Manky
Manky
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677547#Comment_3677547
BHVR cant design everything for new players? Excuse me...
https://us.v-cdn.net/6030815/uploads/25EIC6FVIXDP/200w.gif
What exactly is design for new players? Name one thing. Tutorial? Pretty bad. Tons of Maps, Perks, Killer, structures, techs ect ect to learn? Sure thing. Questionable Ballancing? Absolutly. Millions upon Millions of Bloodpoints to spend to get anything decent? You can bet on that.
And now, a killer that is designed the dumbest way possible for beginners. They easily suffer the most, while experience players have it much more chill, even in comparison. They should reverse it that you cant look at it rather then look at it. That would actually be much smarter and would put a layer on it we have not seen yet.
And dont make me even start with the Hux thingy. SWF already have an advantage over solo, but in particular with this killer.
"Going from main to shack"
"Roger roger, i destroy the Hux there for you"
That's a really interesting idea, I'm a fan. Making looking at him a punishment rather than a requirement would mean you can still make it to loops without walking into rocks and stuff but not necessarily have a great grasp on how far away he is. It would make survivors who aren't great at checking behind them have to think about when they can look rather then forcing them to look constantly. This seems way more interactive and friendly to more skill brackets.
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677696#Comment_3677696
Breaking line of sight does make it harder for him to hit. The bounce effect is very small and the radius of the blast through walls will almost never hit you unless you hug it really tight and the killers aim is perfect.
What add ons are you referring to? Aside from Blurry Photo his brown add ons are pretty bad. His add ons don't seem all that great aside from a couple purples and greens.
I'm not saying his power is easier to hit when breaking line of sight, but it is absolutely undeniably easier than it is for huntress or slinger etc - in that he can actually hit without line of sight unlike them.
As for addons, causing deep wound while injured/weakened when dispelling is pretty powerful for a brown addon. The brown/yellow addons that cause oblivious against a killer who can appear outta nowhere is pretty strong. Staring down giving killer instinct is good. There aren't just little buffs to his power, theyre entirely new elements to it. Most killers don't have that sorta thing. Theyre by no means overpowered, but they're definitely good.
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@Feneroe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677444#Comment_3677444
BHVR can't design everything for people incapable of doing the most basic things. Eventually, people just have to learn how to play the game.
This has been a friendly discussion so far so please, lets not start throwing stuff like that around. Ofc a lot of people are capable of basic things like looking behind them, the issue is how much it has to happen in conjunction with other things. I can play against a lot of his powers, but its the fact that his power has so many different oppressive capabilities that people like me are finding an issue.
Anyways, the rest of this is for everyone else lmao.
There's been a lot of good advice here on how to play against parts of his power, but I'm still having a hard time playing against his whole power all at once. Dodging a UVX while also keeping an eye on the killer every 1.25 seconds while having to change my pathing away from the next loop while also having to keep in mind the hallucinations in the way and if/when i make it to the loop I've gotta think about how close I am to the wall all at the same time is difficult. When I am hooked on his way away from the hook a hallucination spawns and essentially camps me. Sure my teammate could dispel it but A) it could be hidden or B) its a soloq brain donor who treats it like a doctor's hallucination. I'm on a gen with a helmet on and no line of sight to him and suddenly I'm hit with a spit ball and injured for free. A hallucination I didn't notice while healing someone suddenly comes to life and downs us both. These are just a few examples of where his power shines, I can't think of any other killer who's power shines in so many situations like this.
He may have little control over when the hallucinations spawn, but he does have control over where. They spawn where he is, and unless he's walked off to the middle of nowhere then that location is most likely somewhere useful to him. His teleportation power is very strong.
His UVX does take 2 hits. It takes 10 seconds to dispel and 7 seconds to charge. In a normal loop setting you cannot see the killer constantly, meaning that 10 seconds to dispel can easily become 14 seconds even if you look at the killer as often as possible, giving him a 2nd shot. I saw an argument that breaking line of sight makes it hard for him to hit his shots - but I would argue that its still easier than any other ranged killer (except maybe PH) as A) he can bounce his projectile and B) it has an effect through walls. His UVX is undeniably powerful.
Another thing I've noticed and not brought up is his addons. They're very good. On one hand, finally a killer with addons that aren't a joke! On the other hand, his brown addons are stronger than some killers purple ones. It is very realistic to expect every Unknown to bring addons that have another powerful effect. This is just adding to the overall point of this post, why does he have so much stuff? Give a mutant a chainsaw and you've got a great killer. Give a drug addict some speed and a concussion and you've got a great killer. Give a dead girl the ability to go fast but not see anyone, just hear them, and you've got a great killer. These are all powerful killers with simple to understand powers, why does this guy need so much?
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I've had it once, it was a glorious day. Had a Billy camping basement on Hawkins and all my SoloQ teammates actually remembered the anti-camp was a thing and went off and finished the last 2 gens and started on the door instead of sitting around slowing down the gauge. Billy never left the entrance to the basement, anti-camp bar filled, I jumped off, he hit me with endurance, teammates ran back to help me get to the door and we got a 4 man out. Honestly the best teammates I've ever had. Has this ever happened since? God no don't be silly xD. It works in situations like that but those are rare, usually someone tries to save and ends up getting us both killed.
However, I will say the amount of campers I get since the anti-camp was introduced has drastically decreased, which I feel was the point. It's more prevention than a solution. Other side of that coin however is that tunnelling is defo worse than it's ever been.
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@Reinami said:
In regards to your first part about how you can't look and dodge. How do you play against huntress, pyramid head, deathslinger and trickster? Do you just yolo it and not look behind you? Functionally they are the same in that regard, but the difference is that the unknown has to hit you twice. Compared to those though, the unknowns projectile is quite slow and easy to dodge when you see it coming. It is however harder to dodge when you can't see it coming, which is part of the point of the power.
As for the teleport powers, yeah the unknown's teleport is really good, but its also not easy to set your teleports exactly where you want to go. Freddy teleports directly to gens which is very strong (and honestly his only power at this point) and demo can choose specifically where to set the teleports, and doesn't have to wait for some difficult determined time to set another portal.
In short, different killers are gonna be different. There are positives and negatives to every killer, even as you mentioned.
@Nebula said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676808#Comment_3676808
This ^^
The Unknown is strong, but I wouldn't consider him close to overpowered as long as you can get rid of the weakened state mid-chase. If you're looking at him during chase you're essentially giving him around a 2 second window to hit you with a follow up shot before you get rid of the weakened state.
Just make sure that you're doing your best to stay out of his direct line of sight and keep your camera on him.
Also, try not to hug loops super tight as he can hit you through the wall on certain tiles like shack, long walls, and long fences on Badham for example.
Sorry I've gone off on a tangent again, understandable if you cant be bothered reading all this lmao I'm just invested in this debate. It is interesting seeing such opposing perspectives on this.
The looking and dodging isn't the issue, I was more concerned about needing to look at him to remove the helmet. Generally I’m fine at looking at a killer who’s aiming at me but in order to remove the helmet I need to spend a lot more time looking backwards than I would for any other killer which has me running into a lot more walls or dead zones than usual. I defo do that against other killers too but against him its constant lmao. As for the easy to dodge, I agree that when you see it coming it is relatively easy to dodge, but unlike those other killers mentioned, his attack needs you to move a lot further out of the way due to its much larger AOE, which when that’s even possible it causes you to lose a lot more distance than those other killers. Generally killers like Huntress have a very small projectile (except in those rare cases where she throws a school bus at you lmao) so even in tight corridors you can dodge it, but not against this guy. The issue with it is that so much distance is lost even when he misses/you dodge, which is where it becomes a lose-lose situation. Messing up his power seems to have very minimal punishment or just gives him an advantage anyway.
While it is valid that the teleports aren’t always where you need them to go, it’s not hard to get them in the general area. His hallucinations can be 10 metres from the point of interest, or exactly on it. While Freddy can go straight to generators and Demo can go wherever he’s set up a portal, they can’t do it instantly and without warning. Freddy makes the gen bleed, demo screams and has an animation coming out of the portal, Unknown just appears with a noise. Sure, the noise lets me know he’s there, but in most cases that’s just too late, he’s on me and there was no time to react to it. I’ve had a few occasions where I’ve been dispelling a hallucination and it's been 99% dispelled and suddenly it hits me with no warning. There’s really nothing I can do against that. Even hag (without mint rag/rusty shackles) can't do that instantly and it’s her entire power that apparently is powerful enough to warrant 110% speed. (By instantly I mean when her trap triggers she isn’t instantly moving, she can move to it instantly but when it triggers you have time to react to it before she starts moving in most cases. Unknown just appears when he wants to and is moving instantly. Idk if I’ve worded this well hopefully you get what I’m saying haha)
As for removing the helmet with a 2 second window, that is theoretically possible with optimal plays but that’s not really a realistic expectation of your average player, especially on loops where line of sight is often lost. I’ve had many chases where he’s shot at me many times and missed all without me being able to see him to remove the helmet and losing a ton of distance trying to dodge it too. I’ve had even more chases where he hasn’t missed while my helmet is still at like 70% and I've been shot for the 2nd time.
Finally, not hugging the wall is the best strategy for sure, but then again that is also just giving away free distance. He hugs the wall, I don’t, I don’t make it to any pallet or window. It’s yet another element of his power that makes running him very difficult.
A killer should have abilities like this 100%, I’m not saying any of these elements of his power are necessarily a bad thing, all I’m saying is that he seems to have too much of everything. I’m not asking to make him an M1 killer that’s a joke to play as and a free win for survivors, I just think there are too many things that he can do to end a loop, pressure gens, “camp” hooks, catch survivors off guard etc that I can’t think of any killer who has so many things to consider when playing against them. I feel like I’m playing chess against Magnus Carlsen just trying to keep track of and counter all the ways he can ruin my day lmao.
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I've tried again in a custom lobby against bots and it's off an on. At first it was okay, then it started again, then randomly it stopped then came back again all within the same game. I've tried with my mouse wireless and plugged in, and then tried with a different mouse and got the same issue. I have videos of it now but apparently I'm not allowed to upload those. I'm assuming this is some sort of bug then?
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I definitely had 5 tokens. I played 2 games with this issue, first game the addons I was using were Vigo's Journal and Compound 21, second game was Plague Bile and Rose Tonic. None of those should reduce tokens, I even added Rose Tonic specifically to give myself longer to start the 2nd rush in case I was just taking too long somehow but to no avail.
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High prestige survivors get targeted a lot. However, this is a UI thing that could avoid this community divide with a simple on/off switch, the same way cross play can be toggled on and off. Some people want to show off and that's their right, P100 is an accomplishment, but some people want to play without constant tunnelling for it. Just chuck a toggle switch in there and both sides are happy.
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Nah, FOV would be a major advantage at its highest settings in a game like this, and personally I don't wanna play the game at "Quake Pro" as the Minecrafters would say. If there was a FOV slider, I would need to play at the highest distortion possible to ensure I have as much advantage as possible, and that would just look bad. Just like you were shooting yourself in the foot by not running DS back in the day, you would be shooting yourself in the foot for not compromising the visuals of the game for an advantage. I can picture a world where every killer can look over walls and around corners because their FOV puts chameleons to shame. However, despite my vote, I will say that shadowborn is a boring ass perk and needs another advantage to using it than FOV lmao.
Above everything, this game is already a delicate balance with spaghetti code, I think adding an FOV slider will just cause a ######### ton of vision/balance issues that would never get fixed this century lmao.
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@Rizzo said:
As someone already explained, even if a post doesn't receive a comment from the Developers, it doesn't mean it gets ignored.
Moreover the forums are not the only platform where the community members share their ideas or their issues: there are socials, there's Steam and the feedback needs to be collected from all of these platforms, so of course the time to reply to posts is very limited.
I understand this, it's clear that this happens, but it's not my point. I do apologise as I'm pretty awful at articulating my thoughts. My point is that until these changes are made, we're in the dark. Take Skull Merchant for example, until recently all I had to go off of was that her power seemed designed to hold a 3 gen and nothing else. That made me think it was intentional, until (I believe) Mandy commented somewhere saying that it was not the intent of her power and change was planned. Now I can play against a Skull Merchant and know that this awful experience is temporary and the devs are planning on changing this, I just have to wait. I can find fun in those games again simply by thinking "Enjoy it while it lasts, jackass." Whereas before I read that post, I would play against Skull Merchant and just feel awful, I know that I'm either gonna die trying to break that 3 gen, or the game timer is gonna run out and I lose by default - and I have no idea if this will ever change. Just knowing that the devs have heard us and are working on something makes so much difference. I'm not asking to be let in on all the deepest darkest secrets, I just want to know if something is happening.
As for other socials, I do understand that but at the same time, would the forums with a space specifically allocated for Suggestions and Feedback not be like... the main place for it? After all, this is what comes up when you google "DBD suggestions." I personally don't use Instagram, TikTok, Twitter or whatever it's called these days. I personally find that those platforms are too addictive and unhealthy for me. No offence to anyone who uses them, each to their own, but I know I'm not alone when I say that most of these social medias are brain rot lmao. Obviously that part is a me problem, but again, this does seem like the official place for suggestions and feedback and I'd hope this place would get a decent amount of attention.
As for you, thanks for replying xD
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517920#Comment_3517920
"Credit to Mandy, being literally the only dev who replied to any post here this month."
I never said you were lying, I said you are wrong. I counted 5 from Pentis this month. August 4, 14 (3 posts) & 15. Don't move the goal posts now and say "Oh, well there weren't many". I'm not a mind reader and can only go on what you write.
I apologise for the confusion here, the posts I went through were all in the Feedback and Suggestions, while Peanits has been replying - those replies were only in General Discussions. On one hand, I'm grateful that there is activity over on that part of the forum - but this part is where suggestions and feedback go, and this part is where there has been radio silence. I hope you see where I'm coming from now.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517898#Comment_3517898
The devs told us it takes a year to develop a chapter from start to finish. They told us they are working on an anti facecamping system for this year something that's been constantly complained about on the forums.
It's very clear the devs do read the feedback, but many things aren't simply fixes and it's going to take time to implement.
Plus you're also making an assumption that all feedback is good. Sometimes people complain about things that aren't actual problems. The devs simply have to pick and choose what things to act on and then spent time developing it. They aren't going to throw out a fix for everything little piece of feedback the following week.
It takes a year to complete a chapter, yes. Considering a chapter is a much bigger deal than most suggestions, I'd say that it is quicker to do most of the suggestions here than make a chapter. That being said, I know there is an order of priority. This means that from a suggestion being made, you could be waiting a year or more to see any change in that area. In that time, we just gotta sit here dick in hand and wonder if that idea is in the pipeline. That is the issue here, I'm not asking for devs to respond to posts and then immediately get to work, I'm asking for feedback. Idk how many times I have to clarify that I'm asking for feedback, not for immediate action on suggestions.
Plus you're also making an assumption that I assumed all feedback is good. As I stated clearly in my post, I'm very aware that a lot of posts here are trivial bullshit that doesn't matter, they're just butthurt players who want the game on easy mode etc. Those posts are not what I'm talking about, I'm only requesting feedback on the posts that have actual substance.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3517898#Comment_3517898
I was going to post a long reply but I think @Emeal sums it up better than I could.
I haven't read through every reply like you have so I have no idea of post counts but I do know that I have seen replies from Peanits this most. Replies with good insight too. So to say Mandy is the only one to this month or all the posts are of no substance is just false.
You're gonna tell me that you aren't gonna read through all the dev responses from this month, and then tell me - someone who has - that I'm lying about them? Come on, surely you see how stupid that is lmao. The replies this month have been few and far between, and in most of them the replies weren't all that helpful. 2/6 of them we're good responses, 2 of them addressed something in the comments, not addressing the actual issue posted. This is a fact, not an opinion. You can disagree with me on whether or not the devs should reply more, but considering this part is plainly obvious to anyone who looks - like me - it's not really something you can discredit.
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@Nos37 said:
Something along the lines of don't feed the seagulls.
The humans are in the cars; they see the seagulls. Not every human is going to feed a seagull; especially if it means getting swarmed by more.
Really...? Us, the people who fund the game, are seagulls who should be ignored? Getting swarmed by seagulls is annoying, getting swarmed by suggestions is informative. Sure, it's work, but it's work they're paid to do. Not everyone is gonna feed the seagulls, but the people who are paid by the seagulls should.
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@Emeal said:
The community managers cannot waste time argue back and forth with every random on here, they would be doing that forever. So I don't see why you would expect them to. At best we may get a clarification of the general consensus of the development team at times and we can argue with that, but bHVR does not have time to tell you all their concerns and bring you into their development process. There is no way they can do that for us thoroughly, best we got is chatter here and on social media and Questionarie every like 3months or something.
I don't know how Mandy and other community managers collects our chatter here, but I assume it all goes into a document and is then reported as the chatter of the week or month. Which the developers likely read and have meetings about.
But you also have to keep in mind that developers at bHVR is working at another time scale that we play at, We may play today and get super mad at some BS in the game. But bHVR already has a solution for that and its on the list waiting for its time to be implemented, so they are viewing our comments with the knowledge of our gaming future too.
TLDR; You are making an assumption that responding = reading, but they cant respond to everything.
I imagine Mandy would say the same, How close am I Mandy?
You will never be told that you helped the Devs, only in vague generalities. So puck up Survivor, cause the only way we can help is keep providing nudges, so someone at the meeting will consider those concerns.
You're seriously saying that 6 replies out of 650 posts is okay? They're community managers, yet they seem absent in the community. If they do collect our chatter, brilliant. Would it be so hard to tell us that we've been heard? My examples of what they could say might be considered too much work, but would saying something as simple as "noted" be too hard? I'm not saying reply to everything - as I said a lot of posts here are just butthurt complaints over something trivial and unimportant, and those posts can be ignored. The posts that have actual substance to them should not. I'm not asking for a medal for helping the game, I'm asking for some feedback. The amount of knowledge you can gain from a conversation is infinitely higher than that of just reading a post.
I'll give you a small example of where I feel the devs simply don't look. A very small QoL change has been requested for years now - move the Tome UI in the post-match summary so that you can actually read the post game chat. If moving that UI is a challenge then I'm very concerned about the skills of the developers. Since this game is actually pretty damn good, I'm gonna say they don't lack the skill. What does that leave? They don't care. They don't care that this small easy fix would make a lot of people happier. Either that, or they simply haven't read the posts about this.
As for their different timescale, as I said, if they see a post about an issue they already have plans for, it really wouldn't take much time to just say "Yeah we have a fix planned, this will be resolved in a future update." I timed myself writing that quote, it took me 8 seconds.
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@Crowman said:
You do know reading feedback and commenting on feedback are two different things.
Well yeah, of course. But do they read it? the vast majority of these suggestions are ignored both through lack of reply and lack of action. What I'm saying here is that some feedback on our feedback would be appreciated so we know whether or not we're wasting our time.
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@JawsIsTheNextKiller said:
Nicolas Cage is allowed use the F word uncensored.
HAHAHAHAHA I didn't even think of that xD. So they can swear but we cant, got it lmao.
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I wouldn't worry, people have been false reporting since reporting was a thing. Nothing comes of it. I've been told I've been reported in post game chat hundreds of times for little reasons such as giving people hatch, dropping my item in attempt to ask for mercy, hell even flashlight saving. I've never been banned. I've played with/against hackers who claim they've never been banned despite hacking for weeks. I'm fairly confident that if actual hackers don't get banned, then victims of babyrage reporting wont get banned either.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/388112/my-suggested-change-for-made-for-this
what I would do is remove the endurence status, and do 3% for 60s after the hook, so it's a good anti-tunnel perk
That would make it useless. Dead hard got the same treatment and now that perk is a distant memory. 3% is not overpowered, the endurance is. For reference, if you run in a straight line with MFT, the killer will catch you faster than if you ran in a straight line with Sprint Burst. The 3% is on par with other exhaustion perks, but its the endurance on top of that which makes the perk ridiculous. 3% for 60 seconds really wouldn't do anything for anti tunnelling, and it would take away any use the perk ever had.
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@UndeddJester said:
I'd definitely vote for being able to disable the profanity filter on my end.
To get on my soap box and be melodramatic about it:
It is my responsibility to filter out elements from my own life I want to see or not, I don't need someone to pre-emptively shield me in case I MIGHT get upset... it's a prevailing attitude of the modern world that everyone needs to be protected. The world at large doesn't care about my, or anyone else's feelings, and sheltering people is not beneficial to them in the long run. Eventually you will encounter someone who doesn't respect or care if you're offended, and you need to be able to handle that... preferably by taking a higher path that doesn't sink to their level.
To tackle it from a philosophical point of view, interacting with people and things that upset, annoy or anger you is how you build the inner strength to ensure your mind is not so brittle that mean words can affect it, and we'd all benefit from being a little more resilient instead of pretending like the world owes us something.
Mostly being able to write something like "Bloody hate mate, great chainsaw! You ######### eviscerated my ass there!" would make my day.
Couldn't have said it better mate, calling someone sheltered used to be insulting, now its the standard. It's no wonder everyone gets offended so easily these days when even in a game for adults we're "protected" from bad language.
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@jordanjustice said:
Because the Devs understand the the majority of the people playing this game are actually 10-14 years old or at least in mindset. As such, profanity is not appropriate for their fragile, undeveloped minds.
aye but chucking living people on meat hooks is A-Okay lmao. It's absurd
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I think SWF groups are an essential part of the game, getting 1-3 friends to join you as a survivor is the main appeal of the game to many people - however as a survivor main I feel I need to comment in favour of the killers. A well coordinated SWF is much harder than 4 SoloQ survivors. I understand how killers may find this unfair, but on the flip side survivors don't even know what killer they're going against... so really it is quite fair, perhaps slightly in favour of suvivors. Killers don't know if its SoloQ or SWF, and survivors don't know if its a baby Trapper or a P100 Nurse.
So, in reality, it's fair. The real question is whether or not it's a good idea. I think a buffer of some sort should be added, where you are guaranteed that you wont get an SWF one game and another SWF the next. I think that you should get an fair mix of SWFs and SoloQs, that way you cant end up facing 5 SWFs in a row. I also think survivors should have the same thing, no P100 Nurses back to back. That one is harder to implement I reckon but the point still stands. Any effort possible to prevent back to back to back boring and very hard to win games should be prevented. The only concern I have is people waiting ages to find a game simply because they are playing with a friend, or are playing their main killer. It's a very complicated issue to resolve and I'm not smart enough to think of a real solution. I understand the frustration as I think everyone who's played this game for a while has experienced it, but I don't know if there is a viable way to actually implement this.
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I'm not one to look a gift horse in the mouth, I think the fact that we have the feature at all is so goddamn nice compared to what we used to have to do, but I agree that disabling it for P0 seems rather nonsensical. Hell the first 10 levels are enough to teach a new player how the bloodweb works. It's really not that complicated, pick an item/perk/addon/offering you want and click it.
I got some numbers for the devs, as that is defo what gets them going. 39 survivors, 33 killers. P0-P1 is 50 bloodwebs, thats a total of 3600 bloodwebs needing to be completed manually. I think if anyone needs 3600 bloodwebs to learn how they work they're a lost cause and shouldn't be catered for xD
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I agree with the haste thing, but for the endurance? just remove it lol. It's 2 perks in 1, it's a free perk for a future DLC.
I know this is cliché but I'll also state that I only play survivor right now, and I use Made For This a lot. I'm aware that it's broken and I think it should be changed. However, I don't feel bad for using it in it's broken state cus I know the next time a killer perk like old Eruption comes about killers will abuse it too so abuse OP perks while they exist cus nobody else is gonna hold back xD
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Ehhh, it's kinda hard to tell. His power in chase is annoying, but it's level of power is on par with a lot of other killers. And as others have stated, the type of player that plays Knight (sluggers, campers etc) doesn't really matter. That's a player, not a killer. What he needs is his 3 gen capability limited. As Hens proved, his ability to hold a 3 gen is rivalled only by Skull Merchant. No killer should have the power to hold a game hostage with minimal effort. That's the only change I'd ask for, but as of right now I have no ideas on how to do that.
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@thisislastyearsmodel said:
I clicked on this expecting to find a like-minded Chad asking for Trapper buffs and I have to read about Chess Merchant instead. Feels bad.
This is a joke, of course. She desperately needs reworked. Playing against her is a snooze fest.
Man that is a whole other can of worms xD. I wish Trapper would get a buff I really do, but I doubt its gonna happen. They seem pretty dead set on keeping Trapper easy for newbies, despite the fact that his power is so weak it just makes it hard for them to do anything with it. The only way Trapper can be powerful is if you invest hundreds/thousands of hours into him to learn all the perfect trap spots, and even then its hit or miss. It's also a very inconsistent ideal from them, they want newbie killers to have easy to understand powers but newbie survivors have to play against Sadako? Her power is confusing even to me, someone who's been following this game for 5 years. A newbie is gonna get dicked on by Sadako lmao. I have no ideas on how to improve Trapper right now as I've not given it a ton of thought, but I 100% agree he needs a rework too. His power is way too outdated nowadays. They surely can't expect a killer from launch to still be viable 7 years later without a decent amount of change.
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@DaddyMyers_Mori said:
My approach to this is just completely different.
I actually like a claw trap mechanic and would focus on it instead. Simply because it's unique to her.
This is basically new killer and it would take a lot of work to create, where you just create completely new issues instead of fixing the killer.
Yeah I'm aware it'll take a lot of work but she is fundamentally flawed. The claw traps have potential to be good, but the fact that they are a punishment for doing what is an essential part of your objective, I find it really unfun to play against. Her power is a lose-lose situation for survivors with 0 counterplay simply because of her claw traps. If there is a way to make her claw traps more fair then by all means, keep em, but right now they offer the Skull Merchant a level of oppression that no other killer has - completely uncounterable power. Her power as it stands is designed for holding generators, that needs to go. I literally couldn't care less if my idea is the right one, I just really wanna see a change that makes her a fun killer to play as and against, which right now she is far from. I think no matter what, she needs a pretty big rework. Patching her power by changing numbers or adding small effects is futile, she just needs her power reconsidered. I want her power to remain on theme, but it needs to be appropriate for the game.
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@DaddyMyers_Mori said:
Not moving drones again.... just stop with those
Go play Knight if you want another braindead AI.
nah nah nah sorry its a little unclear what I meant. I'm not saying drones that move with AI, I mean drones that just follow The Skull Merchant everywhere she goes hovering around her head, basically just a sprite that appears when she has her power. The drone could not be there at all and just give her the effects of the drone and it'd make no difference, but I feel that would take away from the (poor) design of the killer. All that following drone would do is give her the powers listed, it wouldn't run around the map hunting survivors or following flight paths etc.
I'd also add 1 last suggestion, fix her walk xD. Her hips look like theyre gonna fly out her body at mach speed every step she takes lmao.
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@mizark3 said:
That's kinda the problem with Clown and Doc to an extension. They both have relatively weak powers, which are only counterbalanced by the effects on the average population. When you expand it to motion sickness and photosensitivity, a small percentage of people can't play against an equally small percentage of Killers, so the problem is largely ignored.
Honestly a 'ban Killer' option for ~6 Killers (or 1 per 5 released) would serve this better, as it even rarer for someone to have motion sickness (Clown), photosensitivity (Doctor), emetophobia (fear of vomiting aka Plague), trypophobia (Demo skin), and something else for say Twins. Since this wouldn't only be an accessibility option, the development time wouldn't be 'wasted', and would also help the "I only fight Weskers" and "I refuse to play against Skull Merchant" problems. Then lesser banned Killers can get a BP incentive to keep variety for them in the rotation, as well as telling Killer players some options that for sure don't have longer queues.
Ehhh, I'm not sure about banning killers. I think no matter what you do, that'll negatively affect the less popular killers amongst survivors. I think accessibility options for the ones that would make you physically unwell are a good idea as long as those killers remain as powerful and as popular as they are now.
Clown: Reduce the swirliness.
Doctor: Reduce the frequency of the flashing but have the flashes last longer on your screen.
Plague: Have her spew come out of her chest or something and retexture to something less grotesque. Would look silly but if it's gonna make you spew IRL then that's the trade off.
Demo: Idk if this really needs changed. He only has the 1 hole. If it's the teeth then I suppose removing those textures could work but I'd also say you rarely need to look at that in the first place.
Twins: Can't think of any reason why they'd make you feel sick. They're just a bit horrifying to look at - and I imagine that's the point being a horror game lmao.
There are definitely more killers that can make you unwell IRL than Clown, though Clown is the only one who affects me personally so I can't really suggest anything on the other ones lmao, that's just my two cents.
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I don't know why people are upset by this tbh. Auric cells aren't a cheap tactic, they offer 500 Auric cells for £4 and that's exactly how much you need for a new character. If they sold it at 750 Auric Cells for £6 as the minimum amount knowing full well that you only need 500, that would be a cheap tactic, but they don't so it's really not an issue.
£4 pack of 500 Auric Cells = exactly 1 character. If you look at it this way, you aren't buying Auric Cells, you're buying a character. You pay for a DLC via Steam Wallet, you pay for Auric Cells via Steam Wallet. The money from the DLC goes to Steam, BHVR and Nicolas Cage. The money from the Auric Cells goes to Steam, BHVR and Nicolas Cage. There is literally no difference. All these people moaning about the DLC price are making a mountain out of a molehill.
Also somehow this thread became about FNAF? I personally love FNAF but I really don't think it's coming to DBD anytime soon and here's why. FNAF is more than a game to most fans, the appeal isn't the gameplay, it's the treasure hunt for lore. Fans deconstruct source code, completely strip websites for information and look into every nook and cranny for a shred of lore because the story is so carefully crafted. The licence holders (Steelwool) are very likely to want to keep hold of the license as giving it to other developers takes away some of their control over the story. Above that, if I were a game developer I wouldn't touch FNAF with a barge pole. That's just asking for fans to hyper analyse every decision you make, and that is stress I think BHVR does not need lmao.
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I cba reading this whole argument but goddamn... is this really a problem?
Option 1: Buy a DLC for 10 bucks and get a cosmetic.
Option 2: Buy 500 Auric Cells for 5 bucks and get only the survivor.
It doesn't matter where you buy it, it all goes through your Steam Wallet. I don't know why you would have an issue with using 3rd party currency when the money is going to the same people via the same payment method. It's not like they force you to buy 700 Auric Cells knowing full well that you only need 500 like a lot of other games do. It's a rare case of in game currency actually being sold fairly. Sure, you might not get a DLC on Steam but you still get the content you wanted. There is absolutely no practical difference except for a cosmetic which you don't want. I understand that you might want to collect all the DLC or whatever, but that is a you problem, not a BHVR problem. The content is offered at reasonable prices for each respective purchase. You can't expect a company to tailor every product to your personal preferences. The content is available at the price you want. It's not greed.
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Is that the HV snapping your camera too?
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lmao nobody noticed the completely insane rock spawns? Ive seen rock spawn on hooks and lockers, completely blocking them. You would think they would have certain places for hooks, lockers and rocks to spawn but they just overlap, completely blocking them with a massive boulder.
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@TheButcher said:
https://forum.deadbydaylight.com/en/discussion/comment/1789151#Comment_1789151
Actually SWF was never intended. BHVR didn't even want the game to have SWF. They added it because players found a work around through lobby dodging.
I am pretty sure at this point I am the only player still on the forums from when this game first was released.
It might not have been originally intended, but its the biggest attraction to the game. Most people get this game to play with their friends. People start solo queueing when their friends arent on after a few games of SWF. If you got punished so harshly for playing with friends then people who were attracted to the game to play with their friends (the majotity of people) would not want to play it anymore.
Might not have been the original intention, but it certainly is the main intention now.
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@Almo said:
It's really hard to change achievements on consoles. As an example, we'd like to change Skilled Huntress to be 20 shots like it is on PC as 100 is way too many of these to ask for. But they ask us, "But is it still possible to attain these?" We say, "Yes, but it will suck." And they say, "If it's still possible, you can't change it."
Other achievements have been changed because they became literally impossible to attain because of gameplay changes.
What about the nurse achivement "From the void she kills." "In a public match, chain 3 or more blinks and land on a survivor, grabbing him successfully." Surely this achivement is changable... To start with you cant chain more than 3 blinks so the "or more" part is impossible, and chaining 3 blinks needs an addon that makes the nurse really weak. If it was changed to chain 2 blinks surely that would be more reasonable since nurse cant do massive blink chains anymore. Such a big change to the game surely the console achivements would let that achivement change since it is so badly outdated.
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99 and 150ms is not a good ping. I get around 60 and I dont notice anything wrong with it. 60 is fairly standard if not slightly bad.
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Not read everything said here cus thats a lot of words and I cba but heres my 2 cents. SWF is not a problem. Its pisses me off to see people refer to it as that. Its the way the game is intended. Thats the level of difficulty the game is designed for. Thats why solo queue sucks so much. If you can't handle SWFs at all at your rank, then you need to derank. If you are just losing a few games every now and then, then you have no problem here. You can't win them all. Sure, sweaty 4 man SWFs are annoying, but they are playing for their own fun. Do your best to beat them and if you lose, move on to the next. sweat squads arent that common, you cant find that so bad when you see like 1 a day. You probably get 80% of your games with all solo queue. When I play SWF I dont bring 4 DS, 4 Iron will, 1 OoO, etc. We just play for fun. I usually kill myself at the end just for the meme too. Why should the people who play like me be punished so harshly? If I had to do 7 gens to play with my friends I would never play. Thats absurd.
SWF isnt a problem, changing the game works for them isnt a solution. The problem is killers not being able to counter it. Its the way the game is designed, you need to learn.
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New maps, totems still ######### lmao. Had totems on the MacMillan maps that are just sitting there in the middle of nowhere like in coldwind, but with no corn. What is the point? Hex perks are one of our perk slots. Its meant to be something to find, not stumble upon. Its ridiculous.
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@PccK said:
https://forum.deadbydaylight.com/en/discussion/comment/1777428#Comment_1777428
I used to feel the same, and was happy to support DBD by spending on cosmetics and new DLC content.
New players do NOT feel this way, and never give DBD a chance because of the price. Why would they drop $40 for a game they might not be interested in, especially a multiplayer game? Most multiplayer games are free, because they're not reliable purchases. Multiplayer games have a lifespan dependent on the game community. For a prospective gamer looking into new games to try out and buy, Dead by Daylight is not worth the risk.
By making the base game free, the community WILL grow. For the people who love the game and dedicate hundreds of hours into it, they will purchase the DLC content and cosmetics. I really see no downsides, I don't understand why the developers have waited this long. They try to emulate Fortnite's success with the battle pass system, but still price the base game at exorbitant prices when Fortnite is free?
As I said, fortnite is a Battle Royale. Thats a game genre that is absolutely massive, hundreds of times larger than survival horror. Fortnite was free because they can afford to pay their employees, run their servers and generally just thrive as a company on the people who will pay for cosmetics. Although that is a minority of players, its still a massive amount of people. Dead by daylight simply isnt big enough for that. Unless the devs are willing to take considerable pay cuts and they revert to old killer hosting the server then making the base game free isnt an option. As JPLongstreet said, its free with XBox Game Pass which do pay BHVR for that, so maybe invest in that for access to dead by daylight and loads of other games.
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10K shards? I can make 1.5k shards in 1 day if I try but okay...
Where are you getting this "I think if the base game is free, the player base would at least triple in size." data from? I highly doubt that is true. Most people who want to play this game watch some videos on it and go and buy it. Only a few are deterred by the fact that they have to pay. I agree that the game should be cheaper but they do have massive deals fairly often. I see on the DBD instagram almost monthly that theres a sale on XBox and PS4 and theres even a 60% sale on steam right this minute. Steam's base price is only £15 which isnt really bad but if your saying its $40 elsewhere then I agree that its kinda ridiculous. However, like Orion said, a lot of the killers in this game (the non-licensed ones) can be bought with shards. They aren't hard to obtain, you just have to play the game for a few hours. If you aren't committed enough to the game to collect enough shards then why should the game be made free for you?
If your friends can afford the game then you should show them some youtubers or streamers like No0b3 (if he ever comes back), Monto, Otzdarva etc. They might convince them to buy the game. However, If your friends can't afford the game, that really sucks for you. I don't mean that in a mean way, it really does suck. Solo queue can be very annoying and killer can get stale. I do feel for people who can't get their friends on cus it really does suck, but BHVR (despite their shortcomings) work hard on this game and need the money to keep them afloat. Every single character that they think of themselves are availiable to the public for free, all it takes is time in the game. Thats pretty generous if you ask me. Theres no subscription, theres free dedicated servers, you are only asked to buy one thing to actually access the content and that is the base price. If half the users in the game werent even paying then BHVR will have all of their income coming from cosmetics and DLCs from the occasional paying customer while the non-paying customers are getting free access to their dedicated servers (which arent free to maintain) and using their brainchild without giving them anything in return. Games like Fortnite can afford to work like this as it was a vastly popular game genre so they could afford to bank off the minority that bought skins and the battle pass, but dead by daylight is a niche community, many of the people who play games (mainly kids) A) aren't allowed the game (its an 18 afterall) or B) are scared of the genre (its a horror. Most people forget that new players are actually scared) so dead by daylight isnt big enough to support itself on cosmetics from the minority. Everyone needs to pay.
Welcome to capitalism.
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I like sending long messages but I cba reading them. How selfish of me lmao.
Anyways, I haven't read everything here but I've got a general idea of the debate. Heres my opinion with both sides accounted for.
SWF is a key part of the game. The majority of people who bought this game bought it because they wanted to play it with their friends. A lot of them then move on to play solo queue when they muster the courage to play against scary killers on their own. A few games later, they arent scared and they play the game for fun and not for frights. The majority of games are now solo queue. However, SWF isn't uncommon, and it is absolutely an advantage over solo queue. While this may be annoying to go against, it is actually the main idea of the game. 4 survivors vs 1 killer. SWF was the original intention so asking for an easy way out of it isn't a good mindset. At higher ranks (by that I mean closer to rank 20) SWF isn't a problem. Picking up the basics for killer is much easier than it is for the basics of survivor. At red ranks the skill increases equally but at higher ranks, the killer has an advantage. SWF may have some more coordination but they have no idea what to do with that yet. Not a problem, moving on. Middle ranks is where it starts to get a bit harder. I personally am consistantly at red ranks for killer and I have lost games against SWF groups in the green ranks. Weather or not they were smurfing is unclear but still, they beat my ass with map offering and what not. Its rough. Red ranks, SWF is even harder. Against an SWF group, you can get hit hard with a gen popping before you've found someone or something like that. Theres no denying that SWF groups are hard to play against. However, you probably play against a lot of SWF groups without even realising. I myself play a lot of SWF and we don't use meta perks like DS & Unbreakable, OoO, Sprint Burst etc. We just play the game the way it was intended. Playing about, having fun, not really caring about the outcome. Why should we lose the ability to play with each other? If there was seperate queues, SWF queues would be reserved for only the sweatiest of killers who find the best solo queues too easy so they challenge themselves with SWFs. We arent sweating, so why should we always get sweaty killers and 2 hour queues? It's not fair. For whoever was saying that using discord is cheating, thats just a bit bonkers to me. Its the way the game was intended. Survivors work as a team to repair generators and the killer stops them. Discord doesn't stop the killer from walking. Discord doesnt allow the survivors to walk through walls. It is just communications. People having a bit of innocent fun. Its not cheating. As a killer, getting to rank 1 shows that you are capable of winning even against the best survivors. That means that to keep your place at rank 1, you need to be able to beat SWFs. I get caught out by them when I am not expecting an SWF, but when I see all 4 join at once, all with items and such, I know I need to try. Ill throw on a sacraficial ward and change my build a bit, maybe throw on frankins. If I dont realise, I can still come back by thinking about what they will say to each other. If I down 2 survivors, I know for a fact that the other 2 are around. SWFs pretty much always have each others backs at all times. Solo queues wont really care as much and might do gens instead. The killer has to adapt to SWF, not avoid it completely.
A SWF queue wont work for this game. This is rough news for some but hopefully this can elighten some of you as to why. Maybe a good change would be to stop SWF groups from using map offerings, giving the killer more of a chance against them. We all know that SWFs like Ormond and Haddonfield. It would be nice to not have to deal with that anymore. Maybe SWF groups can only bring 1 brand new part, with the other one being refunded to the person who's brand new part doesnt go through. These little things would stop SWF groups from being so powerful, but in the end SWF is a key part of the game. Getting rid of it like this wont happen as it would generally be a bad business move for BHVR.
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As a perk it sounds alright but definitly not meta. As a feature on all survivors I can see it becoming too powerful. Loops could last much longer and especially on loops like ironworks where a feature like this could get an entire loop out of it, it would be as powerful as lithe or dead hard in this case. While most loops arent as big as that, having it as a feature everyone has by default would be like a 5th perk slot.
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@Creepa99 said:
https://forum.deadbydaylight.com/en/discussion/comment/1731837#Comment_1731837
Like i said I'm a killer main, at the end of the game with one person left I prefer the match to just be over faster instead of trying to find the person that hides as soon as they hear my terror radius
random idea that came to me as I read this was that maybe when theres 1 survivor left, crows spawn on them as if they were standing still when they arent interacting with anything. This way, they cant just hide in a corner or anything, they need to be actively doing a gen or find hatch quickly in order to avoid the game lasting ages.
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@Creepa99 said:
I don't know why no one's talking about how gen speed should correlate to how many survivors are alive. If all 4 are alive gens should go fairly slow but when only one is alive the gen speed should go just as fast as if 4 people were on it to compensate for the dead teammates. It would definitely help with solo queue. This is also coming from a killer main who thinks solo queue is extremely easy and people overexagerate how hard it is.
This would make start game gen rushing not happen so fast and end game go a little faster as they will have a chance to repair gens and open exit gates instead of playing hide and seek until the killer or survivor finds the hatch.
I dont think it should be as fast as having 4 people on it but maybe a little faster would be fair. If the killer kills 3 survivors then they are winning, why are they punished so heavily for it? And what about SWF? They chose their team, so if they die why are they getting rewarded? I get that solo queue can be rough when your whole team dies but that shouldnt give another thing for the killer to think about for the last person. Hatch is already stress enough.
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30 second timer.
That timer does not go down if you are in a chase, within 10m of the killer (to avoid looking down to stop the chase) or you are slugged.
Stun is 5 seconds.
After hitting the skill check, you leave no blood or scratch marks for 10 seconds (allows you to actually escape)
If you touch a gen, enter a locker, heal someone else, touch a totem, open a box, fully heal yourself, do anything that isn't being chased or running away, then DS deactivates. This way you dont have immunity to do gens, if you are being tunnelled then you cant do gens. If you do gens, you arent being tunnelled. Simple as that. You lose the perk if you arent being tunnelled.
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I dont think its the perk thats the problem, its the players. Urban Evasion has a lot of potential and it can save a lot of time, allowing you to hide from the killer much easier. Urban Evasion against a hag is god tier. I personally don't use it but I don't judge survivors who do use it until I see them using it wrong. if they arent doing gens, then UE isnt the problem, its them. UE makes it easier for them to be useless, but it makes it easier for other players to be useful. Every team loves a good gen jockey, and UE is one of the best gen jockey perks. I understand your frustration but its not the perk, its the player.
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@alaenyia said:
https://forum.deadbydaylight.com/en/discussion/comment/1731165#Comment_1731165
You are right it is harder to pip as killer and too easy as survivor (IMO). But if your strategy is to slug 4 survivors for the 4k, you 100% should not get a pip, this type of toxic gameplay should definitely not be rewarded. And the game swung killer-sided over a year ago. I have played over 2 years and have seen most changes swing the pendulum toward the killer. All survivor items have been nerfed, EGC is vastly killer-sided and the killer gets credit even if he doesn't catch the last person, hatch is killer-sided, like you pointed out hit boxes are crazy, everyone's got a 6 foot arm these days.
I dont think slugging is at all toxic. Its a good strategy to get a win. If you dont like slugging, then its your job as a survivor to avoid it. Get away from the people that are down until they are 99 recovered. Don't let the killer get that last slug. If you find it a consistant problem for you, bring unbreakable. Slugging is a strategy that is high risk, high reward. It can go wrong in so many ways. All it takes is for the killer to take a few seconds too long to down the 3rd person for the first person to be picked back up again. To get a slug game to work, you need to be able to end 2 chases in 30 seconds, even less with unbreakable. That is not an easy task at all. Good nurses, huntresses, plagues and other snowballing killers is the best way to do it but even then it takes a lot of skill and possibly luck to down all 4 survivors at once. It annoys me to be called toxic in the post game chat because the survivors were incompitent enough to allow me to down all 4 at once. I did the strategy that secures me a win the easiest and they fell right into it. Why shouldn't I be rewarded? They had every chance to avoid being slugged and they missed it. I won fair and square. Slugging isnt toxic. Any decent player will tell you this. Its a viable strategy but you don't get rewarded for it. Its the same as securing an early kill. People say its toxic to proxy someone with 20 seconds left on their hook, but why shouldn't I? I'm not face camping. I haven't stood around them for 2 minutes. They have 20 seconds on the hook and if they die, the team is much worse off. My best move will be to stay around the hook to ensure that they die early. I do this so I can win but I get called toxic after the game? No. It is my job as the killer to kill the survivors. Slugging and proxying the last 20 seconds is not toxic. Proxying for 2 minutes is toxic as that is wasting your time to ruin the game for someone, but 20 seconds makes people mad still?
Anyways, rant over. Slugging isn't toxic, its just another thing that a lot of survivors don't know how to counter. But know, it is very counterable. Just dont be a typical survivor who expects the killer to be a 5th survivor and make the game as long as possible and let everyone out. Killers try to win too. Its a competitive game.
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My point of view here is a mix. I do 100% agree that it is harder to pip as killer. That needs to change. They punish you for not taking your time. If you slug everyone and 4k with 4 hooks you depip. Its ridiculous. I don't think the solution is making it harder for survivors to pip as that would just make them sweat more, but having the emblem system gaurentee a pip if everyone dies would be nice (if they add a way to do that but it doesnt work for facecamping or other bullshit strategies that would be nicer.) As for the whole survivor sided thing, my perspective of that is that it varies. Some aspects of the game are very killer sided, and
somemost aspects are survivor sided. Overall, the game is survivor sided but there are some things that piss me off like hit confimations when playing survivor. Its pretty hard to play against killers on laggy servers when a hit on their screen counts when they are 5 meters behind you on your screen. -
@KilltheKiller said:
I agree with the notion to fix matchmaking but that's it.
This game is super killer sided, it's so easy for killers. Survivors are not powerful at all and it's not fair. Stop whining and take your exit gate tbags.
you need to stfu lmao
wake up my guy. play the game a bit more. get better at survivor. stop expecting the world to revolve around you. the game isnt the problem, you are.
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@Hex_Stalk said:
https://forum.deadbydaylight.com/en/discussion/comment/1730775#Comment_1730775
Dude, it was THE FIRST THING I DID WHEN THE MATCH STARTED, so don't pull out that 2 inch excuse of "You just aren't a strong killer". You seem to be the type of person that doesn't read what they type before they send it.
Use your brain right now. If I make a b line to a generator as the first thing I do, and it's nearly done by the time I get there, there is a problem. No brand new parts, nothing.
Gotta ask which map this is because this doesnt sound right to me at all. How many survivors were on it? 1 survivor takes 80 seconds. 2 takes 47 seconds. 3 takes 38 seconds and 4 takes 36 seconds. Multiple people on 1 gen is fast, but that means that other gens arent being worked on. Even still, if you are taking 36 seconds to walk to a gen then you defo arent taking a direct route. Unless they have prove thyself, brand new parts, or even just nasty toolboxes, theres no way they can pop gens as fast as that. If you get to a gen with 4 people on it then you can push some off and quite easily get a down as they will naturally get cocky and try finish the gen. At this point, you know where they all are. They will need to save their teammate and heal from the mess you can make from their stacking. Gen speed isnt a problem. The only problem is not knowing what to do when something like this happens. Being a killer is adapting to what the survivors do. Coming here to say that gens (which have been pretty much the same for 4 years) are suddenly inbalaced is just not right. Theres something else wrong, not the gens.