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kisfenkin

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  • @random1543 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4077267#Comment_4077267

    Out of curiosity what information would Under Your Thumb give to survivors that they would not have if it was lit at start of match?

    Survivors can see that their haste is being effected so will know that perk is in play regardless of when it lights itself.

    If you see the totem light up, you know which totem it is. It's that simple. If it started lit, and you see a lit totem and also see the debuff, you have no clue whether this is the totem for the perk you know the killer has, or one of the dozen or so other hexes that could be in play.

    In other words, it provides information that the survivors should NOT have access to.

  • The hex from Under Your Thumb will be broken immediately. Survivors load, run to the first gen, oh, that hex just lit up I better break it. Change this to make it a lit totem at the start. Having a dull totem light up will be like handing survivors information they shouldn't have.

    Steadfast being a boon and providing a negative 50% speed to gens in the area is going to become the biggest sandbag perk solo queue could get. It needs to be changed. My idea to change it - Make it be only on the player using it, not a boon, and make it have limited charges that are gained the first time you boon a totem. First time you boon a totem (obviously you'd need a separate boon), get ~5 charges that provide 1% permanent progress each, every time you get a great skill check. Now it won't be entirely garbage in solo queue, but it also won't be completely overpowered in synergized SWF builds like it will be if it goes live the way it is.

    The rest seem fine.

  • @kit_mason said:

    its literally not out yet. can we at least wait until we have the ability to see the details of how itll work in full before we doompost about how the new feature would destroy dbd?

    The whole point of telling us about the idea was for us to discuss the idea. You are basically telling everyone that doesn't like the idea to shut up. I don't like that.

    It's a bad idea, in my opinion, because having experienced many of their changes like this, I can tell you that BHVR generally hasn't thought everything through.

    My number one concern is, why do they want to pigeon hole us into meta builds? The answer is, again my opinion, to make the game more like other games. Do you think Marvel Rivals has the same balancing issues that Dead by Daylight has? No. They don't. They planned better. Now DbD is trying to deal with the fact that they gave us too much choice, so they want to take it away from us. This is not a good idea. Forcing the player base into a few boring builds will kill this game. Only the players that are already finding fun in playing those builds, enjoy playing those builds. I don't. I like synergizing perks in odd ways. I find that fun, and I think I am in the majority when I say taking that fun away will kill DbD. If we were talking about the outliers, the absolute worst combos and only that, it would be a different discussion. But they aren't nerfing the most OP and destructive builds. They are nerfing ALL stacking. So a killer bringing a silly window vaulting build is getting nerfed. A survivor that likes to bring ANY of their aoe perks that provide bonuses to the other survivors, ALL of those perks are getting nerfed. These things weren't META and BHVR has no business nerfing them, except it seems that they want every survivor to play a varient of DH/DS/U/R and every killer to bring a variant of PR/E/TBTC/CI.

    I believe their plan will work. They will get everyone to use those meta builds. Not because the majority switches to them all of a sudden, but because the majority will simply stop playing since the fun games will have ended for them.

  • Personally, I don't think they are going to do this well.

    First, there was no mention of how this would interact with debuffs. Let's say the killer brings Sloppy Butcher. Mangled slows heal time. How is this going to be changed, or are you just effectively buffing all debuffs, BHVR? How about Hex: Pentimento. Again, tier one slows the repair time. Are you planning on addressing how your diminishing returns are a clear buff to perks like this, BHVR?!

    This plan is also a nerf to several barely used aoe survivor perks that affect speeds. Friendly Competition, Leader, Open Handed, Prove Thyself, Boon:COH… Most of these perks need buffs not nerfs. Are you planning on buffing those that are already barely worth running?

    From my perspective, diminishing returns is designed to kill variety, thus killing the fun. Horrible idea. I don't like the classes in 2v8. They make the game extremely boring. I also don't want the time investment of unlocking all those perks to have been a complete waste because BHVR decided we should all only use a variety of the top ten perks and nothing else. This would kill the game. Build variety is what makes DBD FUN, without it, you have only the sweatiest most boring matches and you better believe that will lead the majority of the players right out the door.

    My suggestion, scrap the idea completely.

  • It needs something more to really be worth slotting. Wasting less than ten seconds after the stun on average is not enough value to justify bringing.

    Maybe five seconds haste as well.

  • The devs made the event even easier than base game for killers. The type of person that wants to totally decimate their opponent is going to be drawn more to the easier mode than the harder one. Add to that, sometimes the survivors are hoping to goof around in the event, which also means easier games.

    OF COURSE the tryhards are going to the event queue. What they want to get from this game is to easily beat the competition. Why would they choose the harder mode? You should expect nothing less than the sweatiest matches in event queue.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028916#Comment_4028916

    If it works for you doesn´t mean anyone is so talented.

    "I guess Otz played some winstreaks without perks, 30 seconds afk as a weak. I think we should remove perks for all killers cause it works for him." /s

    Yeah doesn´t sound right

    Sure, except like I said in my original post. Killers aren't using it to change a perk here or there. Both survivors and killers use the lobby to DODGE people. Making the queue times enormous. I regularly have to wait as killer and survivor at least two minutes per match while the players that abuse the lobby get their act together.

  • @Leon_van_Straken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028914#Comment_4028914

    You still need the prepare time.

    As I stated you need other perks as Killer for each Situation.

    Imagine equipping Lightborn and get thrown in a Match against 4 toolboxes.

    You sacrifice 1/4 of your item build hoping that the survivors have atleast 1 flashlight.

    I bring Lightborn to every single game. I don't switch it out simply because they don't have a flashlight. Four toolboxes can equal four Flashbangs. There are also other perks that can make flashlights appear suddenly and unexpectedly.

    That being said, the killer doesn't need their hand held. Sometimes I am sandbagging myself by bringing Lightborn. I am aware enough of that I do it anyway because I know I can still slaughter the survivors regardless. I have an 87.5% kill rate right now on Shape, with the build Lightborn, Bamboozle, Enduring, and Brutal Strength. Should I be given more help in doing so or less?

    The Lobby is unnecessary.

  • @Mandy said:

    This is by design - the killer player able to react to what the survivors bring to the game is part of the core gameplay.

    Sure, except the only actual use I see is for the killer or survivors to dodge things they don't like.

    Please just get rid of the lobby. We would have faster queue times at the very least.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4028603#Comment_4028603

    I don't think I'm the only one. There's literally a 300% incentive and there's still not enough survivors.

    There is a huge flaw in this incentive. Blood isn't required to play 2v8. NONE. There is no grind for 2v8. NONE. So incentivizing us with a small amount of less than the main game can offer bonuses, that's not going to entice most of us.

    It needs to be 10x or higher to get me to queue survivor.

  • The Silents or Weeping Angels. Both are bit more horror and less scifi than the other baddies.

    In the case of the Angels it would be really cool to have several of them and the killer could teleport between controlling them, making a side task of staring at them for survivors to hold them in place or they can move really fast, as well as requiring a bit of strategy on the killer's part so they don't set up too many Angels in the same spot.

    I think Daleks and Cybermen would be alright, but potentially a bit boring.

    Imagine the number of cosmetics a Doctor could sell, not to mention the companions.

  • @The_Count said:

    Hey.
    I've just finished the survey and, again, there's not a single mention or question on what killers don't like, only survivors.
    No surprises here.
    What about 1/3 of the roster haven't received barely any buff, SB on command, comeback mechanic (just by itself is bad) being abused and having to only make the equivalent of 6 1v4 gens to power the gates?!
    What about those?!

    I played mostly killer in 2v8. Survivor in 2v8 is so boring I didn't even use the play while you wait most of the time.

    That said, when the question came up asking my experience with 2v8, I said I played mostly killer, then I got questions from the standpoint of having played mostly killer.

    I still got questions about playing survivor as well. The killer questions were worded almost exactly the same as the survivor questions.

    So the complaint that the survey didn't have questions regarding the killer point of view is simply your experience and not everyone's. Some of us did get those questions.

  • I support what they are currently trying to do. It won't work, but at least they are trying.

    I've also suggested the only infallible fix to tunneling, and I've done better than one sentence, I did it one word.

    Respawn

    The absolute only way to stop tunneling is to make survivors indefinitely respawn until EGC, and have the 'winner' be based on whomever triggered EGC. If killer hooks 10, 11, 12, (hooks past 3 on the same survivor don't count, just cause the person to be unavailable for a time) or whatever arbitrary number, they win, if survivors finish five gens, they win. Bonus points for permakilling or escaping in EGC.

    Done. Problem is, too many people are too attached to the fact that the name Dead by Daylight insinuates killing. Honestly, these people want this issue to never be fixed, from my perspective, making their entire agenda stopping any and all suggestions that don't include killers getting ten basekit perks and 100% haste for each unique hook with no punishments. Screw that, I'd rather have the Devs current suggestion that's on the PTB.

  • I think at the very least he needs an increase to the infection timer. You should have to stare at him at least one to two seconds longer than it is right now, because a good survivor can literally remove the effect at the exact time you are able to fire again. That makes his the easiest infection to remove by far and forces Unknown to basically be an M1 killer that can teleport.

    I like how easy it is to remove the illusions, they are so easy to place and the teleport is the best in the game so it being easy to remove is necessary. However, maybe they should have a skill check running during the induction. Maybe an addon that makes that happen would be a good thing.

  • @QueenGob said:

    Play a match, get 3 quests done, get disconnected at the very end, lose all progress and all rewards, can't play for an hour. Someone care to tell me why this is a controversial opinion.

    The only way you have a one hour timer is because you disconnected more than once. That's why none of us sympathize with you.

    Either get better connection, stop DCing on a whim, or simply stop playing. You don't deserve less punishment than what exists right now.

  • This entitlement is insane. You want to be rewarded for what, exactly? When the punishment was removed so was the reward.

    Giving you even as little a boost as bloodlust as an incentive to not tunnel is more than what is deserved.

    If you think you should get more and that this isn't enough, remember that there is no punishment for tunneling. You could just go do that still. So do that, and be happy that every time you get a unique hook you are still going to get that bloodlust boost. A completely and entirely unnecessary buff to all killers all of the time.

  • I would argue that you see much more toxicity from survivors playing survivor in solo queue than you do playing killer. In that situation your teammates can literally betray you for any reason they dream up. I play roughly 60-70% survivor, and I play A LOT. (I am tier 72 right now in the rift)

    From my experience, survivors are by far the most toxic, and they don't reserve that toxicity for the killer alone.

    Bring one of the two instrument perks and gen rush gens. If the survivors are too uninformed to know that this build finishes gens in like half the time it normally takes, they will see your aura when you play some music and go find the killer, and lead them to you during chase. Another gen rush build that is less well known and very likely to get your team to throw, dc, and curse you in chat, uses Specialist and Appraisal with a key to make gens unbreakably complete. Most survivors have no idea what you are doing and they'll throw a fit if they see you brought a chest offering and are opening a bunch of them. On a side note both of these builds are fun and extremely OP. Try them out!

    Why is this? Well, inexperienced survivors have no idea what you are doing, but they believe that they know everything and want to be in charge of the team. If you don't play their way they will try to punish you for it.

  • For me it has been Toba, Nostromo, repeat.

    Sure I get other maps, but these two repeat at least every other map or every third. On multiple occasions in the past week I've had Toba twice in a row.

    I've played ~150 matches since the new tome started. The Rift tracks that. For those of you that love to say that's anecdotal.

    Stop giving any map increased odds. I want totally random all the time.

  • Op is right, the auto spend tool isn't as good as people think. I've suggested things similar to this many times. Some people are too inexperienced to understand that the blood web auto tool we got ONLY saves time.

    It does not save you blood. It will go out of the way to block the entity from buying huge portions of the level, which means it costs you more blood.

    It does not prioritize the things you would usually want to buy. The worst part about this is that we would need to be able to customize what each of us want in order for a fix to matter at all. Flipping the switch to buy the rarest items first won't work. I don't want any iridescent flashlight bulbs or the new smoke bomb add ons.

    Rarity of items is another problem. It is not consistent. Believe it or not, the thing I use the most and have the least of on survivors is the green wire add on. I have 101 commodious toolboxes on my p100 Elodie, and 16 green wires. Until recently they were the same rarity, so why the disparity? I only ever use them together. Then there is the fact that killer add ons aren't designed well. You have some killers where it doesn't matter what add on you use, they are all trash, or there are exactly two add ons that you should use and everything else is trash. Those add ons are almost never the iridescent ones.

    So, how do you fix the problems that the blood web have? I have suggested that they scrap the web and give us a shop with everything available all the time. Maybe this could be what p100 unlocks. This would allow us to play more characters because we wouldn't be wasting blood (or time) on leveling our p100s anymore. OPs suggestion of getting rid of half the web won't work well, like others pointed out, the rarity of items showing up could cause you to never see the rarer items because there simply isn't enough being randomly offered to you for them to have a reasonable chance of showing up.

  • I saw that this morning, too, but after logging in again a moment ago I now see the milestones.

  • I hate the changes to the Tomes. This new system is disgustingly grindy and the only thing I like is that you can work on everything all at once. The time sink requirements for this particular Rift were enormous.

    I play all the time. Meaning, unless you are a professional streamer you probably don't play as much as I do. I finished the Rift a couple of weeks ago. That amount of time sink requirement is absurd. It needs to at least be returned to the same grind of the previous Rift, or even easier.

    I play more survivor than killer. Especially now that my main (Myers) was trashed. For Killer I'm on step 6, 5, and 6 of Damage Gens, Hook Survivors, and Kill Survivors.

  • This idea that we need stats to objectively say he was nerfed or buffed is false. This is not the case because we have the actual data already. We don't need stats, we can literally compare before and after.

    Before rework there was no animation switching to tier 3. After rework there is an animation that not only takes time but announces to everyone, RUN!

    Before rework there was no delay on swinging your weapon during tier 3. After rework there is a delay.

    Before rework there was a basic cooldown on attacking in tier 3, like every other killer has. After cooldown there is a 6 SECOND cooldown.

    Before rework his power lasted for 60 seconds. After rework his power lasts for 40 seconds.

    Before rework his stalk range limit was larger.

    Before rework he could hold his stalk indefinitely.

    Before rework his terror radius in tier 2 was smaller.

    Before rework he never had to return to tier 1. He stalked from tier 2 to tier 3 again and again.

    You cannot come here and convince anyone that those lines of text are not facts. They are facts. They are nerfs. It is indisputable. If you are still unsure, you have an inability to understand.

    These are clearly nerfs. Unnecessary and unarguably nerfs.

    The only change Shape needed was removal of the Tombstone features. Instead we got a nerf across the board.

  • If you want to stop the accidental tunneling, killers need to see hook states. The killers that are purposefully tunneling aren't using that knowledge to tunnel easier. They don't need it to do that. The killers that can't remember how many times they've hooked because they aren't sweating bullets are the ones who can use the update to the hud to leave a survivor they've downed on the ground instead of the death hook. That's how I use it.

    Krasue does need some changes. The mushroom should instantly remove the leeches after the induction, like every other killer she is based on. Maybe it should give endurance or heal like Plague's cure items. There should also be more mushrooms. Otherwise she should just be much much slower.

    The OTR change is bogus and needs to be reverted or changed with a significant buff. Mandy said in another closed thread that they are looking at doing something to OTR in Bugfix Patch 2. Whenever that is, I don't know.

  • I played another four matches and didn't encounter the bug again. Not sure why, but I didn't face another Shape so if that is the cause…

    Here are the killers I faced this afternoon: Knight, Huntress, Oni, Chucky

    I also faced a Spirit this morning and had no issues with that match either.

    My build when the issues occured was Deja Vu, Sprint Burst, Calm Spirit, and Resurgence, if that matters at all.

    Hopefully this issue fixed itself, I'll update if it happens again.

  • The biggest surprise was that they took away an iri add-on by making the Scratched Mirror take that slot.

    My suggestions:

    Remove the loss of stalk so we can 99 it again. Make switching from Stalking to Pursuer when stalk isn't full lower it to 50%.

    Return the distance allowed for stalking to what it was.

    Change the Scratched Mirror to be green add-on at most.

    Change the Hair Bow to be the second iri add-on.

  • Let's review:

    Mastermind, cure cures the infection after an induction.

    Nemesis, cure cures the infection after an induction.

    Plague, cure cures the infection and heals you fully after an induction!

    Krasue, cure does nothing for several seconds after the induction. Also, it seems like carrying a mushroom gets knocked out of your hands. POWERCREEP! This needs to work like every other killer in the game. Make the cure instant after the induction, and fully heal the survivor or grant Endurance while you're at it. Every time a cure is used a new one should spawn. You have to either do something drastic like this, or slow her down a ton. One thing or the other is required, in my opinion.

  • Update:

    I played a test match of KYF with a buddy. They played Shape and I had no issues.

    I also played another match on regular queue against Krasue and had no issues.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999582#Comment_3999582

    So why not play one of those games then? We don't need to remove the Dead from Dead By Daylight.

    Why fix a major issue in Dead by Daylight? Why are you on the Forums?

    The question is not whether the issue exists. It does. The devs acknowledge it as a problem and have said they intend to fix it. The point that I am making is that NOTHING will fix it, except removing it as an option.

    So, if you don't want DbD to be fixed, why don't you go play something else. I want them to fix it in a way that is not so obtuse that nobody can remember all the imaginary rules. They are planning on fixing it. So I suggest my idea. You don't like them removing tunneling? Too bad it is coming one way or another.

  • @Zuiphrode said:

    ah yes, a game where killers can't kill people

    Yep, just like every other successful PvP game.

  • It sounds like this is being caused by you being so new and not knowing that hiding is not looked kindly on.

    First, you should check out some major streamers YouTube channels to find out how to play better. Otz, Hens, etc. They will show you how to handle chase and how to get out of your locker.

    Second, you might try looking for some teammates to play with. If you find a few friends in your region that play the same time as you, the game is a completely different experience.

    Finally, play some killer matches. There is absolutely no better way to learn how the information is presented to killers than to play killer.

    Good luck!

  • OP says, "The changes make all forms of tunneling too hard to do, and if you manage to succeed, you were severely punished."

    Really? NONE of the top DbD streamer videos I've found even once showcased them actually tunneling on purpose to test the punishment. I agree that the new 'rules' were too restrictive/convoluted and would never work to stop tunneling, but pretending that the reason was the punishment when nobody even tested the punishment… It would never have stopped tunneling anyway, but who actually tested it? Rewarding unique hooks and creating obtuse rules that were hard to follow was the wrong way to address the issue.

    I hope this is why they decided to change how they are dealing with this issue, instead of simply tweaking the numbers.

    I'm not exaggerating. I watch DbD content all the time. I want to see those videos. Can anyone show me a skilled killer that regularly tunnels testing the punishment on purpose, and failing to win? Did anyone even try to do this? All I have seen is video after video of killers throwing their matches saying, "Oh, I can't tunnel that person…" Give me a link please.

    I am of the opinion that the only 'fix' that will ever end tunneling is changing the win condition for killer to unique hooks, and removing the death of survivors. If survivors cannot be killed permanently (respawn them in a random locker), and hooks past their 3-hook/death aren't counted, then tunneling a player out will be removed as an option. Then they could adjust the requirements for survivors to escape based on what is necessary to balance this (whether that is 2 minute gens or across the board killer buffs who knows). Every other PvP game that isn't based on DbD already uses respawn. It is the only way to fix and permanently remove the problem.

  • I am really hoping that these changes are well thought out, we'll see next week, but I'd like to cover two things that seem to have been overlooked.

    First, survivors quite often wear the exact same outfit. Remembering which Dwight you hooked is no problem when there is one, but when there are four and they all are wearing the exact same thing, you are going to have a difficult time.

    So, you need to put the hook states that the survivors see into the killer HUD. It needs to happen if you want to stop accidental tunneling.

    In addition to that, removing the notification of the unhook from the killer point of view is a bad idea, in my opinion. Killers need that information for a multitude of reasons, but more importantly you aren't going to be able to hide it from anyone using it to tunnel. All they will need to do is wait for an unhook ability to trigger, and your prevention system is worthless. Think Devour Hope, Make Your Choice, Scourge Hook: Floods of Rage.

    Finally, turning Myers into a rush killer is just wrong. It might be a bit late now, since you didn't include the player base in the design at all, but I think that you need to get your team together and come up with something that isn't slopped together from other already existing powers. I main Myers, and Demogorgon's lunge is NOT an even okay rework. At this point I wouldn't be surprised if you were already recording voice lines for him.

  • It's definitely not enough, and it should be increased to 30k at least.

    I don't care that the challenges are easier or that they award rift progress, the number one reason new players have to never play this game is the grind. Making it less grindy is a necessity if BHVR wants to keep this game going and instead they've done the opposite here. This is a huge step in the wrong direction.

  • My guess is that BHVR listened to a reasonably popular streamer, who has a theory that the removal of depipping is the cause of the current level of 'go next'.

    It is not, in my opinion it is entirely caused by something that happened right around the same time as the removal of depipping, the punishing of disconnects. That's it, plain and simple. DCs started getting punished, so instead of DCing and not being able to play due to the punishment, those people that regularly DC and already used up their free 5 minute DC punishments for the day, will now attempt on first hook and fail second hook skill checks.

    I've suggested a similar solution to 'go next' before, but OP's idea is basically the same and it would work too and probably better. My idea was to just remove 2nd stage skill checks and make the self unhook attempts that fail do nothing to the hook timer. So if you failed your self unhooks you sit on the hook for the full timer of first stage.

    I actually like OP's idea a bit more because making them wait to take attempts will mean that players who are going for their unhook have less chance of losing their unhook to a self unhook, unless they wait until the last few seconds. They could even program the self unhook attempts at the end of the timer to actually be automatic attempts.

    The only problem I see with making it happen at an obvious time is that killers will learn the exact time frame to return to the hook for that self unhook/deliverance. Maybe change deliverance to work any time and make non-deliverance self unhooks get the full borrowed time effect.

    The other part of my idea is punishing afkers who have been gone for three birds or so with automatic disconnects and the corresponding DC punishment and replace them with bots. They really need to make better bots, though.

  • Same problem. I have tried restarting the PS5 and restarting the game.

  • It would be great if this caught on, because it might force BHVR to address the five minute bleed out timer. Imagine the reaction of all these psycho control freaks thinking they are punishing people after they realize they caused BHVR to give survivors basekit Unbreakable or a speed up the bleed out timer give up option or the like. Lol.

    You aren't the boss of the match just because you are playing killer. Get off your high horse you are playing a video game.

  • The most legitimate reason killers slug is literally due to pallet saves and flashlight saves. So they announce they are going to 'fix' slugging by allowing flashlight and pallet saves in 2v8.

    Instead of less slugging, we will have more. The killer needs to only spot the job that can unbreakaBill (one of the classes can pick themselves up), and that's the only survivor class that they have to cage. Everyone else will be slugged because you have now given them a legitimate reason to slug…

  • I don't like the changes.

  • I want to play Chaos Shuffle without the event map chance increase. It is extremely boring and counter intuitive to have a random mode where you go to one of only a couple of maps over and over instead of the entire lineup.

  • There is always an agenda. In the case of creators their goal is views.

    As for what it was like before SBMM, it sucked then, too, but for different reasons. Rank reset every 13th would mean you could be playing against anyone. In some ways this was actually a good thing, because you could learn how to play from better players. Once everyone had ranked up a bit, the players that wanted it easier after ranking up and facing sweaty opponents would depip (a disconnect would get you -2 pips but just doing badly was enough to derank) to lower their rank and then slaughter the lower ranked opponents.

    Before they implemented SBMM, I suggested they balance matchmaking off of what was brought, like this. Step one, get rid of the lobby. Step two, lock in when you ready up all items, addons, offerings, killer chosen, and perks. Step three, give weight to those things, and group sweaty players that are bringing the heaviest weights with the sweaty players that are bringing the heaviest weights. They could even add a weight to 'skill' in this system. This would have been more fun, because not everyone wants to sweat every single match.

  • Even when a killer plays fair, but wins, when facing a malicious toxic swf, that swf could rate them low four times in an attempt to make their matches easier in the future by weeding out the skilled opponents. The same is true for a killer getting stomped and upset about it, they could rate their opponents low, but they would have less influence being only a single vote.

    Anecdotal fact: When matchmaking was based on rank, many players would DC to lose two pips just to derank fast, making them face easier opponents. Some would just play AFK, letting the game progress without participating so they would derank.

    Personally, I don't believe the players can be trusted to manipulate matchmaking.

  • In my opinion, this is one of the worst events they've ever made.

    First, I'd like to point out that it seems to me that they didn't do a Chinese New Year event for the Dragon this year, because of this event. Then, take into account the fact that blood point gains are the worst of any event I think they've ever produced, except at the very end of the event when it will be 400% now that they've buffed it. That's if we even unlock the bonus, which might not happen because the gameplay in the event is bad and almost entirely pointless.

    So, bad, pointless, unfun in game portion. Low rewards. Difficult and/or annoying tome challenges.

    What is good about the event? The art. The skins. That's it, in my opinion, and I am one of the players who refuses to pay for skins because BHVR have made it clear they will change them at their behest after you've already paid for them. They have already done this once, ruining skins I paid money for so I won't bother to give them money for that again.

    In other words this event might offer a BP bonus worth the bother of turning the game on at the very end of the event, and that's it. Nothing else of value, in my opinion.

  • They say it's a buff, but then they pointed out how it is actually a nerf. They are taking away the auras of the puzzle boxes AND giving 30 seconds to RBTs? I feel like calling that a buff is a joke.

  • I'd love to see some post 2010 stuff added in like these; Hush, Terrifier, M3gan, A Quiet Place, The Autopsy of Jane Doe, V/H/S, Don't Breathe (Think of how cool it would be playing a killer that is blind!). Also, imagine the number of characters they could get from Cabin in the Woods!

  • This is a good idea! If one survivor dies before three gens are complete, remove 15 seconds from all gens like the brand new part game mechanic. This should only happen once with the first death.

    If they're down to two gens or less then a death should do nothing.

  • I have seen server disconnects more than normal lately. I have NOT been given a disconnect timer for any of them.

    SO, this says to me that you are either at fault, or at the very least are seen to be the cause of your disconnects by BHVR. You might want to put a ticket in to actually talk with support about it.

    Also, if you have a 2 day timer you are disconnecting way too often already. If you are quitting out of the game at all, STOP IT NOW!

    If I was in charge of this then the timer would progress from 1 hour, to 1 day, to 1 week, and finally to 1 year. So you should be thankful that BHVR are being so kind to you.

  • Legion is by far the most OP. Killer Instinct on him makes finding everyone so easy it's like shooting fish in a barrel, and the mending slowdown is extremely useful in a no perk build.

    Doctor is probably second. Like Legion's mending you cause a significant slowdown with insanity but also illusory docs show you where the survivors are hiding.

    Shape is third. You can't see distant survivors with his stalk, but he still gets progress stalking so you know where to go but the survivors don't know you are there. Also, tier three Evil Within with no terror radius is extremely powerful.

    You would think that Ghost Face would then be similar, but he isn't quite the same. For some reason he is easier to break out of stealth in this mode. He also announces he is in the distance, giving survivors he fully stalks an opportunity to lose him easily without scratch marks. If you 99% the stalk you can try to pull it off in chase, but then you are basically playing normal mode. Meaning Lights Out isn't giving you a big advantage.

    That's my experience in Light's Out. I played both sides for roughly 14 hours. Killers are all in a much better situation because seeing the auras of gens isn't an even trade off with having more chests on the map. I think the mode would be better if ALL auras were hidden from EVERYONE. No hooked survivor aura. No gen completed aura. No downed survivor aura. No gen auras. Nothing.

  • This thread is why the lobby itself should not exist. You should not be given a chance to dodge at all, ever. You should go into a match on fair footing, not knowing who you are facing or what they brought to the game.

  • They recently changed the way stealth and the terror radius works. It may be that you are noticing this. When Pig crouches, rather than the terror radius evaporating immediately, it dissipates as if she was walking away. Standing up from a crouch could explain why the terror radius would just appear out of nowhere, too.

  • RE2 and 3 are really fun, but there is some difficulty there for sure.

    For story my top three recommendations are:

    1. If you want an great story. Life is Strange.
    2. If you want a great story with some difficulty. The Last of Us.
    3. If you want a great story with a challenging game. Bloodborne.

    Cyberpunk 2077 is kind of hard for me to recommend just for the story. Keanu Reeves ranting incoherently and nonstop in cut scenes wasn't great. The side stories and the other characters were excellent though! So it was worth the effort I would say. I play a lot of games though so I would say it is not for everyone.

    I haven't finished Baldur's Gate 3, but it has been a blast so far, and I would recommend it at this point for sure.

    If you like Norse mythology I cannot say enough great things about God of War (2018) and Ragnarok. The way they incorporate the real stories of Norse mythology into this game is great. It is a little bit more difficult than some games, but if you can handle Resident Evil I bet you are up for God of War.

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