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Dr_Emarald

Dr_Emarald

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Dr_Emarald
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  • Funniest announcement of all time considering the last time I gave feedback on the discord I got told to come leave it on the forums instead.

    Massive L from you guys, at minimum the patch notes and PTB feedback area's should still be HERE instead of 3rd party sites. Considering discord is WAY to spammy compared to the forums where you have to click post instead of hit enter, making posts actually have thought put into them. Discord also is rolling out age verification which a lot of people are uncomfortable with, and are dropping the app/site for. As well as 3rd party moderators that might be parroted by BHVR, but aren't controlled by BHVR.

    Reddit is awful and has NON-BHVR MODS. It's too overly memey to be a good place for feedback.

    who uses Steam Discussions? That's 1% of the 1% of this playerbase, console can't even talk there. That's 3 other platforms just missing an area of discussion. And don't hit them with the "Use discord or reddit," they want to give feedback about DBD, not give up info to 3rd party sites.

    All 3 sites aren't meant for nuanced feedback, they're meant for spam and clicks, because they're social media sites, not discussion sites. I would say this mattered, but BHVR moves to slow for a lot of feedback to matter anyway.

  • Honestly not bad, I think a lot of the "Don't play that way" mechanics are fine as is rn besides the anti-tunnel, which should just flat-out disable in end-game instead of reducing the time. You can still easily walk out a gate with any seconds of endurance as long as teammates are nearby.

    The anti-slug I will forever be mixed on, as there is a skill-ceiling to countering said slugging by using knowledge, macro-skill, and lockers. I think the community just needs to get better instead of asking for base-kit additions. EXCEPTION for when there's 2 survivors left and the killer slugs for the 4k.

    Basekit hooking rewards, which could be the section at the bottom instead of just flat buffs, would make the slugging play-style a lot more irrelevant depending on value. It would scale further with an actual survivor meta shift, which the game desperately needs anyway.

    Combination of the 3rd anti-slug and basekit hooking rewards would actually be fascinating to play with. Do you slug and risk the auto-hook? They might be able to pick if they get by you, or do you hook now for the benefits? if perks didn't activate from the auto-hooking, it'd be incredibly balanced around skill and knowledge imo. Granted, unhooking perks would still work like DS, Gift of pain, DH, etc.

    I think you could go a lot further with anti-camp in 1 of 2 ways:
    1: The radius is larger than before but killers can use their powers inside the radius (Stream-lines every killer into an even playing field around hooks)

    2: Make every killer NOT able to use their powers around hooks. Confuses me why Billy can rev into my cheeks for 2 minutes but Artist can't place crows lol

    Either way I still think hook-grabs should return. Confuses me why they were removed

    Also people would hate the hitbox change. It would take AGES for huntress players to revert their muscle memory into something new, but it would also open up 20 million shots and make her A tier again without any other changes. Or least a very high B.

    I do think you'd be a fan of the status effect "Dread" I have, which does nothing but makes effects from killer powers unaffected by survivor perks (Vigil shouldn't counter powers imo). Freddy would apply a red outline around the screen (or something similar), to show that his snares are unaffected by perks. Shouldn't really matter that much.

  • @TropesDaMan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4090892#Comment_4090892

    I feel Huntress could have Coarse Stone and Leather Loop basekit. effectively helping her tracking more

    Coarse stone would make it harder to track survivors due to audio displacement

    Leather loop basekit for haste would be fine, but the only reason huntress isn't A tier anymore is due to the survivor meta state. Sprint-burst, pallet density, 70 second hooks, easy resets, etc. Have nerfed her into B tier, and while she can do with some buffs, an update like 6.1.0 from years ago would help A LOT more over-all.

    At most, they should make bandaged haft basekit to make her feel better to play (nerf/rework the addons), and shiny pin basekit if there's no plans to revert pallet density

  • The devs have also stated they haven't done a flying killer "yet" during the year 10 broadcast, so that's probably a sign of plans.

    They also listed in surveys of survivors being able to do "More advance parkour" as a question for what players want. There's a decent chance they try it out in a gamemode and see if the community wants it expanded on for the game

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071279#Comment_4071279

    Survivors also, currently, have more over-tuned mechanics and perks than killer. Which is more alarming because it's a 4v1 game, the 1 in the 1v4 should be stronger by default.

    How are they overtuned when the killrates are still over 60%? Is your balancing baseline just 4Ks, 100% of the time, with at max 3 gens done?

    Forgot to respond sooner, my B.

    I'm trying to force a meta change from "Use perks" to "Get better," the balancing baseline is quite literally "Make players have to try," which goes for both ends with nerfs to strong survivor picks (Sprint-burst) and strong killer perks (Blood favor)

    Killrates are over 60% due to weaker killers that rely on heavy macro play just… not being played. This results in a lack of experience AND information issue for facing said killers (sadako, krasue, skull merchant, hag, twins, etc). Survivors have no easy way to face these killers consistently, nor a reason to as it sometimes takes months to get these killers again, and it's almost always against a 1 trick who only plays that character. Killers can endlessly queue whoever they want in comparison.

    There's also the problem, that the changes above would hopefully fix, of survivors not needing to learn because of perks. Why learn proper spacing or macro play with sprint burst ALWAYS gets you to safe location? Why bother stealthing to circumvent a long exposure time when Vigil makes it 5 seconds anyway? Why bother not unhooking in the killers face when it's a guaranteed trade with unhook protections for the other person?

    Killers have "crutches" as well such as blood favor or bamboozle, with others (like predator on nurse) being more killer specific to THAT killer. Which requires that killer to specifically get nerfed (Nurse not seeing aura's while using power, as I listed)

    The game needs to reward time and effort instead of rewarding nothing. There will automatically be growing pains because of that due to the 10 years of "Hehe, i have perk. I WIN!" that the community is used to.

    Of course, if BHVR wants to go full casual experience, then they honestly don't have to change anything or make changes that are bizarre (slugging/tunneling PTB's). It's just going to make the game stale for dedicated players and content creators, which it is already, and why most content is either purely compilation based or winstreaking. You have build video's/show-cases for unique perks and items, but why would you ever run those when they're either incredibly niche or just so vastly awful in comparison to the 10 year old survivor meta loadouts?

    I do not find it surprising that in area's where everyone knows how the game works (Competitive environments), they have to regulate SO MUCH just to make things "fair," and even then half the killer cast still only gets a few hooks and kills. This is especially apparent in Hen's "lawless" tournament right now where nothing is regulated. Do I expect every player to reach this level? No. But I think players should have to try.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4070903#Comment_4070903

    Well, it'd take effort for one side, not so much the other…

    that's why I have changes for both sides, survivors just get hit harder over-all because it's there's nothing to be specific about from survivor to survivor like killer to killer.

    Survivors also, currently, have more over-tuned mechanics and perks than killer. Which is more alarming because it's a 4v1 game, the 1 in the 1v4 should be stronger by default.

  • @Firellius said:

    Killrate target from 60% to 80%, huh?

    yeah I want the games meta to change and for the game to take effort/skill to play. If the kill-rates rise for a bit as adjustment pains to over-tuned things getting nerfed then that's fine

  • @cogsturning said:

    This is...wow. Is this satire? Just say you want survivors to spawn on hook.

    It makes the game skill dependent instead of perk dependent like it currently is. But okay

  • @Coordi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3976884#Comment_3976884

    Respectfully, considering how long it takes to even exploit the bug, it isn't affecting games enough to meet the criteria. I am not discounting the frustration or feedback about how it is being used. However, until it is gamebreaking, it will not receive a Kill Switch. It is a nuclear option.

    It takes below 20 seconds to do, what?
    If a survivor spawns in shack with streetwise, and the chest spawns right there, they can have it open and get a 1k charge toolbox before 39/40 killers can get to that side of the map consistently. The only exception being ghoul, but then they can just cycle back to shack or another chest anyway. And the time sync to take maybe a minute to do the exploit, then make every gen you do go from 90 —> 60 seconds for the rest of the game is an insane time save, especially since it gives the killer less time to remove resources, get downs, and use perks. And that's if ONE GUY is using it, and not all 4 survivors

    I've faced 2 teams who brought shiny coins to make getting chests even easier lol

    Respectfully, who ever is behind the kill switch decisions on the live balance team needs to strongly reconsider their stance on what counts as "Game-breaking."

  • image.png

    Adding onto this, keys seem bugged for his model as well, is most likely ALL items.

  • I really feel like the responses saying "It's better than before" don't mean anything when it's still bad lmao.

    I also think most aren't reading the actual meat of the post for uncapping categories for a global match cap of 40k

  • @xltechno said:

    For old-timers, there is enough BP to overflow from an orifice other than the mouth, but for newcomers, this is probably not the case. It would be difficult to allow both parties to stand on the same starting line without compromising their freedom.

    It may be okay to have a paid element only in the early stages.

    it's funny because I've played since 2019 and got 6k hours, my dream changes are the 40k global match cap, 100k infinite tier rift (100k per 10 rift shards AFTER rift is completed fully), and reworking the daily system to include weekly's + monthly's.

    Different post for the other 2 idea's at a later time though


    The problem is a "paid element" is that is very anti-consumer, and I don't want new players to spend more money than they have to on DLC

  • @[Deleted User] said:

    Isn't that the purpose of the colour blind mode? Fairly certain you can get a pinkish looking scratch marks by using one of the settings.

    The colorblind mode is very lack-luster, and doesn't help 95% of those with colorblindness.


    Also I want to make my aura's Blue

  • @Mooks said:

    YES

    often suggested and literally no reason against it.

    well it would be annoying to select different colors for different maps (like.. EVERYBODY would need to change the red auras/scratchmarks on Borgo…) - so maybe even with adjustments for every realm? May I dream?

    though I fear the specialized dev on the design team for Accessibility that they mentioned in one of their streams earlier this year was actually the one that designed the visual heartbeat - and left Behaviour shortly afterwards. So that might be a reason why accessibility stuff may have slowed down right now? I hope not..

    I believe they slowed down to work on the FOV slider as the next accessibility addition. After that there's only color-blindness and killer specific issues.

    Such as Dredge's nightfall screams, clowns over-lay, etc.

  • @EvilSerje said:

    I don't think it's a super great idea, because you need somehow correspond it with perks description.

    But what I want is more distinguishable overlapping auras. Like red survivor in front of red gen (BBQ). Or yellow teammate behind yellow gen or pallet (WoO + Kindred / Bond).

    Why would the perk descriptions need to be changed? As far as I'm aware, every single perk and addon that shows aura's only says the word "Aura" or "Aura's." No mention of color.

  • @Grigerbest said:

    It's hard to see a survivor's aura behind gen, not gonna lie. (almost the same red color)

    As for Scratchies, I don't think it's gonna help, considering how chaotic and spread out they are currently.

    Trust me, ask people who suffer from color-blindness. It helps more than you think

  • @Iron_Cutlass said:

    Making them Purple would help me so much, I really struggle with Scratchmarks due to my Colorblindness, I do use the Colorblind settings but they only help so much.

    I use to have Filters but people got upset at me over it so I stopped using them.

    If people are yelling at you for using ACCESSBILITY options, you really shouldn't be listening to them.

    Filters are fine, and the "advantage" they give is so lack-luster it doesn't matter. I use them to make aura's Blue and to make any video's/live-streams I make actually watch-able. OBS naturally dims games down.

  • @Iron_Cutlass said:

    Ace In The Hole only applies to Items found in Chests, it says in the description.

    "Ace in the Hole allows you to keep any Add-ons your Item has equipped upon escaping."

    That does not list specifically chests

  • Half the changes he wants relate to 2 things

    Camping and Maps. Instead of changing the killers, BHVR should focus on changing those systems in the first place if they're that problematic. Otherwise MOST of the other changes are alright.

    Otherwise the only killer I feel warranted to go full fledge "This is what should actually be changed" is huntress due to me maining her. I could respond for every killer, but I think those that main them would have better opinions and thoughts on those changes than me.

    Iridescent head should be changed to "insta-down from 32 meters away" to encourage snipes and getting good at the killer, no penalty for running the addon.


    The camping issue would relate more to camping as a whole, and a global mechanic would be more useful than changing huntress. Although oak haft should probably be nerfed for more variety in addons, or made base (that would make her to strong in my eyes).

    I do not agree with making soldiers puttee basekit, due to that being you messing up 5 times and getting value. A killer should not able to get value after messing up with their power and over-using it.

    I also believe rusty head should be changed/removed, due to begrimed head doing the same thing + extra.

    Weighted head needs to be extended or completely reworked for being her worse addon imo. The value is just non-existent.

    Glowing concoction and soldiers puttee should swap rarities. I don't understand how missing 5 times for value is better than 5 seconds of aura reading (possible 7 with lethal).

  • @Coffeecrashing said:

    When Huntress walks while holding a hatchet, her wrist now dislocates repeatedly, so her arm can jiggle.

    And since they changed her arm animation, anyone that was looking at her arm to aim shots (even if they were doing this subconsciously) can have their aim thrown off.

    Only time I look at that half of the screen, is if I'm going to flick left. Maybe it's subconscious, but I feel like it wouldn't be a noticeable by every huntress main if it was that.

  • @RaSavage42 said:

    Well with Iri Head... the problem is how does one get anything from it being set to a range?

    And how will Survivors play with knowing that Iri Head has been set to a range?

    From it being set to range, it encourages more experienced huntress players to go for longer shots. They can either waste time going for these shots, letting survivors recuperate, or get value with a down from half-way across the map.

    Survivors can counter this by playing safer, most due this against good huntress's anyway. You can choose a "safe" side of a gen to work on, as well as move around the gen if it's in the open depending on where the huntress is. The gens you have to do that for, are typically in an open area map, letting you do it in solo que pretty easily if you're paying attention.

    The point of the Iri Head change is to make it more fun and relevant for higher tier huntress play, than the mini-Bubba version it currently it.

  • @some_guy1 said:

    what tier was your reactive healing? it worked for me on tier 3

    Was also tier 3, it might be hit or miss.

  • Honestly, I'm just happy huntress is in it.

    I am fully expecting, if the game does well, that BHVR will do a part 2 or a DLC. They don't really have a reason NOT to, unless they're making a different game with their characters.

  • @dugman said:

    Good stuff, just going through

    • Tutorials - I actually think the tutorials and bot matches against Trapper aren’t too bad as basic tutorials for people just learning the game mechanics. Learning about strategic points like “gen pressure” are much less important than learning how to actually interact with a generator and do a skill check in the first place. And learning the finer points of looping takes a backseat to learning that vaults and pallets exist and how to interact with them, etc. Things like what you’re asking for are probably better suited to a more advanced guide, if they ever do one. That said, if they ever implement the ability to create custom matches against bots that would be a big help to new players (DbD Mobile has that feature but unfortunately it’s not something they can easily import.)
    • Having multiple Rift challenges selected would be nice. So would something on the game HUD when you play reminding you what your current daily mission and Rift mission are. Also along those lines hopefully they might consider making the daily missions be dual purpose like the newer Rift challenges (e.g. Either down 10 survivors or rescue 10 survivors)
    • Cosmetics - Personally I’d love to see custom sound packs or animation packs as Rift rewards, including killer emotes. I think that would really spice up the Rift!
    • Prestige - I agree, Prestige is a bit dull at the moment. They are however pretty likely to give details on the major bloodweb revamp they’ve been working on the last six months, and it’s definitely possible that and overhaul to the bloodweb will also involve changing how Prestige works (if it’s even still a thing afterward.)
    • Devotion - I agree, Devotion seems kind of pointless, it’s just a number at the top of the screen and the only impact it seems to have is as you gain levels you earn Shards a bit slower until you pass a Devotion level and reset it. Having no fun rewards for gaining Devotion levels is kind of a bummer.
    • Bp and Grind - They’re already probably announcing more details soon on their bloodweb revamp. Depending on how that works there could be no need for anything like additional double points every weekend, etc.
    • Base Kit perks - I think they’re hesitant to make perks base kit generally speaking because they want to keep the amount of information new players need to track in order to play the game at a basic level as simple as possible. The only one they hinted they might be considering, maybe, was Borrowed Time and that’s probably mainly because it’s kind of an automatic thing that happens on a rescue, you don’t need to have a deeper understanding of things to benefit from it. If they wanted to buff killers, for instance, I suspect they would just do something simple like tweak the amount of time it takes to complete generators up a few seconds versus something significantly more complicated like make Corrupt Intervention a base ability, for example.
    • They did mention in January though that they were working on a new HUD setup to let survivors see what other survivors are doing (e.g. if they’re working on a generator the icon by their name would show it). Assuming they still like that idea it’s possible we’ll see something about that too.

    I think them worrying about new players taking in too much information is holding the game back from a lot of proper balance for game health. They teased an early-game collapse before (Then removed it and waited before saying they did), and the feature could help a lot of killers be able to play before gens got done.

    Making a perk, such as corrupt, basekit doesn't seem as hard to understand as I think some people believe. "Oh those gens are white, the tutorial said they were blocked, I guess I'll open this chest" or something similar. They do NEED an early-game feature for killer such as trapper or hag that currently get punished for using their power early in the game like they're suppose too.

    Depending on the grind revamp, a lot of what I want might be made null points (which would be an amazing thing all things considered) and hopefully that HUD idea goes through. If THAT comes anniversary, I think it'll make a lot of players satisfied.

  • @GoshJosh said:

    Why is ever other number blank? 🤔

    Also, given their track record.. I’ll believe it when I see it.

    Just some posting errors.

  • Pig: Built in slow-down and free kill with some luck.

    She's gonna get a high-kill rate because of this. Red ranks? Use any sort of slow-down that's over time and after that first to second gen, no more will pop. The problem with pig, and why she needs a rework, are her addons. Currently, she only has about 2 addons worth running every game. Last will, and combat straps. Combat straps should be base kit anyway, and last will let's you get even more slowdown out. The increased search time addons are fine, but reduced timer doesn't do much against good survivors. They focus on traps first anyway. Her ultra rare addons are both kinda bad. Amanda's letter is ok with certain playstyle, but rule set n.2 is terrible. It goes against the main point of her traps, slowdown.

    Pig sits in an ok spot, but the devs need to listen to the community when we say "__ needs a rework." And what we are complaining about. Most of the time, it's the addons that are the problem. Not the base kit. We don't need an entire rework every single time we want something fixed. Minor changes are easier on you, and get things changed faster.

  • Personal opinion: A random hope boost midway through a chase is unfair for the killers. If they're getting rid of the killer one for "balance" reasons, then the survivor addons also need to go.

    Also gonna mention how the killer addon is sorta garbage on multiple killers. Can't instantly go into stalk for ghostface, can't throw hatchets as huntress instantly, etc.

  • How would they determine camping or tunneling?

    8 meters? 16 meters? what if a survivor is looping near the hooked person? Is that camping?

    Is it if DS goes off? How recently they were unhooked? what if I hooked 1-2 people before they were unhooked? is that tunneling? Deliverance off hook in my face? Is that tunneling?

    You can't punish something that every has different opinions on the definition of.

  • Depends on how BHVR updates things after this point. They got a lot of (deserved) back lash for this event. If they keep looking at statistics and not community complaints, then yeah, I won't suggest it to anyone new.

  • I would say make it more random. The constant breathing makes it to easy, but maybe every so often it would be better.

  • I voted for Pig cause I main her, so I'm heavily bias, but let's talk about which ones have the highest possibility.

    Probable: Pig, Demo,

    Maybe: PH, Bubba.

    Probably won't: Myers, Freddy.

    Pig (I believe) was the first licensed killer to get extra skins, and has a good relationship with BHVR.

    Demo is the same as pig, with BHVR saying netflix is open for more stuff.

    PH is a maybe because it's Konomi. It's a miracle BHVR even got Silent hill in the first place, and unless Konomi approaches BHVR first, I doubt it'll happen.

    Bubba, is leaked to get a skin in november, which is why I'm putting him in maybe. But BHVR will most likely have to work to get his.

    Myers and Freddy are in the not section for the same reason. When was the last time they got skins? Freddy doesn't even have any, and I think he's still in a legal case. Myers is getting a new movie, so he might actually get something soon.

    If you're right in Konomi giving BHVR free reign for his cosmetics, then yeah! He will probably get one. We also got stuff for licensed rifts! So we can assume Ghostface will be in one. The rest? Same as this list. Fingers crossed for Pig!

  • Saying Paragraphs, because some licenses just can't have 2 characters for each side, or can't really have maps.

    I actually also want scp, but no Idea what the killer option would be, or what their power is. Survivor tho? There are plenty of options to choose, and some interesting perks they could throw in.