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NOCTURN_05

NOCTURN_05

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NOCTURN_05
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  • @OnryosTapeRentals said:

    This is something they really need to look at. It’s been a problem for years and is only getting worse as more content is added.

    I remember when I first started playing the Hatch was referred to as the “Hatch”, “Black Lock”, and “Dark Lock” in different places and it took me way too long to work out that they all referred to the same thing. Lack of consistency in names and descriptions is incredibly confusing for new players and also a nuisance for experienced ones trying to make use of the search bar.

    I forgot about the black lock thing, but yeah I agree. It seems like a pretty small issue but I think it's really important that things are codified correctly. It also wouldn't be that hard to fix I wouldn't imagine.

  • @ReverseVelocity said:

    I'm not getting the greek god of the harvest pregnant at all, actually. Might just be you.

    Autocorrect lol

  • Felix and Elodies stories absolutely enthrall me, and I'm still waiting for the other 3 Pariahs to be added to this day. I'm hoping it'll be a killer + 2 survivors combo

  • So if you buy like half the content in the game at once, it's gonna take a while to get through? Who could have seen this coming.

  • @BlightedDolphin said:

    Then there's Felix and Elodie who they built up as if they had some important connection to the lore and then nothing has been done with them or the Pariahs for nearly 4 years now. Neither of them have a tome either.

    TRUE. Where are ny pariahs? I want the other 3, it was my favorite lore area ever made and they've done nothing with it since Binding of Kin.

  • I will say I don't think just letting you randomize your own perks would be nearly as good considering that the people you play against will likely still have meta stuff

  • I have recently found myself becoming merchants #1 defender in the fact that she's not bad to play against at all. The biggest complaint ive seen is that people just dont understand the power. If people have trouble understanding the power, they have eyes, they can read what it does. Problem solved. They literally made the things GLOW WHITE when they don't effect you. They gave hud elements of lock on stacks. And once again, the killers power is available to read in the endgame screen. it's truly not that hard to understand. I swear some people just aren't willing to learn and then get whiny when they don't know anything.

  • Bro... skull merchant is not hard to counter. You can I've played a ton of matches against merchant without getting a claw trap a single time. You literally just need to either stand still or crouch when a line goes over you, or better yet, avoid the lines? Maybe disable the drones? They gave you about 500 tools to counter her, use them.

  • @crogers271 said:

    You're basically calling all forms of map mobility teleports.

    map mobility which involves disappearing in one place and appearing in another. I give that to twins because this is happening with the players control during long distance switches.

  • @Devil_hit11 said:

    wouldn't billy, Oni, Wesker and Blight be teleport adjacent killers given that Spirit is one? Add +4 to list.

    I called spirit a teleport because some part of the character (her body) is disappearing in one place and appearing in another.

  • The 3d modelers really did that artist community skin dirty. Like, the thing looks okay, because the original design is great, but like why does the hood not cover the face? Why are the wings so small? It's just not nearly as good.

  • I still think the best new-age RE candidate is Karl Heisenberg. Big personality, distinct look, massive importance to the story of village, and most importantly, a distinct, unique power unlike anything we've ever had.

  • Imma be real if the killer has a few people dead before it's at 1 gen, they kinda deserve the win. I don't know why we'd punish killers for killing people.

  • The fact that the post criticizing constant hiding has doctor pfp is kinda hilarious to me. Yeah I can agree though, it can get pretty annoying. I've had times where I was patrolling for a solid 20 minutes and saw absolutely nobody. Of course this form of survivor gameplay typically only happens when there's a 3 gen, so it's equally boring and unplayable for both sides which I recognize. However, that doesn't mean that survivors can't do it otherwise. They can do it whenever they want, it just usually isn't necessary.

    This does bring an interesting discussion because it seems to be the survivor equivalent of 3 genning. Stealth isn't bad, neither is protecting gens, but once you get to a certain point of either, the other side just isn't really playing the game anymore. So how in the world arewe supposed to stop excessive stealth?

  • He did take that into account. In the video he actually mentions multiple times that his data came from ANYONE being tunneled, not just him.

  • @GolbezGarlandGabrant said:

    Scott releases data and everyone is agreeing with it and into it.

    BHVR releases data and it gets scrutinized and rejected.

    I think the poll should have been more specific similiar to how BHVR does the player satisfaction.

    Also does this mean genrush doesn't happen as much as we think we do?

    Genrushing doesn't happen, at all. This is coming from a 70% of the time killer player, I've seen real genrushing probably once ever, and it ended in a 3k. Gen rushing is ignoring healing, looping, or even unhooking to prioritize just doing gens instead. It's potentially the dumbest and worst strategy in the game, which is why nobody ever does it lol.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/400626/thoughts-on-the-trickster-changes-post-update

    The difference in map traversal between 115% and 110% ms killers is really low, so that statement is just objectively incorrect. A 110% ms killer needs only about 1 second more time to traverse a distance of almost 100m, this 1 second cannot be considered problematic can it?

    I fail to see how Trickster has more counterplay now? Sure his throwrate does not increase over time but it is faster than the initial 3 knives per second, around 3.3 right? So for an injure he takes around 2.3-2.4 seconds or something like? Given that his recoil is gone it should be easier to hit with the knives than before.

    As far as I am aware they changed faster laceration decrease back to its original 15 seconds, so that would also be incorrect.

    Considering how much you can prolong main event (with addons) I don't think it's duration is less overbearing than before.

    Did you read the rest of the post lol. I specifically mentioned that throwrste and main event addons were a problem. Also throwrate doesn't matter as much as time to injure, which has over all increased

  • I think every part of her kit is amazing idea for dbd...except the drones themselves, the core part of her kit :| maybe just make her tap into Drone "stations" where she can fly the drones out from them, but not too far from the station? I dunno. There has to be some way of keeping this whole tiny 3 gen thing from happening.

  • @Firellius said:

    I loved Control, and I'd love to see it in DBD. Only thing I'd want improved on a concept like this is the inclusion of the Hotline, and a more direct involvement of the Board. Lorewise, it'd be a phenomenally interesting addition specifically because of the similarities between the Board and the Entity.

    What if the hotline was used in the lore? Like the entity called out to Jesse through the hotline disguised as the board, and it was able to seep in because the entity isn't a form of resonance? It could form a reason for Jesse to willing draw the summoning circle and enter the entities realm. After all, she's no stranger to following odd commands and entering new realms. For her, dbd would just be Tuesday.

  • If meta is boring, then don't run meta. Running meta isn't a requirement. Gimmick builds are where it's at

  • MFW killers dedicate their entire build to one singular thing and it works 😱

  • I made this concept for a blighted Twins

    68054D03-B611-447C-98FA-D6EFB233BE09.jpg

    a while back that still incorporates Victor, without changing his model directly. I would kill for something like this in game

  • @ShinobuSK said:

    You cant nerf it by changing numbers because it would be pointless.

    My idea was that it cant stack with other speed perks but I guess bhvr doesnt like it, since they would change everything rather than make COH and botany not stack with medkits. Even nerfing medkits lol

    This for sure. They already did it with monitor and abuse, just do it with this too

  • Honestly feels like I'm just playing an m1 killer without a power. Maybe if you could choose between removing slipstream or removing pods it would be fine, but doing both at once is ridiculous.

  • Twins are D R O W N I N G

  • It doesn't need "fixed," you just need to learn to handle it. For chainhunts, solve a box. for sleep, wake yourself up. for marked, keep your eyes sharp for ghostface. For nightfall, keep your area in mind.

  • If I know the gates are far apart, I just wait on the hatch until I see the survivor, then close it.

  • @Adjatha said:

    You want a grievance? I got a grievance.

    Nobody used Overcharge because it didn't do the single thing it was supposed to do: force survivors to actually stay on a generator for a few seconds to revert regression and punish them if they tap it and run.

    So they added a regression mechanic to it.

    But it turns out that its regression stacked with Call of Brine's effect, regressing the gen too quickly.

    So rather than removing the interaction, they nerfed Overcharge's regression to be worse than just NOT BRINGING IT, unless you ALSO use Call of Brine, just to get back to the baseline level.

    And nobody is going to bother bringing both when you could just use Call of Brine by itself and have the other spot free for a real perk.

    Rather than turning off the undesirable interaction, they just nerfed the perk back into uselessness, exactly like what they did to Thanataphobia.

    AND they didn't fix the problem with survivors being to able to tap Overcharged generators, so it STILL doesn't do what it was supposed to do in the first place!

    Great example! Overcharge wasn't busted. Neither was call of brine. The combo just was, so what change would you make? What if regression speed buffs simply didn't stack (they way FOV perks work) so the Overcharge + Call of Brine combo would just start with COBs 200% speed and only ramp past that once the time had passed in which Overcharge would get to 200%?

    As for the gen tapping thing, what if it gave you 5 merciless skill checks, or maybe gave you the one singular skillcheck along with a 10 second hindered effect? That would make it work exactly the same for those simply working on the gen, while punishing people who tap it mid chase.

  • Survivor has gotten harder. Killer has gotten easier. Neither are too hard, neither are too easy. I think now it's balanced, but here's the problem.

    A lot of survivors suck. A lot. They mess around instead of doing objectives still, because before there wasn't as much pressure on doing gens. Once people realize you really have to work for your escape now, it will get better.

  • I've been using it and it does feel a little busted. Personally, I wouldn't reduce its number of stacks or the amount a stack gives. I would just make it so that the first stack doesn't give anything at all.

  • Posts like this are extremely important for the devs to see so that these peoples stupid plan doesn't work. Anyone if you see this post, please upcote it.

  • Remember the bloodlust weekend where they removed it just to see what it was like? I want to see a dead hard weekend. I want to see how much kill rates are affected by people just not having that one perk

  • Dead hard doesn't just need a nerf, it needs a complete overhaul. It sucks for those who use it, but the perk always has been just a bad idea even just in concept. Every exhaustion perk has some kind of special trigger, some specific situation or limitation, and they shouldnt be activatable just by pressing a button. Of course dead hard requires you to be injured, but so does overcome, an injury exhaustion perk done right. Other second-chance perks have a requirement too which is only activated by the killer choosing an unfavorable strategy. Dead hard has no such limitations. Under no circumstance should you be able to just press a button and negate both hits and close quarters with the killer. It's just bad design, and needs an overhaul. Which is unfortunate since it's become so incredibly renowned that half of its users dont seem to know what to do without it. So that's the real hurdle here. How do you rework and remake a better designed deadhard without completely deserting its current high user base?

  • You do know you can just turn it off right

  • I don't think so, but sometimes it feels like it. Like I made concepts of the new killers chase power AND merciless storm a little while ago, and now they both exist in game.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2946826#Comment_2946826

    I stole it from reddit cause it really made me laugh.

    Gj

    Glad to know it made you laugh lol. Everyone in the comments was just talking about how awful twins are to play

  • Just a note, many of you seemed to have skipped the part where I specifies the undying aura reading. Not the respawn

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941056#Comment_2941056

    Well sure it could be a problem with artist but that's just how it is. I think to often people say perk x can't be buffed because killer x but we have 27 killer and if a perk could get a good buff that helps 26 of them but could be problematic with one you change the one killer but that's just my view

    To be fair the only reason a lot of perks are held back is because of nurses existence. It's just a matter of not being able to change something beloved without backlash. Like NOED and Dead Hard are terribly designed perks that desperately need changed, but people have already latched onto them, so changing them would be harrd

  • Wow you guys make an amazing point. I never even thought about what it would be like for artist. I don't see any real way they could balance around that either. Unless the notification for thrill only applied to dulls for the sake of boon prevention

  • @EntitySpawn said:

    I'd rather thrill not be a hex, but they probably want hag to be a niche all hex character

    Thrill isn't a hag perk though

  • @NekoGamerX said:

    i be ok with it but the Undying abilities was a little op Thrill of the Hunt wasn't

    Oh I just meant the aura reading on hex totems. The respawning was busted

  • @WeenieDog said:

    "If the killer misses you with a basic attack, you get a sprint burst type boost with exhaustion."

    How would that work?

    I mean just straight up if a killer misses a hit. Basically swing and hits nothing within a few meters of you

  • @Xyvielia said:

    Not a Dead Hard main, but people who are would probably love your version even more than the perk in its current state.

    If Mettle of Man was as simple as 5 great skill checks, then deactivates after use, I’d bring that perk all the time. DH would be no exception, as well, since I can get the perks effect w/o exhaustion, then still utilize my Balanced Landing and Styptic in the same chase.

    Obviously applaud your diligence to find a better alternative to DH, so no offense toward you, but as a killer, I’m not for this version of your attempted rework at all.

    Okay that one might not be the greatest choice, but what about any of the other ones?

  • @Piruluk said:

    That would make any stealth killer overpowered.

    And Spine Chill would be useless

    O V E R P O W E R E D? man if you think not being directly shown when a sneaky killer is sneaking to you (which is the majority of their power) makes them overpowered, then I think you need to play without spine chill for a bit. The devs made sure to give the two that crouch, the tiny one, and three invisible ones sound cues, and the one that isn't any of those is just massive with a white mask. You just have to look and listen

    Screenshot_20220423-143837_Google.jpg


  • The twins need a French village. Oooor they could get blight, twins, Artist, and all the pariahs and just make Dire Island a map

  • No he doesn't need this. Deathslinger however, should be right up there with the rest of the 32 meter terror radius killers

  • Slight rework yes. Simply make it so hits that gat validated under any curcumstance applies deep wound so it does something for both sides

  • @Star99er said:

    https://forum.deadbydaylight.com/en/discussion/comment/2730741#Comment_2730741

    That's very illogical if that's the case. Most killer add-ons see a lot use simply because they're other ones aren't very good. Nemesis is a perfect example of that.

    Nemesis is a good example...and they're nerfing Marvin's blood in this patch...HMMM

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