lullaby in Lights Out and I went for the save to have a hatchet hit me from afar, then I got slugged until the last survivor was downed, my bleed out was at 1/3
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they only had the free 5 killers in this mode because they have the simplest powers, and when one dc's, the killer is replaced by a bot and their powers were the easiest to set up with a bot to play. They need more time to code bots for the other killers as well as this waste a test run of it
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wait, you don't like 2 players coordinating together to pull one over on you without you feeling like there really isn't something you can do to stop it. Flashlight squads have been doing that for years and suddenly when 2 killers can now stick it to you in the same fashion, "it's not really fair". Killers who are sticking that close lose the game because by them focusing 1 survivor, they are letting at least 5 other survivors do gens for free
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764297#Comment_3764297
Makes me wonder, have you even played survivor at all? The way you viciously attack "survivors" sounds like you haven't got a single clue.
Do you know how hard it is to sneak up to something that someone is fervently guarding? It's pretty damn hard.
I play both sides of the game, but even when I try to play survivor intelligently and not just blatantly run at the hook, trying to be stealthy only gets so far.
Killers who shamelessly camp know exactly what they are doing, and they are hoping, or expecting, someone to come to one exact location. When this happens, and the killer is just hard proxy camping, the best that stealth ever really gets you is a free hit for the killer AFTER the unhook, whereas "not having a 2nd braincell" means the survivor going for the rescue gets hit before the rescue, and then it's just a completely losing trade.
I do play survivor, that's how I got survivor achievements and tome challenges done. When I do play survivor, the times I come across a killer being a jerk is very rare, wanna know what the issue is when I play survivor? Other survivors being dumb. If a killer is blatantly camping and you're hiding looking for a window to save, you're doing exactly what they want, nothing progressing the game cuz you hiding looking for an opening to save. If a killer is blatantly camping, do gens.
@Ivantxugp_ I'm not avoiding the main issue, I explained it in my first post of this thread, and BHVR can NOT do anything about camping and tunneling cuz if they did, it will be exploited by players.If they increase the range and build up of the anti-facecamp, survivors never have to go for saves because it will practically build up no matter what the killer does. Pause hook progress while killer is near, again survivors never have to go for the hook save because while it is paused the other survivors can do all gens and open the gates and then go for the possible save. Tell ya what, give me YOUR solution for camping and tunneling and I'll pick it apart.
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@Ivantxugp_ said:
Again, an argument that makes no sense. You talk about the us vs them but somehow now is a survivor with no thougth process, but what you said tells me that the 2 braincelled being is you.
First of all, comparing a mechanic to PREVENT TUNNELING like the endurance post unhook to actual tunneling and telling it can be abused is truly hilarious. Imagine comparing taking someone out of the game sistematically with an extra hit. I know for SURE you are a killer main trying to deviate the point and talking nonsense but it ain't gonna work. You use DS as an example but it doesn't work like that anymore, wich again contributes to the thought that when a mechanic is ABUSED like TUNNELING is, it should be changed somehow, because it is unhealthy and unfair. Be honest you thought you ate that don't you.
Again, proving that survivors are the majority that fit the single braincell that cries about everything. You see an example of a killer being near a hook and you jump up n down screaming "AHA! gotcha admitting to camping, you low down dirty bastard". If I had a dollar every time I hooked a survivor, turned around and walked 2 steps to see some scratch marks leading to a survivor hiding behind a rock, I could quit my job. Also, my example of DS was just that, an EXAMPLE, I am very aware that it does not work that way before but it still serves as an E X A M P L E, hopefully spacing it out can help you discover it. Now tunneling is NOT a mechanic, it is a strat, calling it a mechanic shows how little you know. Step aside and let people who know the game discuss things
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764028#Comment_3764028
That's so weird though. Why is that unhooked survivor going so far out of their way to harass the killer and body block?
Oh, wait. The killer was right there at the hook already. And most likely, they already hit the survivor coming in for the save.
or could it be that a survivor without a brain gets caught going for the rescue cuz they think the killer is blind and they make a poor decision to go for the unhook anyway. Thx for proving that survivors don't even have a 2nd braincell to rub with their original one to produce a thought by scoffing the response as a "us vs them"
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Simple answer…. they won't do a damn thing because anything they do implement will be abused by survivors. Players will always abuse mechanics if it can favor them.
When Decisive Strike got a change to last 60 seconds after being unhooked, survivors would work on gens in the killers face because if he downed them and picked them up, free escape. They could also jump into the locker and force the pick up and if the killer waited out DS, then 3 other survivors were free to work on gens (obvious DS is different today but still holds for example).
Not enough? okay, how bout base Endurance off hook, this is meant to give the unhooked survivor a period of safety to try and run away from the killer, BUT you will most likely find survivors body blocking the killers path because "I can tank a hit for free, it's good strategy". Okay well then tunneling you out is good strategy too. "No that's not right or fair, you are suppose to hit me and leave me alone, it's the rules". Then proceed to throw a tantrum when they get tunneled out
Crouch tech…
All players will exploit things if it means "fun for me but not for thee"
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as much as punishing tunnelling is fine by me, there is absolutely no way to feasibly program this into the game because as detailed as something like player skill utilizing tiles and knowledge of the game for chases, dropping pallets, or mind gaming survivors, the games system can't decipher the nuance of player skill towards MMR which is why it is solely based on kills or escapes, the system will never be able to determine if someone was tunneled/camped to death, they simply just gave up, just lost connection to the net or suffered a power outage forcing a dc. Sure you can simply have it activate if someone dies at 5 or 4 gens, but then you have to rely on that survivor getting ######### real quick in order to make it work for the 4/5 gens. What's worse, you'll have to rely on BHVR to code such a thing properly… and I think that's scariest of all
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even with the challenge selected, I just see the 2/2 (+3) all the time, after each game the count only seems to go up a few 1000. It just doesn't feel like me purposely having the challenge selected and spamming the power in game and collecting 20 some invitations.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729418#Comment_3729418
Again, please explain how that is different than:
- Trapper
- Hag
- Clown
- Artist
- Dredge
- Knight
- Singularity (when you don't have emp)
They work functionally the same that you said about SM. They drop their power, and you just leave the loop.
No one on that list even compares.
Trapper and Hag have to STAND STILL IN PLACE TO USE THEIR POWER, giving the survivor plenty of distance and time to run to another loop and esp Trapper doesn't have access to all his traps at will. Meanwhile dumb merchant just taps and goes with no speed loss.
Only way you can make an equal comparison for Clown is if he moved 4.6 while reloading, reloading was faster and he gained Undetectable from it while also having a near silent ambient noise.
Artist outside of just aiming at pallets and windows has to accurately guess survivors movement to land blind hits and if she fires 2 crows, her power doesn't recharge fast enough to shoot for damage whereas SM is the American stereotype 'fire and forget' tactic.
Dredge? you mean the ink blob that slows down to 3.6 with his very visibly left arm raised showing that he shat out a remnant which gives them enough space to run to the next loop 14m away before Dredge can catch back up after canceling the remnant after seeing they left the loop only to refresh the sequence of events at the next tile.
Knight, the original fire and forget killer who still needs 20 ft of space around him in order to plop out a guard and there's still no guarantee that the survivor gets detected by the guard as they move to the next tile on top of the little gimmicks you can do to ######### with the guards ai pathing.
Single Larry can't even catch up to a survivor after teleporting to him before over clock ends. He has to lunge at the end of it and hope the survivor panics to drop the pallet and catch the free pallet break at the very edge of overclock duration. Only way he can catch up from a teleport is in the wide open nothingness and even then he still can't land the hit before overclock ends. Not to mention if the Larry player is well experienced and doesn't get lost in the multiple perspective switching of themselves and the pods.
I believe the rebuttal now is something on the lines of "I don't have any problem achieving the same results of SM with those killers cuz I'm top MMR playing the top 1% of players" -quoted from literally 1000's of players. Okay though you can't prove it, whatever you say.
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SM takes 0 skill. plop M2 in a loop, loop no longer safe to play, run off to another loop but HEY SM is not slowed or disabled when she plops down a drone, not like other killers like Knight or Singularity. Her drones AoE barely show in the environment to the survivor causing players to be tagged by the drones at max range from a window at the loop because coincidence the detection beam was just in the right spot at the right time. She applies the most status effects BASE KIT. She gets stealth for dropping a drone, haste for every detected survivor, survivors who get a claw trap are injured/deep wound and broken and if detected by a drone with a claw trap get hindered by 10% all because at a single tap of M2 she shits out results. Whereas other killers have to aim or properly position their power SM takes 0 thought process. She's not strong but with how little it takes to play her, she sees too much results.
Crouching to avoid the detection lasers is not optimal when being chased by her but if all SM mains thinks she has plenty of counters, then do get together for some scrims and prove it. No perks to help counter her (this is to be like a random encounter so no Urban Evasion etc) and no going easy for the SM killer to try and push a false 'she can be countered' narrative. If she is as counter-able as claimed then 20 matches should have 20 3-4 player escapes right
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decisive being buffed back to 5 seconds is not the issue (yes I'm a killer main) the issue is if you need to tunnel to win, you shouldn't win.
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I can't imagine that being the problem, as it has never been an issue before friday
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I know tunneling ain't fun for survivors but there's really nothing you can do without people wanting it to ramp up. I'm not sure of the 'immune' you're talking about, but by immune you mean tank hits until they do one of the actions to disable it or expire due to time, so in this scenario the survivor can follow the player who unhooked them to tank hit after hit after hit after hit for their team until the 90 seconds expire. Now even if you can't hit the survivor, they will still follow so that any attack the killer makes would automatically target the immune survivor hit box cuz auto-aim (or the aim dressing meme). It has been proven that when survivors gain a mechanic, they will abuse it as much as possible. Look at base kit borrowed time, every survivor gets unhooked and runs in front of the killer to block their path and tank a hit, but the killer sits there staring at them, the survivor panics and starts running, their enduring runs out, killer downs them, "OMG YOU'RE SUCH A BAD TUNNELER NOOB BRAIN DEGENERATE, SWEATY KILLER TRY-HARD, WHY ARE YOU SO BAAAAAAD AT THIS GAME!" but you know, with a lot more spicy words.
All in all, I don't think there's anything that can be done about the tunneling problem (as those weaker killer players don't want to take the effort to learn) as the weaker players have adopted it since it works for them because survivors are really altruistic to a fault and camping/tunneling is easy against altruistic players, so why would anyone want to learn the game, when there's a simpler method that works
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your request is impossible. Even if they got the entire company to work on this, it would take them months and what revenue do you think they will make in the mean time? Who will work for free? The game is a company and they will do what ever makes money the easiest, and that's acquiring new licenses and releasing a chapter every 3 months.



