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bjorksnas

bjorksnas

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  • @Pulsar said:

    Not sure they need to give compensation automatically.

    We know why people tunnel. It is an effective tactic. That's the need, the need to win. It's easy, it's effective and it gets people what they want, why wouldn't they do it?

    If individual buffs are needed, we can discuss it then. Trying to pre-buff Killers when we don't even know what the changes ARE is silly

    Kind of equally silly to throw all killers in the deep end for a few weeks and tell players to figure out which need changes

    Once we get the list of anti x y z changes it will be pretty obvious who needs a bit of paint to not instantly drown and can then be adjusted from there instead of just being told "wait it out"

  • @biggybiggybiggens said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905516#Comment_3905516

    I mean Wesker as in pick rate. Nothing but Wesker for weeks when he was released. I hope Ghoul gets nerfed sooner, so we don't have to sit through this just as much as back to back Wesker at most levels of play..

    You dislike a character because people like a character so it should be nerfed? Thats a crazy way to demand balance

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903413#Comment_3903413

    that sounds pretty cool, not a bad idea. It would give him a little more flavor. I like where your head is at.

    I mean it helps with setup it helps with chase, it just needs an audio queue, a targetting outline (of where the trap will end up being setup) and a couple more numbers decided (how long it takes before the trap arms ect) and he has a new part of his kit that lets you add fluidity to your gameplay where you chose to use it, trap setup, mid chase, ect

  • @HeroLives said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3903323#Comment_3903323

    fair enough if that’s how you feel, and yeah exit gate trapping is a thing. I wasn’t even thinking about gate trapping. Genuine question, how would buff him?

    Let him throw a trap that auto sets up on a decently long cooldown ~40s

  • @HeroLives said:

    Possibly a hot take but I think some of the brown add ons could be turned into one that functions like one that lets traps reset every 2 seconds, I wanna say honing stone? It’s been a minute since I played trapper with his addons, but like just add more time to like every 15 seconds, 20 seconds, or 30 seconds.

    Don’t shoot survivor mains, but some of his kit is gimmicky at best because of certain maps. I know this is tagged for killers, but that’s kind of just my survivor opinion.

    Traps resetting every 2 seconds just makes him kind of boring, its really just disarm to get through a trap not disarm a trap to make a loop safe for a bit also its iridescent stone, also you can't really do that because of exit gates. You would need to disarm the trap to maybe get ~1s of progress on the door before needing to disarm it again, done right its a 90s exit gate, done wrong its a free down, done very wrong its a new gimmick build

  • The problem with modes, mostly outside of 2v8 for now but probably eventually in 2v8 is once a meta forms in them then people stop playing them for fun and then play only to win, now are some people going to play only to win off the bat, always but it always starts lower than it ends and doubles down every time they replay a gamemode

    They need more new gamemodes and to try new things to stop the sweats

  • What is your favorite color

  • Theres a difference between playing legion vs those other ones, while they are all noob stompers legions by far the easiest to play

  • @YamamuraVideoRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899658#Comment_3899658

    Not boring. Simple and elegant. Don't need to make things more complicated than they have to be, or introduce more side quests for survivor or completely new mechanics that will bug out the spaghetti code.

    Not even simple and elegant, his power is a speed mult based on his base speed not a flat value added, to make him 110 you also have to adjust his power speed, adjust his 4 of his addons added speed, adjust his lunge speed out of power, and even for fun you have to adjust his meme addon and make sure that any speed increases from the 99 speed bonus perks they want killers to have work properly with it. That would still take a few days to make / adjust / test. Which could be time spent making a better fine tuned change.

    unfortunately its not as shrimple as that

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899243#Comment_3899243

    That's just not true at all. Blight being 115 means when he makes mistakes he gets very little punishment. Even if a blight fails to outplay a loop he can always just fall back on forcing the pallet down which he can do easily because he is 115, and once he has forced the pallet down, he can kick and use power to catch up and get a free hit on you before you can make it to the next loop. This playstyle does not take a lot of skill, it is very low effort and gets better results than most high tier killers for less effort. Making him 110 makes it much more difficult for him to force pallets down and punishes him more for making mistakes since you can make more distance after he misses with power.

    Making him 110 is a boring way to make "mistakes' more punishing because it doesn't only make mistakes more punishing it also leaves room for rng to take the wheel with bad maps.

    If you want mistakes to be more punishing don't make a change that affects outside of that because you want an "easy" change just make it 110 and don't think too hard about its full impact. I'm gonna pass till someone actually has a more comprehensive idea that while ideally having punishes mistakes more isn't a widespread factor to now worry about.

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899374#Comment_3899374

    You really wouldn’t need to I don’t think. Besides back revs are some of the hardest hit when a survivor has no options and starts spazzing out.

    But her kill rate wouldn’t even touch 60% I would rather her be 110 and move at 85% when holding a hatchet but people complain about zoning for some reason.

    I mean its still positioning based with back revs but being a 115 on top of that lets you create deadzones faster which means more areas where with a bit of proper corralling you just always get a backrev into a down so thats why I think it needs to be adjusted but other than that the rest of her kit is fine to go 115

  • @Bodark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899243#Comment_3899243

    Welcome to my life as a Huntress main boring way to drag me down as a killer. Makes zero sense for me to be 110% still while Blight is 115%.

    If huntress were a 115% she would need a longer cooldown after throwing a hatchet or a longer windup to make up for how well she can position before / after a throw with more speed. Backrev into instant downs are no longer rare at that point.

  • Blight being 110 does not fix any actual frustrations with him, he will still dominate on loops and maps he dominates on, at best its a nerf to bad players and begging rng to take the wheel by dulling him down on maps where he can't use his power well so maybe you have an out by getting a "good" map because he is a 110 killer with less of a power.

    If you want to nerf blight actually make something good. The 110 is a boring and lazy way to try and drag his metrics down.

  • I think the self care efficiency should just cancel out the medkit inefficiency penalty 1 for 1.

    So +33% or 50% depending on how you look at it but on paper it basically means medkits will heal for 1 second per charge. It does let you do 1 heal in 24s and then half a heal in 12s and finish it with self care in 24s for a 36s heal. Saving ~22+10s compared to self care alone

  • I think a good side objective to add would be something to make 3 gens even worse to hold because thats just not good gamepaly so heres my Idea

    Broken generator and special toolbox

    The broken gen would spawn into a trial at 1-2 gens remaining at the furthest possible location furthest from the remaining generators, somewhere in a random totem spot at least 50% of the map away from the broken gen will spawn a special temporary toolbox that when used on the broken gen to turn it into a regular generator making it available to repair. Interacting with the broken gen without the toolbox will reveal to location of the toolbox to you and all other survivors for the rest of the trial.

    Basically another gen that will spawn in to weaken 3/4 gens but it requires additional time investment to even start repairing

    (this is an additonal gen the survivor team still has to complete 5 gens and there still starts with 7 gens in the trial, this is completely additonal / optional to use situationally)

  • I want it to go up to like 70% and instead of increasing the speed, reduce the time it takes. I want to watch pickups go from like 3s to 0.9s

  • @Agt_Scully said:

    After 3,200 hours the ONLY reason to earn BPs is for map offerings. Its the only "end game content" in DBD and I complete Dailies and Compendium Challenges to earn BPs for Midwich and RPD map offerings. If BHVR takes that away - or reduces the chances to 20% - then what is there to play for? This sounds like a Rockstar Games or Sony Online Entertainment tactic.

    Nah only survivor is allowed to have enjoyable endgame content with p100 spitting out constant bnps, syringes, and styptics. Killers get to have more of the same.

  • @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886599#Comment_3886599

    "nothing"

    "same as it is now"

    "you can still do it"

    So whats the point of all of these changes?

    Clearly not to change the 1v2?

    Ill give you an example of the logic you seem to be following

    "freddy rework happens" but how will this affect the unknown

    You are attempted to apply changes meant for a completely different set of problems onto something they weren't meant for. And I don't know why. As these changes are meant for a ton of different other aspects of the game.

  • @Rudjohns said:

    When 2 survivors are left in a hopeless match because there's 2 or more gens left, the whole rest of the match is gonna be even more brutal.

    -Can't even die on hook to give your teammate more time for hatch escape. There is a "go next" prevention, probably removing the kobe mechanic. Even if this "mechanic" is deactivated when 2 survivors are left, the killer can still just let you slugged.

    -Can't even surrender when you are in the dying state to give your teammate the hatch. The so-called "anti slug surrender option" is only gonna be activated when your teammate is also in the dying state, which means it's pointless for this situation.

    -Can't even hide for a chance to escape (you know, the whole point of playing survivor is… escape). There's gonna be a "hiding prevention" too.

    Edit: And how can I forget? A possible anti-AFK mechanic, so it means if you are slugged and go afk, somehow your teammates picks you up, or even the killer only to drop you later, and you are still AFK, you might get a penalty.

    It's gonna be amazing guys, can't wait!

    My slugging Wraith with Knock Out will love this btw

    -probably nothing

    -the same as it is now

    -you can still "hide" but you can't stand still in a corner for 4 minutes they crow mechanic hasn't changed if you didn't get crows waiting out the slugged teammate then you wouldn't get them now

    -anti-afk is probably disabled in the 1v2 because slugging is allowed

    so basically a bunch of fear mongering over things that MIGHT affect it but in all likelihood its gonna be exactly the same, got it

  • @BritneyMitch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3886056#Comment_3886056

    It absolutely has to do with ping, but name one other game where both sides can have 50 ping and you still get hit by stuff that isnt on your screen.

    Tf2, overwatch, league of legends, siege, csgo, cs2, cs source

    Its a part of net code where the usually they see you before you see them and they usually see you slightly longer than you can see them while running away. Basically peakers advantage but in dbd. The lagging end of peakers advantage is the player who is running away look slightly further away on their screen then they do on the screen of the person they are running from.

    You can't expect people to hit where their opponents are on their opponents screen because the server cannot register their connection fast enough to give an exact placement of where they are meaning you can do the right thing on your screen to no avail because its not matching their screen, so because ping exists everything basically has to exist with a netcode of playing based off what the server shows you on your opponents screens not where you are on your screen this means that you have to play around where you think you will be on your opponents screen not where you are on your screen. Getting hit through a window even though you are through it on your screen doesn't mean you were through it on their screen. You can't exactly expect people to play like that because then if the survivors had the slightest bit of latency no attacks could land because they would swing at where you are on their screen (and it would try to connect via aim dressing) then go through them because you aren't there on your screen only their screen, so basically any attack on a ping that survivors can move a further distance than the killer hitbox would be physically impossible to play.

    Does it suck, yes, is it required yes, does it just force you to play a little faster in terms of resource usage, vault earlier drop earlier etc.. Yes those loops are usually oversized for a reason.

  • @Gardhome said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3885406#Comment_3885406

    Thats what im talking about. He should be viable by himself and not be so weak without his teammate.

    He himself is never going to be viable as an m1 killer for a majority of his downs in a gamemode with 40 pallets and 10 extra windows on every map

  • Even if the legion is dependent on the teammate for a majority of the downs they buy their teammates time unlike any other killer because of the time survivors will spend mending. They do still help with hooks with downs on survivors in weak areas especially with the 3% speed while chasing an injured survivor and the 8th feral slash downing. But making the survivor team spend upwards of 96s mending per frenzy its a gamechanging amount of pressure and slowdown, and then on top of that you can capitalize on it as their teammate? S tier support killer right there.

  • @jesterkind said:

    I won't go into tons of detail setting up the issue with slugging, everyone knows what general conversation I'm talking about regardless of how much they agree on it being a problem. What I want to talk about is one of the alternative solutions to basekit Unbreakable that I see, and how I think it's not a good idea at all despite how popular it is.

    The pitch is typically something like this: Once you've been on the ground for a set amount of time, you can either speed up your bleedout timer, or just instantly bleed out and die on the spot, to avoid being stuck on the ground for minutes when the killer's aggressively slugging.

    My issue with that is that I firmly believe that any variation on this system would inevitably lead to more slugging, not less, and just being able to lose faster isn't going to make it all that much less annoying. That last part is why I think it'll lead to more slugging- this suggestion would tell killer players that if they want to aggressively slug their opponents, their opponent's answer to that… is to lose faster and give them more value.

    This isn't necessarily a firm argument for a basekit Unbreakable system - though for the record I do think that's the safest direction to look - but rather an argument against a faster/instant bleedout. I think that allowing killers to win quicker via slugging is going to encourage slugging, since you get more out of it if your opponents just get bored of being left there and die quicker.

    I think the hatred from slugging comes less from its efficiency and more from the loss of agency for a long period of time, even the ability to give up, a fast bleedout might encourage a tad bit more slugging only for the fact that people who slug don't feel as bad but it would certainly feel better to know theres a faster out when it happens because they at least have a button to press and it doesn't jeopardize balance

  • Why, free bp for all sides :)

  • Killer addons are variety, frankly if there were no addons in this game and every single match as a killer felt ~90% the same to the last one with no way to shake it up besides perks and map I probably would have 1/10th the hours in it and have quit long ago. The idea that there are 231 different ways to run a killer based off addons alone is a very interesting concept that keeps the gameplay fresher longer

  • @XtremeDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3881537#Comment_3881537

    Thats another thing, missing hook skill checks shouldn't kill your survivor if you miss consecutively. Thats super non beginner friendly, they need to learn that missing simply kills them faster. Theres almost no creativity behind the decisions and machanics bhvr had made. The anti tunnel machanic is dumb, and could be made stronger with different unique effects, but its too much work clearly to make survivors invincible and collisionless for 10-15 seconds

    I mean there really shouldn't be a time where survivors should be perfectly safe, thats just babyproofing in a game where someone is supposed to be trying to kill you

  • @xCakeStick said:

    I mean it was far easier to give up years ago, at least now you have to miss 2 skill checks before the entity kills you on hook. Before it was just kobe 2 times and then miss 1 skill check and you're gone, or just disconnect when the disconnect penalty wasn't added, which by the way, wasn't added until December 2019. Us survivors playing solo queue had endure survivors just leaving when they didn't like something that wasn't going in their favour for nearly 4 entire years, furthermore, survivors were able to disconnect when loading into the game, and us survivors still had to play as a 3v1 with 4 generators left to repair.

    But overall I see it as survivors being sore losers and pathetic, I play both sides, more killer than survivor but once they face the slightest bit of discomfort they're gone, and then they're inflating the kill rates of killers, which is why Skull Merchant for example had ridiculous kill rate across MMRs cause survivors just gave up. And this isn't just Skull Merchant, If It's a killer which the survivors have to adapt to then they don't typically like it, give up and either call you boring like I've had in the past when playing Huntress or Deathslinger.

    But however, people are forgetting are crucial factor to all this. People that have joined Dead by Daylight past 2020 have experienced better and faster queue times then us the older and veteran players. In the past, survivors had to endure the longest queue times ever, due to less amount of players and having no cross platform at the time meaning the survivor could just face the boring match or the match they don't like or face the long queue times. Now that queue times are arguably faster and better, now if a survivor can't loop a killer without adapting to their playstyle or power, get a boring match, get's tunnelled, get's camped or even gets down less than a minute in a chase due to their own mistake or a killer being better… they can now just requeue and find a match in less than a minute.

    Edits:
    You had depipping which punished a survivor as well for leaving a match so early, meaning less bloodpoints to be awarded at rank resets which was needed due to bad the grind use to be, that was the punishment. When that was removed, suicides on hook obviously took an increase.

    And yes, of course Behaviour is now gonna being updating the game to make it slightly more killer sided.. Why would this be? Oh yeah, perhaps it's when the game was ridiculously survivor sided for years in terms of the unfair perks, add on, offerings, maps, and items. It literally use to be an escape rate of around 80/10, that's how easy it was for survivors. And this is why Killers played less, and Behaviour are starting to adjust that to make it feel balanced on both sides, regardless of what anyone argues or says, I recommend you go download an older version of Dead by Daylight and get a friend and then see how absolutely ridiculous it was for killers before complaining it's just "Behaviour making it easier for the killers." But as Matthew Cote said once years ago, “At the lower levels the game is killer sided and at the higher levels it’s survivor sided.”, which is true to an extent, if you watch actual comp matches against experienced players that know what they're doing that's when skill begins to show, and when killers will have a harder time, and that's cause the killer isn't some Blight or Nurse as well, but at the end day those kind of players are good due to playing the game and getting good as them, which you don't often see. When the survivors aren't good, don't know how to loop the properly or effectively then that's when they don't win as often, due to majority of the player base being casual.

    There was never a time where missing 1 skillcheck on hook could kill you, it went from mashing a button at a consistent speed to 2 failed skill checks in a row (or 3 total)

  • I mean its not really a great perk, it might combo with some aura perks but I haven't seen people enter lockers unless its the last survivor about to be hooked in years. It might be decent for new player matches but beyond that it just doesn't fit current dbd.

  • @Aven_Fallen said:

    Not really. Slugging was always that good, the thing is that nobody did it back then. Slugging provides the same map pressure which hooking provides (which is something which was said while DS was actually good, but always ignored by Killers, because DS was apparently the flavor of the months why they lose games), but is easier to do.

    Killers just did not realize or utilize it. Even if you revert all the things you mentioned, we would still see massive slugging. The same happened with tunneling, when you clearly did not need to tunnel in the Eruption-Meta - yet it was completely present, since it was just so efficient, despite Killers having a Build at hand where they would not need to tunnel, because it was just that good that you had to try to lose games.

    Nobody needs to slug in the way it is done currently. Even if people think they go against MAX MMR and BEST PLAYERS IN (REGION) or whatver.

    I mean you nerf one playstyle then people shift towards another, slugging has always been this strong but hooking was just stronger for a while by far, and before that the gen kick meta, then before that the gen block meta, then before that…

  • I think in 2v8 she should throw traps like how the event snowballs work and there should he a slight delay but longer lunge when teleporting so its less pure jumpscare into hit

  • They also seem to be "weird", sometimes a side has a 25% but takes 5 minutes to queue while the side with 0% is instant, I get the game is saying "this side needs more players" but sometimes its just "I want more people waiting in this sides queue"

  • Man the only thing left for me in this game is the new content waiting room, idk how many more bugs they can fix but no matter what they release its gonna have another 20 bugs, thats just the way it is more time or not.

  • @Sngfun said:

    Spirit has been bugged for 3 months. Houndmaster and Blight are literally unplayable since last update.

    Why did you buy a skin for a killer that has been neglected for so long? @francotorra

    I mean its a cool skin and it fixed a game ruining bug, so after some time and thought they decided to add the game ruining bug to the new skin so it doesn't feel left out.

  • @sizzlingmario4 said:

    No, you're not missing anything. Since you now wake up when downed instead of when hooked, it makes Black Box irrelevant as the exit doesn't stay blocked anymore. It's a pretty significant oversight.

    tbf them breaking exit gate blockers is nothing new, we had a solid like 8 ptbs in a row where it was broken on every new map

  • How hard is it to simply make the perk hide the red stain go on cooldown for X seconds after a survivor gets damaged. Bloodlust is outdated for almost all new killers and only really affects a handful of old ones, the perk has been dead for 7+ years, just let it be ok even for 1 patch.

  • Midwich 2.0, they just copy the entire map and attach one midwich to another at the exit gates and open up the hallways upstairs between the 2 midwiches

    image.png

    Ideally this will annoy everyone who plays on this map

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875833#Comment_3875833

    …Isn't all that assuming you'll actually let those survivors pick themselves up, though?

    You don't have to do that. I acknowledged that you could to try and knock everyone down and force them to reset, but you don't have to.

    Killers with slug-happy powers would be pushed to just cash out with two downs at worst, as far as I can see. You very rarely are in a situation where you have to slug for over 45 seconds, and anyone picking themselves up during that time is catastrophically bad for you.

    Your post seems to be from the perspective of a player that just wants to knock everyone down before even trying to hook as just, their basic strategy, and that's the literal thing that these changes would be trying to weaken, that's the entire purpose of doing this in the first place.

    My perspective is that you are allowed that as an option, and even if you back out of it you still buy a decent chunk of time from it and not you can do 2 max before you are no longer allowed to have agency as a killer on how you want to win.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875536#Comment_3875536

    I feel like I have to point out that 45 seconds is a pretty long time by DBD standards, you'd absolutely still have the chance to snowball off a down.

    Sure, it'd get harder for any of these killers to knock down everyone in a single power activation, but as long as you actually know where survivors are and aren't wandering around aimlessly during the timer, you can absolutely get a second survivor knocked down with plenty of time to spare for hooking.

    Or, y'know, you can get greedier and go for more downs. The first guy's probably picked up by then, but they were off generators for 45 seconds and they're still injured at this point, so you're hardly in a bad position there. As long as you're hooking someone and not trying to just get everyone on the ground at once, this system can be worked around pretty easily.

    I don't think it's a bad thing to curtail someone's ability to win off a single power activation, that seems like a kinda questionable thing to be in the game to me.

    45s is a long time for killers, but its 45s MAX of a single survivors time which is basically nothing.

    If you compare it to what it is now, with the ability to pick yourself up you drastically increase the time efficiency of survivors it is always efficient to not go pick a teammate up if they are outside of 52m even if you could go after them directly with no pressure from the killer and no worry about having to be healthy, the time spent going to them, and picking them up 45s (52m away slug = (13s of travel + 9.5s of healing) x 2 for 2 survivors time being taken up) 45s. Now for fun lets add into the mix you have to back where you came from like a gen or something like that, you know get travel time x 3 and healing time x2 for total time taken up. Meaning if the survivor is further than ~26m away, you lose time efficiency as a team to go get them.

    And again best case scenario the killer slugs them and vanishes into the mist. You don't go for pickups outside ~26m for time efficiency to sit on a gen

    You remove any of the requirement to play smart of play as a team if you let everyone do everything by themselves as the team role and drastically reduce the effect on survivor time efficiency because 45s from one player doesn't compare even close to the upper limit that a single slug can cost the survivors as a team currently. If you add any other factors like being healed up before going for a save, healing yourself before going for a save, ect you also have to think about the time spent preforming actions before going for a save vs weighing the risk reward of going for it anyway.

    Grand scheme huge survivor buff to not actually having to play as a team no buffs to the killers who basically need it to get by or get through some matches, no dice.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875456#Comment_3875456

    The goal isn't to remove the pressure you can get by leaving someone on the ground, that's why I put a hard requirement of 45 seconds on it - which could be raised a bit if it's too short, of course, all of this would be tested.

    You would still, with this change implemented, be able to slug. You'd just be put on a time limit to actually get value from that slug, meaning you'd have to be a little more discerning about when you'd do it. I don't think that's a bad thing, personally.

    Half the pressure from slugging is the slugging itself the other half is the threat of slugging to then snowball into a win.

    Killers like twins, and oni who are basically built to slug to get max power value aren't eating good. Theres almost no reason to heal against twins anymore just cross the map and make it too much of a slog to hook you and they get 1:5th of the value they currently get. Oni gets punished for taking long on his second chase or even going after a second chase.

    Killers like Wesker and singularity get punished for hooking because the power decays down or goes away so removing slugging just removes an avenue to win with them

    Freddy is on the way and people already are assuming slugging is gonna be the way to go because he is ok otherwise but only really great for slugging

    Survivors should be scared to stay injured against killers who can put them on the ground and keep them there, with no threat to a person being slugged and the assumption that the killer now basically has to always hook you there is no threat, there is no peril to most actions and gamestates. No real threat of putting them on the ground quickly and keeping them there less time bought from survivors healing.

    Yeah sure you can "slug" but you can't slug and win off bad survivor plays it just babyproofs the game with no meaningful buffs to the killers it drastically impacts and no buff to the overall state of killer that now loses one of the 3 best pressure / game winning strategies because survivors don't like using their 16 perk slots or playing as a team.

  • I don't agree with the premise of basekit unbreakable, removing an entire form of pressure from killers with no actual buffs to the killers that lose or overall killer effectiveness, pressure, or action economy is not great for the game, you would need to do an actual gamewide comprehensive rework just to remove the 1 thing properly and even then who knows if the players would actually like it.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875334#Comment_3875334

    This is equally as wrong as what OP is saying, lol.

    @Topic:

    The Mage Hand has the longest Cooldown of all of his abilities (Fly 25 seconds, Flight of the Damned and Dispelling Sphere 35 seconds and Mage Hand 40 seconds). And I think the ability is overall fine, ideally you search Chests for the Interlooper-Item anyway, which makes it easier to deal with the Mage Hand.

    While true mage hand was a 40s cooldown his addons when used right also decreased it by 5s (ring of spell storing) and another 5s (pearl of power) so if used right, it was just a 30s cooldown since it almost always leads to a hit to then decrease the now active cooldown of mage hand, currently its 42s and the ring of spell storing is 2s and pearl of power is 3s so when used right with the right addons its a ~37s cooldown

    They are technically right

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3875176#Comment_3875176

    Pretty much. So much of playing Monster involved waiting on your cooldowns because you could be ambushed at any corner. You couldn't win unless you were willing to be ridiculously patient for 20+ minutes.

    Some of the time it was like that, depending on who you went after or how well the chases went you could just rotate teens the entire match and keep weapons to a minimum and win very quickly. The corner ambush problem definitely should have been fixed earlier but I still had a 97% winrate playing against it

  • I think part of why vhs failed wasn't really because of the faults like its hard to turn it into a 3v1 and get the game in your favor it was more people didn't want to stick around long enough to play vhs, they more wanted dbd that "fixed" the things they didn't like and when that dried up they didn't have any attachment to the characters or sunk cost fallacy from a price tag on the game so they just left.

  • @Devil_hit11 said:

    they removed hug tech which makes 55% turning bad and recharge-rate. Saved you 2 minutes of reading wall of text.

    How to fix add-on? Change 55% reduced turning-rate to 55% INCREASED turning rate.

    Oh no, not the ptb spinny bleet

  • Yep its been that way since plague / pig, which is why it was kind of a meta move as plague (but not pig) to bring coin offerings to decrease the amount of chests increasing how close their objectives spawn by generators, pig on the other hand preferred more chests because that usually meant the boxes spawned more spread out.

    Its not really a great mechanic then again neither is sadako teleporting 7 times while my clueless solo teammate sits on a gen next to an active tv and dies at 5 gens so I don't really mind it.

  • Pressure is a vague macro play term (big picture aka a whole match not a single chase or gen) for the time bought through your own actions usually forcing survivors away from their primary objective like generators and onto secondary objectives like healing, going for saves, cleansing hexes, chase, ect. Or buying time for your teammates to complete generators through chase, or stuns, or forcing extra hits with endurance perks, running in advance, ect. Now while pressure can come from perks as well as just regular play some players assume that you can gain enough pressure to stall survivors long enough to win a match without perks or stall a killer long enough without perks.

    Now yes this is technically true there will be matches where you don't need to run slowdown perks or perks / items to speed up gens to win with just the basekit amount of pressure you as a player can apply, this is because the amount of pressure to win a match varies from game to game, so depending on your skill level, what character you play, what map you end up, what layout ect there are a near infinite number of permutations for the amount of pressure you need to apply match to win. And usually players prefer to overdo it rather than underdo it. Tunneling even if they might not have needed to, slugging when they might not have needed to, camping when they might not have needed to. And of course, using slowdown perks when they might not have needed to. Strong items, Strong perks, Strong map offerings. Both sides overdo it because its safer to overdo it and win then it is to underdo it and fall behind then lose.

    In general killers lose when they can't apply enough pressure or apply it fast enough and survivors lose when they can't apply enough gen pressure early game to make up for the late game slog if the killer is apply enough pressure through cycling hooks or tunneling or slugging ect.

    The problem with pressure and that most players have with it is that its well vague, there isn't really a concrete measurement to say exactly how much pressure you apply or a visible indicator of how well you are applying pressure until you take a step back and see the outcome of the match on a larger scale.

    Slowdown perks and perks and items that speed up gen progress are two sides of the same coin, when you as a survivor cannot apply enough pressure to get through a killer playing well you might want perks to decrease the effect of the pressure the killer spreads through gen speed perks and toolboxes, If you as a killer cannot spread enough pressure through your gameplay or prefer to spread pressure in certain ways or ignore certain parts of macro play and not want to suffer the punishment, you can supplement it with slowdown perks.

    Its naive to expect everyone to play the perfect meta way every match or play like otz or hens or some other 10k hour dbdtuber, sometimes you want to take long chases, sometimes you don't care if you aren't creating deadzones then corralling survivors to it, sometimes you let a 3 gen go because it would just be a boring match. Play how you want to play / how you feel you need to play and don't listen to people saying you should do X instead, because usually its not in your best interest.

  • @jesterkind said:

    Pyramid Head undoubtedly, once Freddy's done with he'll be the one left with truly abysmal addons.

    A few killers have a number of underwhelming addons, especially ones that are just "good enough but boring to use", so they'd be ones I'd look at. Clown has a lot of addons like that, imo, as does Nemesis. They're not bad addon spreads by any means, but they could be more interesting by a long shot.

    Clowns addon set its probably the closest to borderline out of the acceptable characters, he has a few interesting ones

    Feathers, not many people use these but its terrifying when the setup time at a loop goes from 2 seconds to 0.2s (when using both), on top of that if you throw bottles before pickup or before reloading it is actually time positive over using reload addons.

    Fingerless gloves, really funny for chucking bottles at survivors from a distance due to the increased projectile speed.

    Cigar box / Tattoo finger, very good info addons

    Bleach / Ether, giga slow, which while boring is effective

    The other addons are boring / underwhelming and could use some sprucing but he does at have some that are worth using while you hope the other half see a rework.

  • Honestly I think the ideal sets of addons trend towards what their earlier designs were, direct buffs to the power and a couple niche status ones instead of the current VERY SMALL buffs to powers and mostly status effects or weird almost non addon effects

    That said characters that meet this criteria

    Demo (more fun shred addons please also +10% pallet break speed aint cutting it anymore)

    Pyramid Head

    Nemesis

    Trickster (I feel like he has like ~6 in the right direction and the rest don't even see the light of day)

    Pinhead

    Dredge

    Skull Merchant

    Alien

    Chucky

    Unknown

    Houndmaster (mostly a bit higher numbers, oh boy 2% increased haste speed I can't wait to go 6.12m/s instead of 6m/s)

  • Any form of quitting that doesn't incur a penalty will be abused into the ground till its fixed or remove, random pc or console problems suck but its a price that you have to pay so the game is playable for more people and not a free dc fest

  • This is what I got

    image.png
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