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tyler_oxide

tyler_oxide

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tyler_oxide
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  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935009#Comment_3935009

    Did you miss the part where I said they don't stack? Even if all four Survivors brought the same offering, it would only be one 20% chance.

    It's irrelevant. They can bring 1x Eyrie, 1x Autohaven, 1x Pied Piper

  • @Skillfulstone said:

    Ranked" and "Casual" Queues cannot exist for one simple reason: they would become meaningless in short order and in the end nothing good would come of it.

    DBD has a very aggressive and competitive playerbase which is notorious for exploiting every scrap of edge they can get to make the "other side" miserable (go watch "The Downfall of bully squads" from Ardetha on Youtube, very interesting watch).

    If Queues were separate, not only would that make queue time longer but it would also cease to function shortly when good players start going against other players that can match or surpass them on the regular, and what do you think will happen then?

    Former "ranked" players, after getting beaten too many times or simply wanting easy stomps, will go to the "casual" queue and start to steamroll people meming around or bringing unoptimal builds, which would make "ranked" queue times even longer which would make even less people play it and so on and so forth until only a handful of comp players remain in the "ranked" queue out of principle and the rest of the playerbase is playing casual queue in order to hope for a game where they don't sweat, returning us to the current situation.

    As unbalanced as the game can be, splitting queues won't fix anything, better to work on fixing the bad things instead of further dividing an already split community. Leave rule enforcing to tournaments.

    Stomping on quick play is meaningless because all of your meaning as a player is attached to your rank. Quick play also still has MMR so it would play similar to how it is today but less sweaty - if players want to go and stomp on quick play they are welcome to do so - no one will care or acknowledge it; especially on Twitch - quick play will be of no interest - only ranked play where the matches matter

  • @CrypticGirl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931979#Comment_3931979

    Only for a little while longer. The devs have map offering reworks on the roadmap. Once that goes live, one map offering will only increase the chance of being sent to that map by 20% (and no, they will not stack, so four survivors bringing the same offering will not increase the chances of getting that map).

    I'm not sure what effect Sac Wards will have once this goes live. They'll probably need a rework as well.

    That's probably the reason people are voting it down, is your lack of awareness on this upcoming change, which renders the complaint moot.

    There is still an imbalance between killer/survivor since the survivors can produce 4x 20% chance offerings to 4 survivor-sided maps and the killer can only produce 1 - therefore the killer needs a higher % chance

  • Yes. It is a mere indication that I am correct and that the downvoters are fools as usual. However it does not address the actual issue which is that survivors as a team acquire 4x more offerings - it does not reduce the effectiveness of their sacrificial wards compared to the killer - it does not reduce the chance of survivor offerings compared to killers which should be 25% compared to 100% or the equivalent since survivors can produce a total of 4 offerings; even if these do not stack they can bring 4 different survivor maps that favour them - the killer can only bring 1

  • Hence why only solo/duo queue. It cannot be made miserable. If killers or survivors are still able to make it miserable at the top level, it's a clear indicator of rebalancing.

  • @jesterkind said:

    Surely if a ranked mode would be implemented, that would be where you'd expect to see 4-man squads more often?

    That's the far more competitive way of playing DBD. The horror atmosphere already wouldn't matter for ranked mode, that's self-evidently not why anyone would queue for a ranked mode - they'd be taking it seriously and trying to win, not playing immersed - and I'd personally argue it'd be much more realistically easy to balance if 4-man squads are encouraged instead of disbarred.

    For example, in ranked mode you could introduce features that would be tremendously awful for the main game, like restricting loadouts to only one copy of each perk per team, just as an example. That'd balance SWF stacking perks, promote careful thought and strategising prior to a match, and allow the game to play out in a competitive environment where everyone's on the ball and coordinated.

    Enforcing solos and duos would just make ranked mode really hard for survivor and noticeably easier for killer on average, surely?

    No, it's where 4 man SWFs would WANT to be seen more often. That is who is upvoting your comment. This should not be the case. The game is not and should not be balanced around it. So no. Let them 'be the best of friends and play together!' in quick play.

  • Solo/Duo only. 3 man can play quick play. Same as League of Legends, Overwatch 2, most other competitive games.

  • Bumping as this must be seen and considered ASAP due to the implementation time.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932025#Comment_3932025

    I main killer and survivor XD

    Maybe stop complaining and don't play Killer if it gets on your nerves?

    I again reiterate that your newbie input is not valued and your opinion holds no grounding. Thank you for your comments and good night.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932022#Comment_3932022

    I beg to differ. I've played killer multiple times and never found boon totems an issue. Therefore, it's your skill as killer that needs improving.

    Good to know that you've played killer 2-3 times my friend. I've been playing killer and survivor since 2017. Your input is not valued. Please stop commenting on the forums.

    Thanks.

  • @Gh0st2317 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932016#Comment_3932016

    Re-booning a totem is time-wasting for survivors... it just looks like the map is more the issue instead of the totems themselves. If you're struggling, then that's a skill problem tbh.

    It is MORE time wasting for killers. Quick maffs.

  • Well, Shattered Hope can be made basekit and then the boons can be balanced from there. However, reboonable boons is a very silly mechanic given the time investment for killers vs survivors and in order to tackle problematic map offering situations. Period. That's all. Thanks for your inputs but you're wrong.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932005#Comment_3932005

    Yes. They're near the action until they get broken, so the boon mechanic has been completely deleted from the game. The mechanic's intention no longer functions.

    There is an olive branch I can show you here. Boons breaking when they're snuffed is a non-starter, it doesn't make any sense. What you're clearly more annoyed at is maps like RPD, though, so let me ask you a question.

    Would boons take anywhere near as long to snuff relative to how much time survivors get to benefit from them if they didn't go through multiple floors? If in order for survivors to benefit from the boon, it has to be as close and easy to access for the killer as it would be on other maps?

    I appreciate your detailed explanation about how totems and boons function near the action, and I agree that placement matters significantly. Great — the survivors got to use the boon until the killer managed to get rid of it. And it should be permanent given the time it takes for the killer to do so compared to the very little time it takes for just one out of four survivors to place or renew the boon.

    Letting survivors use the other four totems, even if they are not in ideal spots, still gives them an advantage without making the perk overpowered. However, on complex maps like RPD, the spatial layout makes it disproportionately difficult for killers to effectively contest multiple totems scattered across different floors. Even if only a couple of totems remain near the main action, survivors can still leverage these to maintain boon benefits, especially with coordinated team play.

    The time investment required for a killer to travel, locate, and snuff these totems often outweighs the benefit, particularly when survivors use the time to progress generators or reposition. This creates a situation where killers are penalized for trying to counter boons, making perks like Shattered Hope a weak and situational choice that costs a valuable perk slot.

    Making Shattered Hope basekit would restore balance. It would allow killers to apply consistent pressure without having to sacrifice perk diversity or chase time.

    Ultimately, the goal is not to remove boons entirely, but to make their counterplay more viable and fair for killers, without forcing them to spend disproportionate time and resources on a niche mechanic.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932001#Comment_3932001

    It doesn't really work like that.

    There are five totems, but the only boon that works regardless of which totem it's put on is Circle of Healing, and maybe Illumination if you don't want to use it more than once.

    Totems need to be near the action for boons to function, because they're designed to be a back-and-forth. If the totem near the action is snuffed, on many maps you have one, maybe two spots left. On some you have zero.

    They're not mapwide, and only two work without the killer nearby. They're not designed to work this way.

    Well they can be near the action until they get broken with basekit shattered hope. Then they are not near the action since the killer spent precious time going and snuffing it. Since the boon can reach literally half the map of RPD and takes 1 minute to locate and snuff, let's look at implementing this.

  • @Gh0st2317 said:

    Tbh, boons are pretty useless anyways. I find it extremely rare to come across survivors running a boon perk/build. I see what you're trying to say, but making the totems unable to cast an effect to nearby survivors after snuffing the totem is just nerfing the boons at that rate. Making them one-time use. Besides, boons are fine with where they are at and I find totems are hard to locate when you're running a boon perk. You can just simply listen out to figure out where they are. Simple. 🤷‍♂️

    Nice suggestion though, but I disagree.

    There are 5 totems in the map. If you're running a boon build you have the option to bring a map to locate totems easily if needed. In my opinion there is no reason survivors should not be made to go to the next totem after a problematic totem, on a floor above, that the killer spent 1 minute finding and traversing to (4 survivors can be on a generator during this time BTW) for them to re-boon it. Make them go to the next totem.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931995#Comment_3931995

    There's a very good reason they should be reboonable: It's the entire purpose of the mechanic.

    A radius of buffs that survviors spend time setting up, that the killer can disable with a quick animation, forcing them to go spend time setting it up again if they want the buff back. The whole interplay is supposed to be the survivors trying to get enough value out of it before it's snuffed to pay for the time spent setting it up.

    There's supposed to be a sort of trap element to it. If you spend too long relighting boons, they're not giving you enough value to not be a detriment. There are definitely some maps boons are better on than others, and something like RPD does raise a legitimate question as to whether boons should go through floors, but there's no reason to consider Shattered Hope basekit. It doesn't make any logical sense from a game design perspective.

    In my opinion they should not. The killer might as well not snuff it at all since the time to set it up by one of four survivors is nothing compared to the time taken for a killer, particularly on problematic maps. They are niche, yes, but can be problematic when you cannot afford to snuff it out - especially when it simply gets re-booned.

    There are 5 totems in the map. Why is it a problem that the survivor simply goes to the next totem to boon it? At least then they are limited to 5 and you have got the most problematic totems out of the way if the match necessitates it.

  • @jesterkind said:

    Hard disagree.

    The only reason that effect was ever considered a good idea at all was because of CoH being too strong, the other boons not only aren't strong enough to warrant that, they're designed in such a way that it'd be completely counter-productive. Boons won't be a continual timesink for survivor if they aren't repeatedly blessing.

    You're not wrong that the perk isn't worth it now, but that's just because you can't guarantee you'll face boons. It is nice to be able to delete the mechanic if you make the right read/guess that your opponents will have one of those perks, but that's not a good enough reason to keep the perk around.

    It never should've existed in the first place, it should be fully reworked into something else.

    Yes I was there for the initial release and as a Hag main, it actually made me quit the game and recently return. However, I had noticed it to be problematic on RPD particularly when sent there for a survivor with 4 boons. You can't track them on both floors of wherever they put it. Frankly, there is no reason they should be re-boonable. If a killer goes out of their way - meaning they leave a chase, go and travel to the boon, and then stomp it, and re-pick up a chase (lost a full chase and travel time for this) - it should not be re-boonable. Period.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931990#Comment_3931990

    😂😂😂😂😂 Read your own text and apply the stuff you call me to yourself.

    That's right. You seem to do an awful lot of posting for someone with a fool's logic. Goddamn. Do us a favour and delete your forums account.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3931983#Comment_3931983

    Yes shattered hope is bad. Should it get changed yes.

    However making it basekit is just a stupid suggestion and not „the correct decision“ when boons are as bad as they are. Not one boon justifies making it basekit and they don‘t need to be made worse!!!

    No, it isn't a stupid suggestion - it is EXACTLY what should have been done.

    - There is no other way of implementing it without using 1 out of 4 'anti boon' perks which is obviously profoundly stupid.

    One single survivor can bring 4 boons and put them on one totem on one floor of RPD with an RPD offering. It is problematic.

    Sir have you tried taking an IQ test? Get off my post, thanks.

  • @Langweilig said:

    You are in the wrong year. No boon perk is even remotely strong enough for shattered hope to become basekit. If you had suggested buffing boons back to circle of healing level we could talk about it, but not in their current state. There it doesn‘t make sense at all.

    I might be in the wrong year for MANY things. It doesn't mean it isn't the correct decision. If boons can be problematic circumstantially, then it should be changed.

    You want to hold on to a useless perk for what reason exactly? Because it's the wrong year? Eh, no. Shall we also prevent all other correct changes 'because it's the wrong year'? Again, no.

    We have a useless perk, of course it makes sense. Boons also should not and should never have been re-boonable, not in the past, and not now.

    I swear some people come yapping for the sake of yapping. Use your brain. You're trying to prevent forward progression for zero reason.

  • Y'all survivors are voting it down but I didn't stutter. This post is factually correct and a problem.

  • @Emeal said:

    You say you love Sable Ward huh? WHY ARE YOU NOT P9999??????

    My point exactly. One DBD anniversary event and everyone can have a Sable P100. If they were a true Sable main, they would use BPs on nothing BUT prestige levels on Sable. Let them battle it out. What else are they going to do - P100 ALL characters? For what? Progression ends when your main characters are P100. It's over. Done.

  • @JPLongstreet said:

    It's funny most players globally have like less 500 hrs into this game and maybe one character at P14 or so. Even I have no one at P100 and I've been playing this game for a while. This would be aimed at the extreme veteran players only, who have almost everything unlocked at this point.

    It has been made clear with the recent and proposed changes that they're now focused on getting and keeping new players. It's why so much had been modeled after other popular games as they change things around, looking at those who would also have tons of dlc and cosmetics to still buy.

    They're not 'now' focused on new players - they always had a focus on new players. Since new players will come and spend all their money on the DLC for a game that they spend a fraction of their time playing. All of us were new players at one point. That isn't new.

    New players barely had a P3 character before the P100 change either yet I had every single killer and survivor, as did many other dedicated players. It didn't stop the change to P100.

    It's funny. Every single change has never and will not revolve around new or nooby players. Do keep spending your money though, thanks.

  • With the same reason that there was no reason to limit to P3. There is no reason to limit to P100. Add additional levels and incentives to spice up the experience of meeting great DBD players as we play. P100 is old news and a snore.

  • Edited to include logs. Apologies I was incorrectly trying to include them.

  • Still not working. Several issues on Tome 15 including Skull Merchant.

  • Also not working for me after multiple attempts.

  • Ah I wasn't aware. I should have definitely checked the Twitter. Thanks for letting me know.

  • Then run self-care sweetie. This obviously benefits coordinated SWF's MORE. I'm not saying it doesn't help solo play. I'm saying it helps SWF ----MORE---

  • I actually play survivor more than killer but I agree. How we are still getting perks like this Circle of Healing nonsense AFTER they released things like mettle of man?!!?!?!?! I'm in disbelief. They never learn.


    What will happen to hit and run killers like Hag? Why bring more perks that benefit SWF more than solo players?! Release perks that assist solo players more!!!

  • Another point with activation range at low MMR is that if it is reduced, it means LESS CROUCHING TIME is needed. This is a great thing all around!!!!!!!! It helps survivors vs Hag as casual play and helps Hag players deal with SWF's on comms bullying!!! PLEASE IM DYING!!!!!!

  • I also think the Rusty Shackles should receive a nerf. I can guess they overperform and I don't actually think they should be in the game (so long as the act. range is reduced). Too many Hag's rely on using this addon every game, and it only causes frustration for survivors at all levels. Silent traps shouldn't exist.