wydyadoit
wydyadoit
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@Sarrif said:
Not afraid to admit it. The game should have always been balanced around hooking survivors instead of kills. There's no shortage of killers who will tunnel one survivor out and have an easy win because there's no real catch up mechanics in the game.
By punishing scummy behavior where the killer just decides, no this one survivor can't play the game or have fun. You make the game drastically more balanced and fun for survivors. And the best part is that killers who are actually good at the game and don't need to tunnel won't notice any difference.I still think the game should be balanced around the bleed out bar rather than hook states. Hooking a survivor just prevents them from crawling away, but makes it so other survivors can find them. Leaving survivors on the ground means they can crawl away, but other survivors can't as easily find them. Crawling to allies vs allies coming to you. Makes perks like empathy and unbreakable have an additional purpose. Expands the dying state meta game. Removes the benefit of tunneling. Etc.
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@Skillfulstone said:
As Survivor, I'd much rather have a friendly/farming/memeing Killer than a sweatlord back-to-hook-Andy who tunnels at 5 gens. It's a welcome reprieve of the toxic stress-inducing gameplay that is "normal" DBD half the time. The game actually feels like a game instead of a battle ending with slurs.
As Killer I have simple rules;
I do my utmost to 8-hook before getting kills (sometimes I lose track of hook states sorry). This is both to challenge myself and reduce the chances of slurs being thrown my way because someone spent more time in queue than in game. Maximizing playtime, exp and BP for everyone.
If a Survivor goes next on first hook at 4-5 gens, I will 2-hook the remaining ones and then turn friendly (farming pallet stuns & breaks etc.).
If a Survivor DCs at 4-5 gens, I will kill the bot (for BP purposes and because I assume the bot has no bearing on mmr) but 2-hooking everyone else then turning friendly.
Those last 2 are because nobody deserves a short game and near-guaranteed loss because one person couldn't handle going down early/didn't like the Killer I'm playing/had to go for irl reasons. Everyone gets a full game and good BP gain.
However I won't target a specific Survivor when someone asks and won't afk, it's boring and a waste of time.
From my experience, Survivors almost always appreciate friendly/merciful Killers and are much more likely to send "gg" instead of "unalive" in post-game chat (there's a few bad apples out there that will be mocking anyway but they need to feel good about themselves somehow).
I don't approve of Killers teaming up against a specific Survivor, but I like Killers that treat the game as a game and not an episode of Squid Games even if there's 3 bots.
when i play i just try to play. i don't try to worry about the other players. i focus on my tasks - generators, totems, gates, hatches. i go for the closest enemy. i'm not interested in the meta game bs that people (particularly streamers) tend to whine about. sometimes i go for tome challenges and dailies, but at the end of the day i'm just trying to either escape or kill.
if a player sucks at running away or hiding that's not my fault. i suck at survivor too. 💁🏻♂️
i'm reminded of a video i saw where the killer gets annoyed at how pathetic the attempts to hide are and so he says okay i'll close my eyes and count. so run away.
people let themselves get too bent out of shape over losing. there's no reason to cry because of losing if the game was lost the way the game is designed and no one cheated. it's like seeing a weirdo throw a chair at an fgc tournament. completely unacceptable. take the loss and move on.
but teaming with killers and being afk is not the way the game was designed.
anyway - thanks for posting your opinion.
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@Jim_Tonic like imagine if each round instead of building towards maxing out your 8000 blood point accruements for each category you instead had a pot of 50000 blood points - 10000 for each generator. And instead of getting blood points for actions performed survivors only got blood points based on the number of generators completed when they escaped divided among the survivors that escape. And then killers start with 50k blood points and lose 10k for every generator that is completed UNLESS they kill all survivors.
So you'd get 50k for being the only survivor to escape through the gate or hatch if all 5 gens were repaired.
You'd get 50k for killing all 4 survivors.
Survivors that die get nothing except xp.
Killers that fail to kill any survivors would only get xp.
Survivors that escape through hatch alone gets 1/5 of the blood points x gen completed by the team if everyone else dies killers keep the rest.
If all 4 survivors escape through the gate then each player gets 42500
Killers that disconnect would cause the game to be terminated for zero gain and would flag the killer with a punishment.
Survivors that leave would just mean more for the remaining survivors.
You'd instead get XP based on in game actions and would be capped at a max of 500 xp per game. With a completion bonus of 1000 xp. And a bonus for surviving or killing survivors.
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Then leveling xp requirements and bloodpoint fees would be adjusted based on necessity. Might even. Give killers and survivors a pity reward of 1000 bloodpoints or something for completing a match as a loser. Ignore the details. The point is the pot.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767281#Comment_3767281
oh so you came back after quite a while, yeah you are totally in low mmr. There is a system now putting you at low mmr after inactivity in the game, until you are back where you used to be.
If you play more actively you will notice your lobbys changeing quite much.I just don't feel like I should have to grind to remove the non-sense from my matches. High level has cheaters and low level has griefers.
To me, it's simple - don't create situations that incite teamwork between killers and survivors. Shorter matches where everyone dies means more rewards for the killer. Longer matches where everyone lives means more rewards for survivors. Inverse rewards means the two teams are in opposition rather than helping one another.
Cheaters have to be beaten through multisystem encoding with complex cyphers. But that requires a first party game engine and I don't think behavior has that. So 🤷🏻♂️.
Anyway - it's like gta money farms. Inflation kicks in and then here we are begging for iridescent shards during the 2 week event rather than getting them up front. Because people don't care about playing the game they care about free achievements and free bloodpoints so they can show off their level 99 Leon S. Kennedy.
All that free xp kicks in and people aren't purchasing dlc. They're getting it for free.
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What matters to me most is just the overall health of the gameplay. And if double xp and bloodpoints incentives cause trolling or unsportsmanlike conduct then I don't want it. Would rather have an event cosmetic or daily log-in bonuses than match multipliers - unless there's a direct inverse relationship to the earnings on both team. If survivors get 50000 and killers get 50000 by the end of the game then people are going to maximize that 50000. But if only one side can get 50000 and the other gets 0 then they'll have to meet in the middle at 25000 and no one is going to want to do that because of greed. So the tug of war should happen naturally.
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@Jim_Tonic said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3767149#Comment_3767149
how many hours do you have even? it wont last forever, getting beyond the limit for low mmr is pretty fast in this game.
And the grades are not your mmr, your mmr is a hidden number which the devs dont share.Idk. It's not as much as I used to think. Someone made that pretty clear once. I still play games well over my demographic's average, but dbd has been around since like 2016 and sometimes you just want to play something else. I come back for the new modes and events. Sometimes I come back for the new dlc.
My xbox account says 37 days. Like as in 37 days no breaks. I had thought about trying to become a fog whisperer back when that was a thing, but never managed to find my niche nor did I really enjoy the game enough to exclusively stream it. And my audience never grew. So I've settled into just streaming random stuff as a generic streamer to like 2 or 3 viewers.
My psn account has a few more days to it, but idk.
I used to grind for iridescent shards and red levels. Now I just complete tomes and collect seasonal rewards.
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@Jim_Tonic said:
There are ways to force the people into normal gameplay when they are trying to force you into farming.
Against killers: Just spam vault a window or a pallett, they might be able to ignore it for a while but no killer will let you do this the whole time.
Against survivors: Well.. Just hook them lol.
Personally i dont mind farming matches, it depends on my challenges. Some are only possible by farming actually, while others get completely nullified by farming, so if its either one or the other, i get mad or excited about it accordingly.. I doubt you have these farming matches THAT often though. In low mmr its maybe a little higher as there is also alot of smurfs, but it should be hard to differ between just clueless and actually farming players. But on my main high mmr acc, i havent seen farming in ages.I don't play well enough to have a high mmr. Plus it doesn't feel like the game's mmr system even tries. It's not like you can't queue up with an ash 5 player as an iridescent 1 player.
Nothing will force a Macroing doc to chase you. They're not even playing the game. They're watching Netflix and fast vaulting does nothing to them.
There's nothing you can do about a survivor escorting the killer. Especially if they have bond.
Hooking a survivor that is afk and chooses to sepuku the 4% isn't enjoyable gameplay and is unfair to the remaining 3 survivors. I prefer to slug these survivors then carry them on my shoulder. It makes it more fair to the remaining 3. Unless I have iron grasp, agitation, legions carry attack perk, and weskers aura reading perk while carrying. Then it becomes an advantage. Either way I keep the survivor from earning BP and they don't get to leave without struggling.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761457#Comment_3761457
Stuff like this is why we need report limits at least.
Doc afk macro farm:
Unsportsmanlike - afk, idling, refusing to engage in normal gameplay
Escorting killers:
Intentional Gameplay Abuse/Trolling - Working with the killer.
The definition is pretty clear. Idk why it would need limits.
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@jezebelthenun said:
I. . . But. . .
We're reporting people for having silly fun now? Is that how absolutely malicious and gross the community is getting.
Tunnel is the only way! Flashlight SWF or GTFO! REPORT FUN AT ALL COSTS!
yikes man.
So by silly fun do you mean macroing doc to afk farm and avoid afk penalties?
Or joining voice chat to escort the killer to other survivors?
Because if not then we're not talking about the same thing.
If you think being a spy for the killer or being afk is fun then... idk. Try among us.
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@Marc_123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761125#Comment_3761125
If you don´t want to goof around sometimes and have "fun" (subjective, i know) then you should maybe search for a SWF group.
Then you can play super effectively like in tournaments - or just play in tournaments - to be sure, nobody dares to do something crazy or "stupid" in the competetive game you always want to have.
Again - you can play as you wish but i have a completely different opinion.
SWF doesn't fix the static shock macro docs and the bell dinging wraiths.
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@LizFrizzle said:
I'm curious why you don't just play the non-event version of the game during events with bloodpoint bonuses. Then you'd be more likely to play against people who care less about farming bp.
During the events there are universal event bonuses even in the non-event mode. Things like 2x bloodpoints and such.
I want to get the event rewards like everyone else, but I don't want them handed to me, but that's a different issue.
The post isn't about the event mode. It's about the blood point farming during the event. Honestly I experienced less blood point farming in the event than in the non-event mode. Both were saturated in my experience, but it was different in each mode.
In the event mode the killers would try to go for challenges. In the non-event mode killers would just be idle. Survivors would off themselves if they were hooked or leave the match if the killer wasn't keen on farming. If the killer did want to farm, but not all Survivors wanted to the killer would follow the farming survivor around looking for the holdouts - hook farming term out of the game. Depending on the mode the farmers would walk around together completing challenges like throwing pallets and breaking pallets.
Obviously I can't remember all of the details because it was a month ago.
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@Marc_123 said:
I can count on one hand how often i get a farming killer…
If you play DBD regularly - you really complain about a few games which are not sweaty kill fests? Ok.
I only say i have a completely different opinion then.
That's why I made this post and you didn't. Your experience does not disprove my own. your opinion even though in opposition about the harmful effects of this behavior should not automatically dismiss my own.
I play DbD far less than before, but I still play video games as a whole well beyond my demographic's average to an extreme level. And it has to do in part with my experience relating to these instances.
I genuinely stopped playing the event or even acknowledging the game because of this experience and because of how it made me feel. It ruined the fun. If players like me are unwanted or unappreciated then of course that holds no issue and good riddance to me - the nuisance.
I am not making this post to argue with community members about opinions. I simply wanted to express my dissatisfaction to the DbD team that reads these posts in hopes of finding a solution and possibly starting a conversation about the negatives to boosting/farming.
Clearly I am in contention with the average user on this forum since I have a 3 to 1 opposition not including the upvotes that support the claims.
That alone gives credibility to my argument that it is an accepted practice and is a lot more common than not. Zero replies came to my defense. At least 15 according to the first reply's upvotes sided against me. So you'll have to excuse me for being skeptical in your attempt to draw an inverse relationship between time played and farming incidents. For one thing - it's straight up illogical.
My points are clear.
- It takes away from "my" fun and ruins the game for "me".
- It's technically against the rules - being catorized as "GRIEFING: INTENTIONAL GAMEPLAY ABUSE / TROLLING", "EXPLOITS", and "UNSPORTSMANLIKE".
- There are alternative ways to provide rewards for events that don't encourage farming.
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@Yoshirama said:
I never thought that someone could complain about farming, but I forgot this is the DBD community
I complain because I dislike it. As a killer I'm in control of the game and can kill the lazy players looking for handouts. If i get rid of someone who's sandbagging the rest of the survivors suffer a 3v1 instead of a 4v1 earlier than intended. That's unfair to them and ruins the competitive fun to those that don't want to engage in point farming.
As a survivor if my three other allies are feeding the killer pallets, refusing to do gens, and hook farming me while I try to play the game as intended then how is that fair to me? It's not. It's straight up griefing.
The bonus blood points are an incentive to play more matches - not to disrupt the natural gameplay. Working with the killer is supposed to be against the community guidelines as per the report function.
It's one thing to be in a 4 player pre-made with survivor friends and attempt to court danger with the killer, because if you get a killer that wants to just play the game and not farm then you'll get punished for it straight away.
But in the games I'm referring to the survivors are not in a 4-player swf and are instead enforcing their wills on players that just want to play the game as intended. Or it's a killer that is idle, but avoiding disconnecting by using a macro or controller modification to remain "active".
My personal views and experiences aside by definition those actions are reportable in multiple categories. Not that I feel like reporting does anything.
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normally i'm at odds with the community, but in this unique situation i agree that the huntress hatchet max being increased to 7 seems a bit much.
i like the windup animation being lessened, but as someone that already runs both belts for bonus hatchets giving the extra 2 hatchets seems overkill.
if the goal was to make it so more add-ons are viable than just max hatchets... okay, but then you got to remove stacking the belts. i've never been a fan of irridescent axe head or the debuff heads. the only things that matter - in my opinion - are movement speed, throw ready and release speed, ammo count, and refill animation duration.
since the axe already injures the player and that whole dynamic is pretty negligible in terms of what happens outside of exposed being used.
and it's more effective to just use an expose based perk rather than the add-on.
would rather have a power meter that fills as you wind up to throw. if you hit the sweet spot the axe will throw straight and quickly. if you release too early the axe will have a slow ball effect. if you release late it has a parabolic effect. to me that would make huntresses axes be more skill based.
or even just a visual indicator of how long to hold the axe before it makes the noise that it's fully powered.
idk.
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@Ohyakno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673976#Comment_3673976
Nobody runs play with your food except tombstone Myers. Or that Chucky perk. When's the last time you saw game afoot? Is the answer literally never? You'll never see this awful vault perk either. The frightening spectre of haste stacking is a fiction. A non issue.
My only issues with the killer is that the staring to remove weakened should not have been increased and clones near hook should auto destruct. Oh, and when he teleports away from the hook he should slowdown for parity with that weird part of singularity's kit.
Doesn't matter what people choose to play. Strictly speaking from a stat index it's viable. Just because the community doesn't embrace it doesn't mean it doesn't exist. Never see any carrier builds either, but it exists and it's pretty brutal to play against. Same with skill check counter builds. Same with obsession swapping builds.
I'm not basing my analysis on the meta. I'm basing it on the raw interaction of the perk. Just because thwack isn't interesting to you doesn't mean someone playing hillbilly isn't going to see the combination of it and his add-ons. Same as trapper - a 4.6 m/s killer that's already quite easy to play - running autoset and bloody coil with window vaults now granting movement speed killer shack is all but lost if someone gets trapped. Nurses running friends till the end and nemesis are also not common. Doesn't mean it doesn't combo. And there are a lot of combos that don't get utilized. Like locker bunny huntress. I never see people run dredge's perk on her for faster locker interactions, but her and trickster can benefit massively from it.
But if you think corrupt intervention, pop goes the weasel, pain resonance, and BBQ chili are the only way to play right since that is basically the meta then you do you. I run sole survivor left behind and object of obsession as survivor for players like that. Makes avoiding them very easy.
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the big U shape makes contesting the forest to the south of the theater pretty rough. one of the first maps ive noticed to spawn the basement miles from 5 of 7 gens. main building lacks centralized feel. it's just off in a corner and once you complete the projector gen it's like it's barely worth going back inside unless you're running lithe or balanced landing and need something to vault/drop from.
the fountain is nice if not a little cluttered. killer shack could stand to spawn to the north or east given the dimensions of the map. the west is weird. idk i'd even be fine with removing the forested section to the south and just putting the fountain straight up where the forest is currently and maybe put the forest behind the parking lot area on the east or north. do a little 50/50 flip simetimes with killer shack and forest.
basically there's too much going on south of the theater and not enough going on behind it in the northern portion or the eastern portion. the western gate seems forced when killer shack spawns beside it.
aethestically pleasing, but needs some reeling back in towards the main building.
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killer's grenade is too powerful of a projectile. can easily combo a 1-2 knockout with it because of the range and lack of requirement for a direct impact.
not much else to say about the killer. i'll have to experience it more.
perks wise...
i feel like soft caps are going to be needed in the near future for some specific combinations.
obviously skill check counter builds are going to be powerful with this new killer's perks. relentless storm comes to mind.
then of course there's the issue of haste stacking. chucky's haste perk when near completed generators and play with your food might make for a frustrating combination on the right killers. like trickster, trapper, or huntress? or maybe even legion. though mend isn't a big deal. injured by any means is quite the blank check.
the generator terror radius ability is meh. but as a stealth killer user i take any form of undetectable i can get. pyramid head's perk just seems better.
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i don't think broken for the entire match is necessary. i think broken for a long time is fair enough. it doesn't really mesh well with her other perks.
running adept sable for example - you have 2 options.
option 1:
- you go to the basement with a blueprint add-on
- you perform an invocation
- you get killed in the basement and hooked. killer leaves
- you unhook yourself and the killer gets a noise notification
- you hide in the basement while healing
- killer decides to not come back so you complete the heal.
- you see the killer isn't concerned with basement
- you finish the invocation. now you're broken
- all of your perks are useless now
or
option 2:
- you get caught early and placed in the basement by killer
- you unhook yourself
- killer doesnt care
- you heal yourself
- killer doesnt care
- you start the invocation and complete it
- killer doesnt care
- all of your perks are useless now
any other combination of this perk build is wasting a perk.
invocation first? now you can't heal.
already got hooked outside of basement? now you can't unhook in basement.
unhooked yourself, but killer came back due to noise notification? can't heal or invoke when on the hook. probably should have ran.
invocations are super cool. assuming they're all going to take place in the basement one has to wonder how that might affect the meta. maybe there will be some free form versions of invocations that allow you to do them anywhere or inside of a locker or something.
4 player weaving spider invocation's interaction should be looked at more. consider making the circle have 4 positions. the perk owner sits at the head of the circle - back facing the wall looking at the stairs. the other players sit at the 3 points left, right, and opposite (facing back turned towards stairs). opposite being the last position to be filled for the sake of gameplay. if the head of the invocation gets up the invocation is cancelled. only the player at the head of the invocation is affected by the negative effects. other survivors sharing that perk just speed the process up more than those without. then each player can choose to be the one to be broken or not and each use of the perk becomes worthwhile - just trade out invocation leaders.
i think that would allow for a more intuitive design of the perk. the stream example where one player starts it then the other person finishes it is a bit counterintuitive and honestly goes against good game design. it feels like a bug more than a gameplay design choice that's intentional.
those are my thoughts on sable.
oh and i like her model. it's ticking all the right boxes for a lot of people. myself included.
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672915#Comment_3672915
It's 25% on Pain Res because, you see, it got nerfed. Which means it feeds well into Pop and does so even better with Grim Embrace.
It got nerfed? Live servers say 15% for me. PTB was 25%. Guess I'll double check when I have a moment. I know the update comes out later. Or did you mean something else? Your response confused me a bit. 25% to 15% as a nerf makes sense, but that as a reason to use it seems counterintuitive. Nerfed perks tend to be ignored. Do you mean buff?
@OrangeBear said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3672915#Comment_3672915
Pain res is one of the best killer perks. I'd say it's probably the best one but it's at least in the top 3.
It can give killer early game pressure which is invaluable. If you use corrupt with it on a killer that can down fast early then you can get this very reliably and it's very hard for survivors to deal with.
You don't have to run it in a scourge hook build. The other scourge hook perks in the game aren't that good.
I get the combinations. I just don't see the point in dedicating that many perks to the first 30 seconds of a match. That's Iike bringing lethal pursuer and not really doing much with it beyond the first 30 seconds. Or the alternative of bringing 4 aura timer perks.
I even understand the idea of how important to some people that first 30 seconds is. 4 survivors working 4 separate gens unabated for the time it takes you to cross the map is in many ways an uphill battle and a guaranteed 3 gen loss at 90 - 140 seconds. But I'd rather play the 2 gen over the 3 start gens. Like... corrupt intervention is a great perk when it works, but get a 50/50 gen split on a map with the 7th being central and you're still not countering the survivors that are going to spawn midway with dark sense. Nor are you countering deja vu or the myriad of other perks that survivors have to counter the early game rush down.
And it still doesn't help in the 1v1 hatch scenario. Idk. I'm just bad I guess.
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Clown.
Put simply i hate the theme of the character. The music. The coughing. The annoying laughs. The sound of a bottle of booze popping open every time he refills his tonic. It's just an outright uncomfortable experience for me. But... then I hit a few survivors with direct impacts and I feel better. So much so that I end up clowning the whole game and sometimes often throw the match just to see how many times I can hit the survivors.
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I don't run pain resonance. Should I start? Idk I like to just run thrilling tremors and/or surge. Scourge hook builds often seem overhyped to me. I mean... grim embrace just does it better? Sure 15% regression on the gen with the most progress is nice, but what's the point if you can't prevent the survivors from completing it. 99-15=84%. That's like 10 seconds.
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The main building is aesthetically pleasing. The tower as well, but to a lesser degree.
However, both are obnoxious to play around as killer. The path to get from ground to roof is too long to be able to punish balanced landing and lithe builds. Roof generator is too safe in my opinion for a main building generator. You can see the killer coming from across the map. You can hear most heartbeats long before ever needing to retreat simply due to the nature of the pathing to get to the roof. Internally you cross the center point 5 times changing directional momentum each time before you make it to the roof. Then you can end up traversing the entire roof to reach the generator. The external path when it spawns can require a player to traverse 80% of the roof to reach the generator. This method also telegraphs the approach to the survivor on the gen as the red stain is going to be easily visible.
The tower's problem is easier. It's a matter of doors, vaults, and walls. The double door single vault ramp is the more killer sided. The singe door double vault is more survivor sided. Both take advantage of elevation to prevent terror radius debuffs. Killers can easily spend 5 minutes trying to defeat these loops when they're appropriately linked just to lose the match all together.
Killer shack often spawns trigonometrically from the tower and house. When it does the map is basically an Automatic loss for killer.
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These lery maps still have a bug with double basements with one being in the archives and one being in the electroshock arena.
Lery maps in general make it pretty easy to follow blood trails due to the white tiles. The bushes seem to overcompensate for this by making it nearly impossible to distinguish traps placed in them. So a double killer benefit.
Also, scratch marks are another easier to identify mechanic. Tracking in a white room is basically a non-issue.
What does make the institute a bit annoying is the sometimes cramped or cluttered doorways and windows. Possibly a side effect of tiles having edge overlap. Some vaults are hard to read as gameplay elements with the exterior windows and wall decor blend in with the game structure pieces.
When it lines up correctly with two rooms having adjacent window vaults or a double pallet alongside a solid wall for exterior path denial it can feel a bit undercooked. Some building tiles will host 2 of the hooks on the map, but have only 1 door that is enclosed by walls. The bathroom and shower tiles are fun to use as a survivor and allow mind games, but the lockers feel out of place and forced onto the map.
The barred entrances to the treatment room, the examination skybox, and the check in counters are nice touches. However, i don't see the point in having 2 external exits that mirror one another. The other should be a fire escape, garage entrance or coroner's chute or something. The double entrance thing seems a bit lazy.
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@Optx said:
I understand it's a hard thing to police but, why is it permissible at all?
Anyone could stream themselves purposefully bleeding survivors to death for weeks freely. Potentially even getting other players banned for harassment in the process, given players tendency to react to blatant toxicity. Is this really only absurd to me?
edit because nuance is hard: There are obvious exceptions, of course. I'm solely talking about situations where blatant toxicity is at play.
If you don't want to be bled out then bring no mither. There is a strategic reason to bleed out survivors.
The reliance on perks or others to get back up is a balance decision. If it seems unhealthy then it can be changed, but that means the entire game has to be rebalanced. Which could take years.
If you don't agree that perks like no mither should be required to get back up on your own then perhaps it would be better to suggest an alternative to the mechanic.
Like maybe getting up on your own takes more time and you're forced to be broken for the rest of the match unless you have bill's unbreakable.
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@BugReporterOnly said:
I guess no one knows the answer to this? Also I had someone with 600ms that at one point shot over 1000 any idea if that was lag switching or poor internet?
The number of milliseconds someone has in their ping is a measure of a specific distance traveled in that amount of time.
The distance is determined by how the game's servers handle data exchange.
If a player is far away from a server it takes longer for their information to travel that distance than someone who is closer - unless the path taken is able to transmit data faster in most cases a shorter path is faster.
Fiber is faster than copper. Copper is divided into cable and dsl. Cable was designed for higher bandwidth than dsl. Fiber uses light to transmit data directly to the isp. Copper uses electricity. Electricity is slower than light.
When using wifi instead of hard wired LAN the signal has to be sent through radio waves from a transmitter and decoded by a receiver. The receiver may not capture a complete signal and has to fill in gaps. This creates inconsistencies in the data. Those inconsistencies cause disruptions in games.
Once the inconsistencies reach a certain point most clients will stop the transmission of data. In games this often leads to a disconnect.
Depending on your path taken to the isp the data may become corrupt due to several hubs failing to output the correct information.
A bottleneck is when one of the many points that sends or receives data is overwhelmed and the amount of data has to be filtered through slower than the rest of the points.
All of these affect your ability to play games and are related to the ping, but primarily the ping is a measure of distance. So if someone is playing from the USA with someone from AUS there could be a large gap in ping, but as long as the server that handles refereeing the balance says it's okay then neither player will be kicked.
No it's not a definite sign of lag switching.
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Lol. Don't forget the swollen ankles and arched backs from all the running. Since feet cosmetics are leg cosmetics all they'd have to do is model the legs to be different. It's not like there are any specific feet based interactions.
Animations would be the same. Idk why the other person said they wouldn't be. Changing the shape of the leg doesn't affect the bone system in animation. All a high heel is in terms of 3D models is a rotated foot and a shorter leg with the gap between the floor amd heel compensated by a stilt and the rest of the foot is just an embossed outline with color and texture.
Unless you're going for a simulation style visual where the butt and torso are adjusted - which in this game there's no need for - then I think it's easily possible
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If you're not playing doctor on this map or a kind of aura based killer it's really tough to track survivors due to the size of the map. The verticality of the map and the texture of the terrain promotes using specific perks. Scratch marks don't show up on trees in ways that allow for long ranged visual cues. Crows fail to inform due to the size of the map. The underground temple has a great mechanic with the unlocking doors. It adds some risk/reward, but i wish it was something more lore based than a chest - like an exclusive item. Also without the quick drop it's almost impossible under normal circumstances to place survivors in a temple basement. And boil over all but ensures that you can't use it.
The walls tiles that do show up (the 4 locker piece and the jungle gym) are always beside a log vault which makes it rough on killers to punish lithe users. The wall corridor is jarring, but otherwise fine. The trees, bushes, and stumps make for some weird interactions between the log gyms where there might be an unintended extension to a log gym because a tree or bush body blocks the killer. The hit box of log gyms is also weird where the logs are calf high, but can't be shot over by deathslinger, huntress, nemesis, trickster, etc.
The elevated platform tile is visually hard to distinguish pathing on. On one side there are stone steps that look like they could be traversed. However, they're not. It's not a major issue, but definitely annoying when under pressure.
Overall - i like the map. The temple is iconic - if not a little bland in interior decorations. The trees could be thinned out a little in exchange for stone tiles with more defined borders. It feels like someone tried to build a base and forgot to put the aesthetics down to promote visual story telling.
Oh and with the alien dlc - I think adding some interactive tiles like levers, pressure plates, and buttons could be fun. I could see elevators, trap doors, relic cages, secret doors, etc. Being added to make the temple more templelike.
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@Commander_Nefarious said:
i made the aim assist in the ini files to false but its still there. yes i also made it read only. thanks!
Unrelated, but similar _ I just wish I could turn cursor slowdown in the menus off on console.
That is ALSO annoying.
Pretty sure the aim dressing auto aim issue is a combination of the game's actual intended "aim dressing" which is likely just meant to be a minor refocus of the camera when a successful hit happens and the latency bug where the cursor keeps going in one direction until the game resynchs. Then rollback happens and you miss the attack because of lag and rubberbanding.
That or it's a bug with the menu cursor slowdown/sticky cursor effect showing up in game. Idk. I'd have to see the files.
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@AhoyWolf said:
There are several bad Perks, but what if one of them got changed into a boon totem with it's values maxed out? What Perk would benefit from this the most?
Maybe This is not happening?
- When in the Boon's range, Great Skill Check success zones are increased by 100%.
Something in that matter, but what do you think?
Sole Survivor. - only activates if you're the last survivor in the trial. if any dull totems are still in the trial this perk randomly lights one of them as a boon totem. For each dull, booned, or hex totem gain a token. Each token gives a 25% speed bonus to survivor actions and obscures your aura within 15 meters of the killer.
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My favorite survivor is nic cage.
The voice lines and goofy perks are why.
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@DredgeyEdgey said:
I'm running it on every killer please help I need the 4th perk slot Bubba shadow born, ghost face shadow born I can't remove it from my loadout
gross. who wants to feel like their eyes are on the side of their head
it's called tunnel vision for a reason
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@Coordi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478603#Comment_3478603
I've only played with Mandy, but now that you brought it up, this sounds like a really fun idea. 😍
i thought you all used to stream the game together like the sea of thieves dev crew.
*edit*
sucks that mixer is no longer a thing though. coop streams were the best
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@CrusaderNella said:
I'll start with mine. Thrilling tremors.
I just love this perk. I think, in my own personal opinion, it provides more impactful information than BBQ and Chilli.
Seeing what generators are being worked on AND having all inactive generators be blocked just works to well.
So, what are your perks that you really like?
slippery meat for survivors
forced penance for killers.
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@johnlikesguns2 said:
Planning on return, is it the same, worse, better. Will be reading every comment.
its... different? idk. depends.
nic cage has voicelines. killers can no longer grab players from hook rescues. cosmetics are getting sexier.
everything else is still the same.
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@CarbonaraCharlie said:
No matter how hard I try to apply pressure and be a gen defender, the gens just pop one after another. Survivors are really strong right now and even with a 20 game lose streak I still haven't dropped low enough to actually win any games.
Probably going to suck just as bad at Nurse for the first 20 or so games but I can't wait to be able to actually win games XD
killers with teleports and aura reading add ons help. just run regression perks and you can usually win
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@Mandy said:
My concern with having a perk to counteract tunnelling is that it would then be a must run perk - I'd much rather there was something in the base game to incentivise NOT tunnelling as a playstyle first. Just my two cents though.
the only way would be by reducing the gains for doing so that lead to a victory.
killer's victory is sacrificing survivors.
so reduce the progression speed of a survivor's hook. maybe add a "stale hook" effect where when a survivor is hooked twice in a row the second phase lasts longer.
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@Skydiverextrm8 said:
this looks like a smaller version of breakout that is self applied, super cool idea!
it's a hybrid of breakout and decisive strike and another perk that for some reason i can't think of the name right now.
edit
up the ante.
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@Seraphor said:
I would have said that the counter to this perk is fine. Don't tunnel.
However, as this perk gives no indication of it's presence until you've already committed to a tunnel and downed and then picked up the survivor, there isn't really a counter to it. It's basically just Decisive Strike with fewer restrictions.
fair point. i'd be open to an aura effect or ui symbol to identify that it's applied.
but then there's also the argument that... nearly zero other perks have indications - like unbreakable. or dead hard. or lithe. 🤷🏻♂️
i think in this case though - it'd be fine to have an effect to indicate the perk is active.
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@DaddyMyers_Mori said:
Yay, unhookable survivors would be back. What could go wrong.
You really want to bleed out, don't you?
bleeding out is a valid strategy for killers in my opinion. However, I don't see how this perk would cause that kind of issue. it only affects the most recently unhooked survivor so the other 1,2, or 3 are fair game.
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@Raconteurminator said:
In isolation, I think it's a good perk. Factoring in that Flip-Flop, Boil Over and Breakout exist, this perk could wind up monstrously abusable well and above its intended purpose. I mean, would this stack? Would 4 people running this and Boil Over essentially become unhookable within even a few feet of a hook?
it wouldn't stack because of how the math and mechanics work.
it very much is a perk that is meant to replace decisive strike - not boil over and flipflop.
flipflip only works if you slug and don't pick a survivor up.
boiled over only works if you overly rely on auras for hooks or try to drop from a height to reach a hook.
----
this perk specifically requires tokens, only gains tokens upon being the most recent unhooked survivor, and only works if activated and if you've recently won a chase while other survivors are alive.
if somehow you're the last survivor and you somehow manage to 4% yourself off the hook when the other survivor dies the progress meter will only gain 6.25%/9.375%/12.5% progress per escape up to a maximum of 4 tokens.
or 25%/37.5%/50% with 2 survivors its 50%/75%/100%
but you'd have to escape 4 chases. and no matter what you're only going to get use out of one or the other.
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@UnavailableName said:
It has always been an issue for 7 years but today it is rampant. In almost every trial the killer is tunneling right at the start, why don't you adress it ? How long will we have to wait this time ?
Tunneling should be heavily punished.
You have asked to the streamers, in the streamers tournament, to not camp and not tunnel to give a good advertisement of the game so why do you let those behavior being rampant in the game and doing nothing about it ?
There’s literally no way to address it other than doing something completely radical like making the survivors all share hook progress.
you already get a time window for a free shield and sprint burst when rescued from a hook.
there are already enough pallets and safe loops in a match to run the killer through an entire game’s worth of gen progression.
you already get 3 chances to hide/run.
like… literally the only thing they could do is make it irrelevant who gets hooked so that every survivor loses at the same time. Because in most cases it’s a skill issue or a specific loadout/playstyle that gets players tunneled out of a game.
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@Mandy said:
Wanted to kick off a discussion to find out what each of you finds fun in the role that you play - please feel free to speak about both Killer and Survivor Role if you play both (and if you don't play both, why not?!)
So for example "as a killer I find xxxxxxxxxxxxxxxxxxxxxxxxxx fun" Please of course give more details!
And if you don't play for fun, what do you play for?
I'd be really interested in hearing people's opinions on this, so thank you in advance for all the replies - I will read them all.
when i play dead by daylight i have fun by:
as killer - roleplaying a killer and outplaying intelligent survivors (that aren't cheating obviously, but are just good). combining perks in bizarre ways. feeling that i genuinely scared someone irl - but like in a positive way. i just want to feel like what i imagine someone who's really passionate about haunted house choreography feels when they manage to put on a good show for some guests.
survivor - as a survivor i honestly get pretty bored super fast. generators have gotten old so I tend to look for weird things to do in the trial. obviously this means doing things like chasing the killer instead of running from the killer. or pretending i'm sir david attenborough narrating wildlife documentaries as i aimlessly roam around waiting for my death or for the rest of the team to somehow escape. the 4% escape is hilarious. nic cage's voiced lines totally get what the game is about. i do that stuff irl. "Power Up! Power Down! Circle Around! Open that gate!"
both - trying a new map or a new character. new mechanics are AWESOME! like ACTUALLY new mechanics. totems, breakable walls, uhh... glyphs? are there other new mechanics?
archive and pass - getting free **COMPLETE** cosmetics and bloodpoints. Nothing iritates me more than unlocking a pair of pants to a costume that requires the other parts to be unlocked on the premium path. if you're going to give me free cosmetics at least give me full outfits. sure - keep the cool stuff on the premium path, but if i get free stuff please make it completed sets.
streams - i like seeing the reactions of others to my own gameplay. it adds a human element.
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say what you want, but i'm probably going to play killer and try to kill people as quickly as possible - which thereby negates the benefit of a cake anyway to whoever i kill.
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@NoHookDC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3434288#Comment_3434288
It was abused Thusly:
- Survivor #1 is hooked
- Survivor #2 and #2 stand outside the 'Hook Radius' in full view of the Killer. Let's say North and South of the hook and 40 Meters away.
- If the Killer goes after #2 to the North; #3 Starts walking/running towards the hook. #2 also runs away, thus not triggering chase music, because he is too far away by the game's standards.
- Killer resets. Survivors #2, & #3 reset. Now, because they were so far away, a chase never started, and Survivor #1 has a paused hook timer.
- Killer goes South after #3, who runs away to avoid a chase starting. #2 runs towards the hook. Still no actual chase music because of distances.
- Killer resets. So do #2 and #3. #1 is still enjoying infinite hook timer.
- And #4 does gens, knowing EXACTLY where the Killer is and feeling NO pressure because #1 cannot actually die.
In this scenario; Survivors are forcing a free unhook through the games ill-thought-out punishment, or otherwise getting infinite hook time.
And the Killer, the so-called 'power role' has 1000000% nothing they can do to defend the hook, even though two Survivors are literally standing out in the open. Because they are too far away to chase.
i see. bullets 3 and 4.
the issue with this is that the survivors are standing just outside of the hook radius and the killer refuses to engage in a chase.
in other words the killer is refusing to chase. what a lazy killer.
tbh i don't see the issue? if the killer is the power role... then shouldn't the killer be good enough to engage in a second chase?
the whole point of the hook timer is to encourage survivors to help each other quickly and by doing so allow the killer a second easier chase thanks to having a target reveal itself. no more hide and seek while patrolling generators. if the survivors stand in the open - you no longer have a reason to wait by the hook unless you're just trying to cheese the hook by camping - which the community majorly agrees is negative behavior and bad gameplay.
the concept of the killer being the power role is all about the fact that the killer can move faster and injure survivors that are mostly helpless - not stand by a hooked survivor and dare anyone to approach while generators pop all around. the goal is preventing the survivors escape through generator denial. sacrifices are just how you end the game.
someone is putting the buggy before the horse.
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@Slaphappyhobbit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3433813#Comment_3433813
Why does literally every conversation about camping bring this idea up. BHVR tried to pause the meter when the killer was nearby and survivors abused the hell out of it, proving it doesn't working and making it so that the mechanic never made it out of PTB. There's no possible way for this to be done in a fair way.
idk. I don’t have ptb access as a console gamer.
I think pausing the meter makes more sense. How was it abused? Chases and survivors within the hooks range should obviously negate the effect to some degree. I don’t see how else someone could abuse it.
Being hooked and then dealing with a killer waiting out your death timer is what face camping is right?
The killer can interrupt survivors trying to unhook for an instant down.
survivors are expected to have 2-3 chances against a killer. That’s why unhooking survivors is important, but a killer can eliminate a player by camping while ultimately letting the others go.
assuming the survivors don’t have the skills to counter face camping…
self unhooking doesn’t solve the issue of the killer being near the hook. Otherwise - yolo rescues would be viable and this whole conversation wouldn’t be happening.
the bad feeling that players get from face camping is that they’re not allowed to participate in normal gameplay the way they see it should be enacted. Same with tunnelling.
because this new self-unhook feature fails to preserve the life of a survivor and instead forces an action from the survivor it will ultimately fail.
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I say we test the self unhook system. Tbh - if i had things my way… dbd would become f13 2.0 with more survivors, more objectives, and instant kills instead of the down and hook me mechanic.
but i dont see this being that different from someone who uses slippery meat+luck build to get that free unhook. And as someone who used to play slippery ace back in the day (i’m a killer player) i can attest to how dumb it is to jump off hook while the killer is camping you.
it IS better than nothing, but as borrowed time bill would say… “let me do it for you honey”
one of the questions i failed to ask is whether or not this would affect pyramid head’s power. Or if traps from trapper, hag, etc. count as being “nearby”
if bhvr and the community want to solve hook camping… shouldn’t the obvious solution be to slow or pause the sacrifice meter while the killer is near and hide said meter from the survivors hud?
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3432794#Comment_3432794
Correct and its a terrible solution to face-camping, one survivor will still suffer and I thought that was what we were trying to improve on.
A much better solution would be to teleport the killer to the otherside of map + 10 sec power cooldown, that would give Survivor proper time to reset.
I disagree with any form of forced movement. Teleports would be a mechanical nightmare. Nevermind void any sort of setup option.
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@[Deleted User] said:
Let’s hope not.
you wouldn't want ace ventura, john wick, mr. president, and resident evil alice?
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@Nahasno said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3413865#Comment_3413865
It's astounding how often I see videos where players practiaclly stand before a trap - ignore it and it fires them in the back 5 sec later.... they see the atleast 3 boltthrowers pointed at them - they jump through the opening into the traps what they don't even need to do and don't even shield...
i've started painting the cubes around my traps as a big "look! look!" to those players that struggle with the most obvious of traps.
in my defense for when i do it - i'm probably just bored and my mental is going "let's see if we can deflect everything". or something dumb like "imma ricochet this to get a kill"
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@zbord said:
If someone gets to master rank and stays there, regardless of what levels they're grinding, they should get whatever the rewards are. Special season ending rewards favoring one thing over another should never be included.
Special rewards should be tied to winning tournaments if they ever implement a feature like that.
because grinding 10,000 normal bases is the same as grinding 1000 brutal bases.
my point is there needs to be a different structure for the players that take the easier path to be distinguished from those that are actually good at raiding.
just because a player has a ton of free time doesn't mean they're good at raiding. normal maps by definition cannot have more than a few hundred capacity of traps.
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@MadMoeZel said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/374181/comprehensive-hardware-guide
a bit of missed interaction, using the flash barrier to break a self destruct plasma sentinel will cause a fire that penetrates the barrier.
Same with trying to use it to prevent corpse drops.
which remind me of shang tsung from mk11


