Coffeecrashing

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Coffeecrashing
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  • A concede button is bad, because survivors will just use it to ragequit in a way that bypasses the DC penalties, even when the game isn’t over. This should be an automatic event. And I honestly don’t care if the killer gets reduced bloodpoints for this.
  • If the entire team is slugged, and none of them have a way to pick themselves off the ground, and none of the exit gates are open…. Then the game should just auto sacrifice the entire team. If the game is honestly over, then the game should just immediately end.
  • The double standard is that the list of "bad things that killers do" often helps raise their win rate. Pretty much every killer strategy that helps the killers raise their kill rate, is labeled and demonized as a problem. Meanwhile, the list of "bad things that survivors do", often involve survivors just doing things…
  • The empathy argument is invalid, because it doesn't apply to both sides of the game. What things do survivors do, that lower their chances of survival, out of empathy for killers?
  • It's officially called aim dressing, and it was added to make hits "look nicer". However, it 100% functions exactly like an autoaim mechanic, because it affects the killer's camera and M1 attack, BEFORE the actual hit validation check. So even though BHVR said it isn't autoaim, it FUNCTIONS like an autoaim.
  • This is a PvP game, and a 4k is worth more MMR than a 3k. That is a perfect reason by itself.
  • The kill rate is purposely chosen to be 60%. If maps are redesigned to have more survivor-sided loops, then BHVR would need to do something else killer-sided to move the kill rate back to 60%. If more anti-slugging is added to the game, then BHVR would need to do something else killer-sided to move the kill rate back to…
  • The best solution is to automatically teleport a survivor to a 2v8 cage if they have been slugged for a minute.
  • Allowing survivors to lose bleed out faster from failed attempts, gives survivors yet another way to ragequit in a way that bypasses DC penalties. That's bad. We have enough survivors using hooks to bypass DC penalties, and we don't need to make this problem worse.
  • If 2 or more survivors are slugged, and haven't been hooked yet, then the correct play is to let them bleed out, because if you hook them, they might self-unhook. Also, I'm often stuck letting people bleed out, because they aren't in range of a hook, and if I pick them up, they try to wiggle off my shoulder. These game are…
  • That won't work, because survivors will just purposely place themselves in situations where they can't be reliably hooked. And we know this would happen, because when BHVR tried the basekit unbreakable, there were A LOT of survivors purposely creating situations where they can't be reliably hooked, so they can pick…
  • Survivors don't need more ways to ragequit that bypass the DC penalties. Just have the survivors automatically teleport to a 2v8 cage if they have been slugged for 1 minute. That puts a time limit on slugging, and fixes your problem.
  • This is the 1 year anniversary of this bug report being Under Review!
  • The most fair way to fix this problem, is for slugged survivors to get teleported to a 2v8 cage if they’ve been slugged for 60 seconds. This solution doesn’t punish killers when survivors purposely place themselves in situations where the killer can’t reliably hook them. This solution also fixes your concerns of survivors…
  • It also completely ignores scenarios where survivors are forcing situations where the killer can't reliably hook a survivor. The big message here is that slugging is only a problem when it's the killer's choice. Because if a killer is forced to slug a survivor because someone sabotaged a hook in their face, that's 100%…
  • Can the names also be in alphabetical order? Trying to find individual names felt unnecessarily clunky.
  • The worst part is BHVR directly told us that slugging wasn't a problem before the finisher mori, and now we have a bunch of people complaining that the finisher mori is causing way more slugging… and now slugging might need to be nerfed? Like, this is totally a problem BHVR created themselves, and now killers might need to…
  • I wanted to see questions involving survivor activities that are unfun for killers. Because it feels like no one cares that I'm often in games where I'm stuck slugging survivors, because the survivors are creating situations where I can't reliably place them on a hook, or where I shouldn't even be picking them up.
  • The biggest problem with hexes is that cleansing it once can completely remove it from the game, and you never get it back. Delaying the kit totem from appearing will still have this major problem. The "cleanse one and done" hexes are just too unreliable, because some survivors just instantly find hex totems whenever they…
  • I wish the new wiki had the Expand button that the old wiki had. There's so much blank space on the new wiki, and I don't have an expand button to make it instantly look better.
  • The "overriding" sound bug, that has been happening for months, is still happening too. Killers used to be able to easily hear survivor footsteps from behind a wall, while the chase music is playing. But now many of the killers have chase music that just completely deletes the footstep noises, even when I'm blasting my…
  • The map is survivor sided, because the brightness is cranked so high that it's more difficult to see scratchmarks.
  • The survivors were also using voice comms to completely bypass the killer's stealth, and was refusing to commit to repairing generators, and was frequently (because of voice comms) leaving generators so early that they would be super far away by the time the killer got to the generator. The problem was also caused by all 5…
  • Shoulder the Burden taught us that hook perks can have the option of whether or not to use it, and not be connected to scourge hooks. Similarly, Pain Res could be reworked to be like Shoulder the Burden, so the killer can have the option of whether or not to use it, and therefore not need to be connected to scourge hooks.
  • Even though it would be a lot of work, the best learning tool would probably be a separate tutorial video for each killer, to go over a killer's power in detail, and how the survivor is supposed to counterplay the killer. And if there any special items or objects connected with a killer, that should be explained too. For…
  • In average matches, the biggest complaint was that survivors would get "randomly injured from across the map" and that was "free hits the killer didn't deserve to get". Survivors really don't like traps that automatically trigger or automatically alert the killer, which is why Hag's traps got triple nerfed, and it's why…
  • I wish the addon could have been reworked to be a weaker version of one of her other addons (e.g. "Increases the distance of the Redirected Chase Path by +10%"), instead of being super nerfed into the ground. Even if the addon is revisited later, cool-down reduction addons are so heavily hated by survivors that it's…
  • Assuming everyone runs the perk, it has a good chance of guaranteeing that the first survivor will be sacrificed on the 6th hook at the earliest. Let's pick the most extreme scenario, where the first 4 hooks are on separate survivors, and no one uses Shoulder The Burden. That still means the first survivor will be…
  • It's because the people that liked the new music didn't know they were required to announce this to the world. Therefore, the feedback of "I like the PTB music" got more votes than the feedback of "I like the Release music". The result is the killer got nerfed, because it's more difficult to hear survivors with the PTB…
  • Because it means both questions are invalid. In the case of Shoulder The Burden, the problem isn't the fact that it's anti-tunnel. The problem is that many killers can't properly leverage the downside of the perk, and the perk gives too much value when multiple survivors are running the perk and are stacking or daisy…
  • If there was a perk that said "if a killer hooks the same survivor twice in a row, the killer gets stunned for 300 seconds", would you think that would be bad for the game?
  • Are you saying that absolutely everything in this entire game, that gives value and has counterplay, is 100% acceptable and good for the game?
  • And this is the biggest problem here. You're basically telling me this perk isn't a problem because you personally don't see it as a problem in the games you personally are in. That isn't helpful. I'm seeing many games where multiple survivors are using this perk, and are they stacking and daisy chaining this perk. And…
  • https://forums.bhvr.com/dead-by-daylight/discussion/375033/killers-are-forbidden-to-lunge-if-they-are-too-close-to-a-survivor-which-can-steal-hits …"Always happens" is a very interesting statement. The above bug report, that I placed in May 2023, has been Under Review since December 2023. That is 1 full year of being Under…
  • Bringing back the PTB chase music was a nerf to the killer, because it is harder to hear survivors over the PTB chase music.
  • Thank you for the response. Just for some feedback, I stopped playing many of the M2 killers, because they don't have a good chance of hitting an exposed survivor with an M1 attack, in the short amount of time they are exposed from Shoulder The Burden. I don't like feeling like I'm being punished for playing M2 killers,…
  • Many survivors in my games are doing this, so they do exist. There are many coordinated SWFs in this game, and the perk should be balanced with them in mind. They get too much value out of stacking and daisy chaining this perk, which is why that perk of the perk should be nerfed. This whole "what about uncoordinated solo q…
  • If a player uses STB and the killer throws them on a hook, it should be fine to tunnel that person because that is supposed to be the "high risk" part of the "high risk high reward perk". But when a survivor uses STB, then has STB used on them, it massively lowers the "high risk" part of the perk, because their 2nd hook…
  • Yes. I’m still seeing many games where multiple survivors are using this perk in coordination: Sometimes one of the survivors has a bunch of chase perks, and they 100% want you to be tunneling them because they will have the longest chase times. So if the killer tries to chase someone that has zero hook states, the chase…
  • The problem is that with The Unknown, the killer side wasn't considered at all. The buffer isn't a buffer, and instead it's an extra extension. The way buffers are supposed to work, is if a survivor stares at the Unknown, stops staring briefly, then starts staring again, that the buffer will backfills the reveal time from…
  • I still think there should be a controller keybind for "instantly turn 180 degrees". God of War has a controller button combination for instant 180 degree turns, and I've wanted that feature in every console game I've played since then.
  • The 3 hit mechanic is massively undertuned, because the 2nd UVX hit only removes 6 seconds from the reveal timer, meaning that the time window to get 3 UVX hits in a row is super super super strict. It's not fun to know that Unknown can play perfectly, and land every UVX perfectly, but still not get a 3-hit UVX combo…
  • Unknown's biggest problem is that the "staring at the Unknown" mechanic doesn't actually require staring. Survivors can just quickly flick their camera towards the Unknown for very small periods of time, and they still get 100% non-stop revealing time, because the reveal buffer is super survivor sided. And if a survivor…
  • The hotfix might be taking a while, because some of the bugs are due to AI, and AI code can be difficult to fix. For example, when the chase command is charged, the dog is only supposed to be in front of the killer if the dog is standing directly on the chase path. But as shown in the above picture, sometimes the dog stays…
  • If you honestly think that stacking and daisy chaining STB really is a magical hypothetical scenario, then you should be ok if that part of STB gets nerfed. Because why bother defending that part of the perk from being nerfed, if you honestly don't think it is realistically going to happen? Nerf suggestions: A specific…
  • It really doesn’t take that much skill or coordination for SWFs to do this. If a survivor is hooked, then one of the survivors (that hasn’t been hooked yet) just uses their voice comms to tell everyone else in the SWF they are going for the unhook. That’s it. It’s really simple with voice comms. And I have seen a lot of…
  • Many M2 killers, like Huntress and Trickster, have zero extra mobility, and therefore can’t easily zone people into M1 hits. Furthermore, it’s basically telling M2 killers that they’re better off ignoring their M2 power. And the M2 killers only have 40 seconds to get an M1, which often means the chase needs to be much…
  • I'm saying the downside should feel impactful for all killers. But if an M2 killer like Huntress uses their power on an exposed survivor, it only takes off one health state. But if the downside was broken instead of exposed, then the downside would feel impactful against M2 killers. This is supposed to be a high risk /…
  • Is Shoulder The Burden getting addressed in an upcoming hotfix too? It's miserable when multiple people in the same game are stacking the perk on the same survivor, or are daisy chaining the perk (i.e. survivor B uses the perk on survivor A, then survivor C uses the perk on survivor B). And the perk inflicting exposed…
  • I’m having so many games where multiple survivors have this perk, that I just won’t play killers that damage via M2 attacks, because they don’t 1-shot exposed survivors. This is a the first time in years that I’d rather play Deathslinger than Huntress. At the very least, the downside of STB should be broken instead of…
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