YaBoiPHAT
YaBoiPHAT
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995351#Comment_3995351
but it's certainly not a win/win, since your options are: let the survivor go (literally does not benefit you in the slightest) or kill them and eat a debuff (could be advantageous to your or completely completely ######### you over depending on the amount of gens and survivors remaining).Otz's options in this scenario are:
Slug the survivor, taking them out of the match for however long the slug timer is.
Eliminate the survivor and loss the ability to regress gens, but not have a survivor to deal with.
Either way, the killer benefits from the mistake (i.e. they win), not just to the same degree they do currently.
Your post also doesn't address the very simple factor that being debuffed for punishing another players mistake is just not very good designespeciallyfor a basekit mechanic.People hate tunneling. It is one of the most frequent complaints about the game. It's not a good game design that relies upon a guessing game of who has what perks whose effective counter is incredibly boring, especially given how much a part of the game it is.
Whether or not BHVR's approach will address it in a way that is overall better is a subjective guess at the opinions of millions of players around the world. But that there is a massive problem with their game design and they are trying to address it also needs to be taken into consideration.
Admittedly I hadn't considered the option to slug in my previous post, ironically enough it's probably the best option to avoid eating the debuff, despite the devs actively trying to make it not a dominant strategy, so fair point on that. Also, I'm not talking in regards to the Otz video, I haven't watched it. I probably should've been more specific to begin with: my issues are specifically with the combined repair speed and anti-regression/blocking that can occur at 5 hooks, especially the repair speed (I honestly don't even kick gens all that often due to the way I play pyramidhead).
People hate tunneling. It is one of the most frequent complaints about the game. It's not a good game design that relies upon a guessing game of who has what perks whose effective counter is incredibly boring, especially given how much a part of the game it is.
I have no qualms with the concept of anti-tunneling, I take issue purely with these specific choices they've made. I especially take issue with the fact that it very easily punishes and affects killers who don't bother tunneling at all, and can punish them quite harshly. My playstyle is literally to just chase whoever I run into first, which is pretty much the default that the game is built around, but now if I run into the "wrong" person too early I've gotta change up what I'm doing because a bunch of other people are tunneling off hook at 5 gens. Obviously there's a bit of hyperbole there, but you get the idea.
These changes are also an absolute mess for somebody first learning the game, "your job is to kill the survivors! see that one that's almost dead? don't kill him, go make sure a different one is almost dead, hook another one, and then kill one of them!" I sure as ######### wouldn't have gotten into the game if these mechanics were there when I started.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995096#Comment_3995096
What people are happy with or not is subjective and BHVR will have to make a judgement on community feelings.
Objectively it's not a lose/lose (which isn't surprising being the term gets used incorrectly a lot), it's closer to a win/win though we're more talking about trade offs.
The survivor made a mistake, the other two survivors would have been much better off if she had run earlier to take more chase time.
Otz now has to play 2 survivors instead of 3. The survivors are in a worse position. They aren't completely and totally a lost cause because of the changes.
It's the difference between the current 'survivors made a mistake, they should lose the game' and 'survivors made a mistake, they should be more likely to lose the game'.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3995043#Comment_3995043
I love how survivors are always losing and dead in these clips, if you're trying to prove survivors are op you're doing a really poor job…It's one of my favorite parts of the forum.
'Survivors are broken, look at this trial, they almost won!'
Objectively it's not a lose/lose, it's closer to a win/win
Perspective plays a lot into it (objectivity doesn't really work here), but it's certainly not a win/win, since your options are: let the survivor go (literally does not benefit you in the slightest) or kill them and eat a debuff (could be advantageous to your or completely completely ######### you over depending on the amount of gens and survivors remaining). Your post also doesn't address the very simple factor that being debuffed for punishing another players mistake is just not very good design especially for a basekit mechanic.
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@crogers271 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3994584#Comment_3994584
It is not even a strategic decision (since I have seen some people claim that they are taking strategies away), because tunneling someone out is always the best choice, since you basically secure your win at this point.It's interesting because what's actually happening is encouraging strategic depth.
Killers can now be faced with an actual question on what to do and who to chase. Pursue the death hook target and give the gen boosts, pursue the death target but leave them slugged, or go after a different target.
Instead of - see death hook and non-death hook, chase death hook.
People aren't fond of the "Strategic depth" in this case, because you're not deciding how to push your advantage, you're deciding which foot you'd rather shoot yourself in. Whether you technically have more choices to make or not, people are never gonna be happy with being forced into a lose/lose situation, especially one caused by the other player making a mistake.
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Isn't obscuring the survivor's hook status and not showing when they get unhooked just gonna make healing under the hook completely free? on top of making it way easier to get deliverance up.
If you want unhooking to be 100% safe for the hooked survivor, then why not just rework it into a different mechanic entirely? and if you don't want unhooking to be 100% safe, then how badly does a survivor have to ######### up to get punished?
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@Good_Pancake said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979111#Comment_3979111
Now that the opacity has been reduced, there is a fixed 2 charges, how has your opinion about them changed?
I definitely think they overcorrected. 2 charges is also very low, even if if they hadn't had their opacity reduced, although I guess you can bring it up to 3 with the brown addon.
My ideal fog vial, both as a killer main, and as a survivor that really likes the smoke bomb idea, would be 3 charges (brown addon can do something else), high opacity like the original + iri addon for the first second or two, and then fades to 0% over the course of the duration. Iri addon could be changed to give the fog vial a fixed opacity like it currently has, albeit a bit higher (not as potent as the pre-nerf opacity tho).
Also, most importantly of all for the health of this item: devs need to fix the inconsistency with map lighting, since it can make the fog vary anywhere from "steamy shower" to "silent hill" (which was actually the main issue with the pre-nerf opacity).
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3985033#Comment_3985033
The balance of the game looks like this because everyone is whining "but bully swf". Surely, balance game even more around top tier 4man to make the game even more miserable to every other teams. :D
Given that not doing that would just mean "lets balance this thing around the survivor's entire team being lobotomized" you'd be letting anybody with actual coordination get away with murder. Making solo queue less insufferable at the cost of buffing swfs is gonna make the game as a whole way shittier. The devs will have to either find a way to allow solo queue survivors to coordinate better (although the odds of most survivors using that coordination is unfortunately low) or find a way to buff individual survivor strength without buffing teamwork, which is very difficult.
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Ghostface and Forced Hesitation. Getting multiple marks and going on a kill streak is the coolest ######### ever.
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@TheSingleQuentinMain said:
I swear on my mama I main killer, but so far I had ONE game in which fog vials were a problem to fight, and it was because this one Rick Grimes was running a stealth build with it. I've been seeing the weirdest inconsistencies regarding Fog vials and people's takes on them, where people seem to think they 100% blind killers like a flashbang would. Some of what I think is effecting this is…
- The red add on that increases their opacity.
- I think certain filters mass with players ability to see through the fog. I don't use filters, and I don't even know how to, so I can't test this, but I'm starting to suspect that might make up a good amount of the problem.
I'm asking mostly killer mains here, how many people actually mind the fog vials and why, and how many people are like me.
I kind of like the idea of survivors getting a new item, and information is probably the least harmful thing for a survivor to take away. It doesn't slow you down, or only work when you have to break a pallet, which means you could play trapper or nurse, and if you in theory predict where the survivors is going, it's not going to matter.
The only reason I mind them is just that they do too much to be an infinite use item. I don't think a lot of people realize how and why fog vials are effective though.
Aside from certain maps making the things really bright before the update (particularly with the iri addon), they supress scratches, survivor noise, and auras, and can be used for a "shell game" type maneuver in areas with multiple exits if the killer is a bit behind you, and also makes it much harder to aim with ranged killers. The fog also lingers for a surprisingly long time, and spreads out quite a bit, which can especially suck if multiple survivors throw them down in an area.
The aura masking in particular can:
hide hooks
hide teammates you're healing
let you safely prerun from a gen in areas with multiple exits to obscure (particularly due to scratch marks and pain grunts being silenced as well)
and I'm pretty sure you can use it to hide gens
and all of that, infinite use, on as low as a 55 second cooldown.I like the fog vials quite a bit, they spice things up, but I'm definitely of the mindset that they needed to nerf something on it.
Take off the aura masking and keep it infinite? works for me!
Keep the aura masking and recharge but lower the radius/duration? works for me!
Keep the aura masking and everything else but limit the charges? works for me!But god damn, pick a lane for the things, or at least move the aura masking to an addon or somethin, otherwise it's just a bit too many effects for one item imo. (which, in fairness, they are picking a lane for them, and seem to be prioritizing it as a utility item instead of a getaway tool).
I also think people are heavily exaggerating the nerfs that fog vials got, especially since it seems like most people just… didn't understand how to use them. (throw it down before the killer reaches you, make sure there's multiple directions to go, and avoid running in a straight line to the nearest pallet/window, it's too obvious)
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@Ryuhi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3978854#Comment_3978854
its why they added the heartbeat visual you lemonhttps://us.v-cdn.net/6030815/uploads/5RE2Q8O9G7GN/consistency.png
visual heartbeat only shows up for the survivor, not the killer lol
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Love all the different builds and playstyles you can have (even if some of them are… not great).
Hate pallet hitboxes and the jankiness around when/where you're actually able to drop them.
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@YamamuraVideoRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968835#Comment_3968835
Feels like bhvr has tried and tried to offer some incentives via perks, yet many killers still prefer the crunchy fiber of the stick because the easy 3v1 after is still such a nice dessert.
You kinda nailed the exact issue without realizing: all of the devs' attempts to reward not tunneling have been through perks, which come with two main issues:
1. Not every killer (or even a majority) will have access to that perk, especially if it comes from a licensed killer.
2. The benefit of that perk has to not only outweigh the benefits of tunneling, but also has to outweigh the opportunity cost of not being able to bring a different perk that would benefit tunneling.The only way to actually give killers their "carrot" is by giving some sort of basekit benefit for having hook stages on multiple survivors.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3968329#Comment_3968329
If I get easiest win by tunneling then:
→ Buffing slowdown perks will give me more time to tunnel
→ Increasing gen time give me more time to tunnel
→ decreasing map strenght give me easier way to tunnel
You understand? The point is that untill the tunneling is possible, there is no reason no to tunnel. My point is that there are several killers that are overtuned and should be nerfed (kaneki, billy, nurse, blight, singularity) and killer that suck and must be buffed (skull, pig, trapper, ghostface, myers, onryo - she needs buff and nerf at the same time, hag). Once all killers get similiar performance about win chance a match without tunneling or slugging we can adjust game to reflect that.
Which is why the point here is to make it so you don't get the easiest win by tunneling, you get it by hooking everybody. All of the benefits you listed apply to any playstyle, so all you have to do is dethrone tunneling as the easiest way to win, which is best done by simply making other playstyles better.
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@Emeal said:
add a stacking buff for each different survivor hooked in a row (i.e anyone other than the person you just hooked). I think a cooldown reduction for successful attacks would be a good pick, as it would allow the killer to end chases quicker and quicker as the match goes on, in exchange for the initial advantage that tunneling someone out would've given. But even just something like Fire Up's action speed bonus would give some immediate advantage for successfully hooking someone.
that would be pretty unfair for a individual survivor, imagine if your team sucks and then the Killer comes for you with reduced cooldown. The balance would then be even more in the Killers favor than normal gameplay.
this is why i think its way better to reduce the Killer's cooldown, if he tunnels.
How would buffing the killer for tunneling be more fair to individual survivors than buffing the killer for hooking everybody?
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@Zuiphrode said:
They could try making it so that hooking someone doesn't give them like a bazillion buffs from both basekit and perks.
Don't get me wrong, all the buffs survivors get from unhooks are aggravating sometimes, but removing that gives you even less reason to target someone else. The idea here is to make it so that bludgeoning each survivor to death 1 by 1 isn't the definitive winning strategy, so that you're properly rewarded for targeting other survivors.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/451817/idea-to-encourage-12-hook-playstyles
That wouldn't help. Most killers run Pain DMS and focus single players anyway. Tunneling is by far the best way to guarantee win, not every game but most of them. Sometimes you simly have to tunnel. Let's say you spawned on map, they split up worked on multiple gens, so now they have a lot of pressure while you have none. Can you 4k in that scenario? Probably not, but draw or 3k is likely.
My thought process is pretty simple in that regard: tunneling is currently the most efficient strategy by far, so if you reward players enough for not tunneling, then the majority will stop doing it. The main idea of my post is just the method of giving that reward. I don't specifically know what the reward would have to be to make tunneling stop being the best strategy, so that part is kinda the main point of discussion here.
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You could even call it somethin cool like "momentum"