NightWolfsFury
NightWolfsFury
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115971#Comment_4115971
Considering its been out for less than a week, it doesnt surprise me that its not perfectly balanced. I expect they're gonna be tweeking things once they can see how players are playing. Hopefully we'll also get updates later on to include more maps and such too. My wife has actually been avoiding videos on it so we can play it this weekend completely blind. Looks to be a fun time from what IVE seen though.
I’m not certain how true this is, but isn’t this the company that lives by quantity, not quality? I can’t remember which owned what, F13 owners or Texas Chainsaw? One of them basically said no to live service and they moved on from their projects about a year after release because they want to make horror games for every horror icon possible. Something like that?
IF it’s the same company, the game WILL die very quickly after release. While DbD has an infinite gameplay loop, it at least has changes to keep the game fresh enough to want to keep playing. If a game is only expected some minor changes or tweaks post-release before that exact experience NEVER changes again, the game will be dropped quickly. That’s why none of the other games survive. They’re all similar games, just different icons. They all played nearly identically.
If you showed me F13 and Halloween side-by-side, I would think they’re the same game. Same graphics, same design, same EVERYTHING, different horror icon. It’ll burn out fast if they don’t keep it updated.
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The easiest explanation I have is these players want to win by any means necessary. They don’t care what the entity thinks at the end or what they had to do to get the 4k, as long as there’s 4 skulls of any kind, that’s the only thing that matters.
I have multiple incredibly sweaty friends who will absolutely 4-man slug at 5 gens without a second thought and their entire Steam profile is “negative rep”, soooo… they realllyyyyy don’t care as long as no survivor is alive, even by hatch. If a hook isn’t nearby, well, all of you stay slugged even if it means “entity displeased”, they died anyway. (I personally will never understand this mindset)
Being overly competitive and saying f sportsmanlike behavior is just the expected outcome of this game these days, sadly. It’s not a fun game. It’s life or death and you need to win always. -
What does this do or help with? You’re frustrated with the balance it seems, but sarcasm such as this without any constructive feedback doesn’t do much.
What is making you feel this way? Anything you want them to change or why? Etc.
Just trying to make sure nobody has fun in a match doesn’t do anything. Artificially lowering kill rates doesn’t work either because they have monthly data and a random month will make them wonder what happened that month, but nothing changes.
So… what exactly is this “challenge” meant to accomplish…? I am genuinely asking.
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I don't expect to beat good survivors while putting in half the effort. If both sides are playing well, the better team should win. My point is that the amount of effort required from the killer feels disproportionately high because of the game's time economy, not because survivors are "trying too hard."
I have also felt this for a long time. I used to love running meme builds and not caring about my outcome in a match regardless of the side I am playing, but it just doesn’t feel possible on either side for me anymore.
Even if I am showing I’m not playing seriously, the other side just takes advantage of that because apparently winning is the only thing that matters these days. :/
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@SoGo said:
AMEN
I hate a streamer for using a busted mechanic like Jason's half a minute haste for using his power as justification to buff Huntress. The logic is nonexistent.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095948#Comment_4095948
These people want to go on 2000 game winstreaks without even touching a keyboard XD.
Effort is going out of the window nowadays.
This is why I miss old school DbD (right before the killer-sided patch where total design philosophy permanently changed), before there was heavy focus on forced game play and 40/60 rates. I miss the old 50/50 philosophy. Yes, it had its own flaws, ESPECIALLY with the pipping system, but it allowed everyone to have fun. Survivors could run less sweaty builds and loot chests or do other things and killers didn’t feel so inclined to run a ton of gen slow down.
Yes, if killers really wanted to sweat they still had to, but the game as a whole felt more party game-like, how it was designed. Ever since they’ve pushed for this competitive aspect, I’ve fallen out of love with the game.
Many of my games would include me memeing or messing with people somehow, whether it is trying to befriend the killer towards the end of a match, letting myself die during end game, or even spearing people as Deathslinger and nodding while reeling. I don’t see that stuff anymore and so many less players participate whenever I try to play more relaxed. They would rather take the competitive advantage of me “throwing”, essentially. Just not really meant for me anymore.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4093719#Comment_4093719
I'm not saying that I'm unwilling to counter it, I am saying that its just an insane strategy with a low amount of counterplay. But the average killer player or just someone who doesn't know about it will likely constantly lose to this.
They changed the event when they were finally starting to get the previous one more balanced for both roles. 😩😭
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And I was thinking of booting the game up again for the first time since my 2 matches in October specifically BECAUSE of the anniversary… 😭
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@TropesDaMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/469135/i-am-not-getting-cakes
they made the cakes very rare instead of common for the event. people everywhere are upset
Ahhhhh, same mistake as last year. Could P100 a character and be lucky to get even up to a few HUNDRED cakes. I remember before I could have 300 cakes on 1 survivor before I was even ready to move onto the next.
Why are they becoming more and more rare to encounter every single year…? What the point? It’s the anniversary. It was meant to be a bloody free for all (pun intended).
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@Chomperka said:
Remove hatch and replace it with some other objective that doesnt make last 2 survivors stealth hard. Calling for it for 3-4 years but somehow people still think giving win to a surv with 0% effort is a fair mechanic.
Tbf… they could (sorta) go back to the old mechanic in that sense, with a little difference! Make it to where the hatch will not spawn, ever, until a specific amount of generators are completed, even if you’re the last survivor alive. So let’s say the last survivor is alive and 4 gens need to be completed, the last survivor would need to complete 1 gen to then allow hatch to spawn and give them a chance to escape.
Basically, if enough of the objective is not done before the last survivor is on the field, hatch will not spawn until it is done. (I threw out a random number at 3. Not meaning go with 3.)
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Disregard. Was finally able to edit my last post.
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I want to preface that I’m a nurse and empathy and patient autonomy (your own choices and informed decisions) are MILES above my other beliefs as a nurse, but helping and healing people truly is my personality to the core (to a fault).
Perks -
Protect the Poor Souls:
Years of tending and caring for others has given you a savior complex, needing to help everyone when they’re vulnerable, even at the cost of yourself.
When you take a protection hit for an injured survivor, your sprint burst is extended by 0.5s. The injured survivor gains 7% haste for 7-15 seconds (throwing random numbers due to lack of balancing experience). This perk goes on cooldown for 60 seconds.
“Nobody will get you while I’m here to help!” - flavor text
Need More Hands!:
Utilizing both hands, pockets, and all the space available to you, it’s still not enough! It appears Lady Luck has blessed you with deeper pockets.
Whenever you open a chest, a second item can be carried at 50% reduced efficiency (less charges available, only affects the 2nd item picked up). Press (button) to switch items being held in-hand.
“I swear, nurses never have enough hands!” - flavor text
Stop Right There:
You’ve been through an argument or two with the staff over proper care and orders. This has empowered you to stand strong against your adversaries.
If another survivor gets injured by the Killer’s basic attack or power within 16 meters, you have 10 seconds to activate “Stop Right There”. Pull a syringe from your pocket and stab the killer with it, stunning them for 4s (1s for animation, 3s stun). This perk deactivates for the remainder of the trial.
(Partially a House reference for text) “Stop right there! I’m doing the best thing a nurse can for another; saving your patient’s life.” - flavor text
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@Rokku_Rorru said:
We are getting some unique perks in the new ptb, so I'm hopeful we'll get more interesting powers as time goes on for both killer and survivor.
That said I love 2v8 for its simplicity sometimes, it's a welcome variety.I just wish they would stop nerfing everything into oblivion before they even leave the PTB. While it gives data, the PTB doesn’t utilize matchmaking when creating a lobby. It’s not reliable data.
Fog vials being nerfed into “never use” status 2 weeks after a new item released after 9 years was very disheartening. This stuff also happens on the killer side, but I feel like that is one of the most egregious decisions recently.
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@BongoBoys said:
I do think Devs could have just made a knock off crystal lake map
Literally just use the McMillan map and add a body of water as the invisible wall instead of the brick walls. They already have all the assets that looks like a F13 scene.
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@Pentaholigram said:
No, you're not the only one. I can also hear it saying chi chi chi, ma ma ma instead of ki ki ki, ma ma ma.
They have to fix this.
Agreed; this is a big collaboration for Behavior, so for them to potentially get a part of him/his lore wrong on release is… weird… Ik this is Jason Universe Jason, but they also own the rights to the movie franchise.
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@EntityNea said:
I take long breaks from this game (my last break was after their internal wheel of privilege training), and I swear that any time I come back there's something new broken or ruined. I noticed this immediately because any tenacity build is useless now.
As for why they haven't fixed it despite saying they will, I tried to search around and a lot of people seem to suspect that after they changed how recovering works when you're downed, they likely broke Tenacity and have been struggling to fix it. Don't know if that's the case, but seems likely since they're not providing the promised fix.
But here's the thing… The only change to recovering that they kept from the test build is that you now auto recover on the ground. Everything else appears exactly the same. So, from a technical standpoint, they could have implemented this change by changing a single line of code - All they had to do is find whichever if-statement they are using to check if the player is attempting to recover, and just change it to if(true). This would make their code act as if the player is always trying to recover, which would cause the player to auto recover at any time where they would previously be able to. With this kind of implementation, Tenacity would still work and they would have no excuse.
It's such a simple implementation, yet I wouldn't be surprised if they messed this up due to what I've witnessed during my off-and-on time playing this game (been around since early days but then they do something dumb that makes me quit, only reason I ever come back is because I love my friends and we create our own fun together inside dbd).All they had to do is find whichever if-statement they are using to check if the player is attempting to recover, and just change it to if(true).
Sadly, that’s not how this game works. Their coding is a jumbled mess in this game where so many lines of code work the same as or interact with SO many things.
Just changing the speed of Wake Up broke Bubba revving his chainsaw and would force D/C… like, HOW IS ANYYYYYYY of that code connected?!
The only way they’re going to fix this game is rebuilding the engine and game from the ground up, which isn’t happening.
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@hu3du said:
Yamaoka was the one realm that got worse than the rest. The map was fine before the update. Now it has too many good filler pallets, some being impossible to mindgame.
What are you talking about, Yamaoka was fine before the update? One of the variations had 8-10 pallets on the map, and 4 of them are fillers and 1 is shack. ☠️☠️☠️ it needed help on the survivor side.
I haven’t played since July since I haven’t liked the direction this game has gone in for a verrrrrryyyyy long time, so I have no idea how the maps perform now, but Yamaoka needed a revisit.
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@KingOfGhost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3990493#Comment_3990493
Close i mean to do similar direction with the survivors. Were they add as basekit to the killers perks they may need or are general useful.
They did back in 9.1.0 by giving killers reduced pallet break times, reduced stun times, survivors injury running was reduced, generators are broken more heavily. Used to be 2.5% and survivors could gen tap them, which was also removed and gen damage was buffed to 5%, on TOP of the buff killers will get for not TUNNELING going forward, and additional gen times. :) you did get a few base kit buffs or “base kit perks” added to your kit.
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I wish I knew how to quote specific parts of a post, but it’s actually very common to lose 2 gens before getting pressure/snow ball effects going. For any killer without mobility, that’s expected, but does not mean the game is lost. I usually see a strongggggg comeback because survivor resources are depleting, people are pulled off gens for unhooks, heals, etc.
Early game isn’t usually any killer’s favorite time in the match. The issues you’re talking about now are the exact same issues spoken since 2016, sadly. Behavior toyed with implementing killer early game changes a few years ago, but they could never settle on anything and scrapped the idea.
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3981177#Comment_3981177
I meant that these new perks are godlike compared to the sheer throw that Invocations are.
Ohhhh! Lmao my bad!! You right!!
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@SoGo said:
Invocation: Treacherous Crows would like to have a word with you.
That perk is next to useless terrible… what are you talking about? The crazy amount of restrictions and distance on it makes it unusable. There’s a reason nobody uses it, or any invocations for that matter.
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That last comment made me lol at the airport. I’m terrified of flying and trying not to cry, so thank you. ❤️
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Does anyone actually enjoy the game looking white-washed…? 😅 Or is it because people care that much about any form of advantage possible?
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@Foggyguy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980843#Comment_3980843
Yeah this is what everyone always forgets. They rather keep seeing the same meta perks instead of what amounts to a meme build.
I do enjoy all the down vote denial, yet every perk from every chapter that has seen any actual use gets nerfed immediately and everybody is back to the same perks. It’s clearly what people want and they can continue to be in denial about it all they want.
I’m all for giving this perk a bit more counterplay, sure, but when can we shake up the survivor meta without just flat out nerfing everything else also to force them out of the meta…? Can we just get a perk that’s good and left alone for more than a week? Just for a LITTLE shake up?
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@PuddleOfBludd said:
I was playing my main, the plague. I’ve already finished the quest and whatever else so I was just looking to mess around and be cool..
I made this very apparent with two of the survivors who seemed to understand what I was doing. The game went on and there was a Jane who I hadn’t hooked yet, so I hooked her for the first time and the other three survivors opened the exit and just left. I thought that was pretty messed up considering that they knew what I was doing. I don’t know if this Jane did something to piss them off or whatever but yeah, they just left her to die. And I wasn’t even looking to do that to anybody was just farm on this particular match.
As a survivor who has helped killers farm when they’re nice, I have absolutely been left behind in many of those matches as well. Didn’t do anything, didn’t sandbag, t-bag, quite literally nothing to upset anyway. It just happens sometimes.
What I want to know is why anyone is abandoning a P3 holiday sweater Cheryl named “Jeryl’s Mama Milkers”? 😭😂
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I’ve never touched my gamma because I prefer the game looking better and more eerie over gaining a very small advantage match-to-match.
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I swear if survivors get anything even close to “good” these days, it’s too strong. Can we all just admit we actually DO want to see the same 8 perks and quite literally nothing else?
Any time survivors get anything that slightly shakes anything up, it’s not okay and needs to be nerfed away so we can see the same meta perks again. Only killers are allowed to shake anything up or run other perks at this point.
Streamers feel the need to show off a single game out of 20 hours where they finally got actual value and the perk is clearly too strong because one single niche situation it worked.
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@Xray said:
Since we got Rick and Michonne for this chapter along with a new map would it be possible for a part 2? We have plenty of characters from the show like Shane Gleen Tyreese ect ect. We are also missing Negan as the killer and the most famous locale of the show, the prison. I would be fine with a part 2 but what do yall think?
Is the prison really the most popular…? I guess I must have a hot take and never knew, but the prison and god awful governor storyline got me so bored and fed up, I was so excited what happened with the governor, and I’ve never watched the show since because I hated seasons 4-5 that bad… 😅
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@SAWII said:
It’s reliable in that all the stats are verified. It’s unreliable in that it’s a very small sample size.
This is due to very few people actually verifying themselves for Nightlight, right? I know I’ve never even looked up the website before.
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If I remember correctly, I believe the devs came out and said they’re not even closely accurate. People just use them anyway, because that was all they had before stat releases.
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@Rudjohns said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980241#Comment_3980241
The vast majority of players think the same, don't worry
Uh oh… we upset the only 2 people who like the changes. 😩😩
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@TheGoone said:
It's been discovered that Fog from Fog vials has a invisible wall that can block projectile attacks like Plague Vomit, Hatchets, Trickster Knives all projectiles.
https://x.com/magi_N7/status/1953678060513058846?t=X3uBBryj-CcXUx9wMyCrzA&s=19
Tbh, at this point, can we just walk back the entire Walking Dead chapter and give it the much needed QoLs it NEEDS? This chapter was so far from ready to release and the players have to just deal with it.
I don’t mean to be so negative about this chapter, but it should’ve been a huge and successful chapter. Walking Dead has so many seasons and 450,000 spin-offs for a reason. It got botched so incredibly hard, just like Springtrap, that Behavior keeps shooting themselves in the foot over and over again for things that really should be huge successes!
But whether it’s greed, higher up overlords forcing them to release unfinished products anyway, or what, but something needs to change. If chapter after chapter wasn’t always a giant, rushed, bugged mess, this game could have so much more success and new players actually sticking around.
If I came for Tokyo Ghoul and had to play that mess of coding, I wouldn’t stick around either…
Again, I don’t mean to be rude, Behavior, but I’m trying to give very harsh, serious constructive feedback. You need to change for this game to grow.
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@Birken13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3980025#Comment_3980025
No, the charge system feels super good to use. You no longer have to hold a button looking around to see auras. It feels convenient and less stressful. For example, the Crimson Stamp add-on for maps, the Killer aura aspect of it feels so smooth to use. You just place the beam down and it automatically tracks the Killer for you. So you can vault and still see the Killer. Before you had to let go of the button = no aura reveal.
I would personally much rather have my own on-demand aura reading. Not a pre-determined amount for a predetermined amount of time. No thank you. I’m more than capable of doing it myself without having a mechanic hold my hand and make it much less useable throughout the match.
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@PetTheDoggo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3979999#Comment_3979999
Yeah, I think it's very good perk for him.
Another thing is it helps you on those short rock loops, where he can otherwise struggle as 110% killer.Omg that is so genius… thank you!! 😄 I guess I always thought the lunge was a part of the power. Like, gun into attack is all considered one total action? Idk if I’m wording that right.
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I tried to warn Behavior. I even put in their PTB patch notes comment section, saying the changes WILL be HARD nerfs to already trash items. The charge idea was dreadfully terrible idea and should’ve never seen the light of day past being a vocal idea in the conference room.
But here we are… because they do not care about our experience anymore or they would’ve realized TWD patch was N O T ready to release and did it anyway.
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@PetTheDoggo said:
Legion → Enduring (I love instadown under the pallet)
Deathslinger → Coup (It let's you shoot survivor over pallet and reach around even on bigger loops)
Oni → Unforseen (Easier first hit and fun surprise when angry)Omg, wait, I never realized Coup would work on Deathslinger’s swing after his shot… ☠️☠️ I have quite literally never seen a Deathslinger run it before, but that sounds fun!!
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@BorisDDAA said:
Sorry but who even gives hatch anymore? With final mori and abandon, those killers became rare and usually it's a waste of time to look for hatch.
Ahh… the further loss of a connected community or any form of social interactions. I used to see match chat used all the time. These days, everybody has already left before the killer has ended the game.
Hope we’re all enjoying a silent and disconnected community.
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@Senaxu said:
just dont play survivor anymore. why stress yourself. Just join killer, you will be better off
Haven’t booted up DbD since the anniversary ended and I haven’t been happier. Heard this entire patch is a dumpster fire train wreck with nothing but bugs, so… glad I’m not playing for all this crap! 😍
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@CatFish said:
https://forums.bhvr.com/dead-by-daylight/discussion/453168/rip-fog-vials
It was just annoying and stupid. I literally stopped playing the game because of this item + don't forget that they reworked the clown bottles and deep wound because it was blocking your vision, it would be hypocrisy to remove this for survivors but add it for killers
No, no, no. We’re not bending false narratives. Fog vials do not disorient the visuals on your screen. They strictly add a fog to the area.
Clown bottles caused motion sickness because of the visual effects made to your screen, not because of the fog sitting on the ground.
Try again, please.
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@Deathstroke said:
Yeah I don't know why it's so big deal? Writing slowly should not be reason why it isn't added. Most write anyway short replies like Gg or wp so it's not problem. I believe most in fact have access to keyboard they can hook on console if that chat option was added.
The devs very often allude to end game chat being incredibly toxic and not wanting to implement it again for others to endure. Your communication wheel is the only thing I can see them wanting to do. 😂
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@Volcz said:
No, not really.
Don't get me wrong, I respect it. I know how much effort goes into playing that killer properly and at a high level.
But do I enjoy it? No. The chase gameplay isn't very fun & you're really just trying to chain pallet to pallet cause you know he's going to try to teleport/close the distance while you're running from a pallet to another pallet (assuming you've been marked already).
Again, nothing against people who main Singularity or enjoy him. Just isn't for me.
I ran into 2 Singularities in a row who refused to do anything but use their power to do EVERYTHING during chase. I got SO bored because there’s literally no counter play to that playstyle.
Drop a pallet and he teleports and breaks it, free hit. Vault a window, he teleports and free hit. Do literally anything and teleport and free hit. It’s cheesy and boring. He might not be the best killer or super strong, but there’s nothing enjoyable about playing against a killer there’s nothing you can do against them.
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@Rudjohns said:
I already recommended for the "kobe" and hook progress bar to be separated, but people think letting survivors have 3 free attempts of 4% is too broken
Theres other way to balance it out, such as if you unhook yourself without the help of other perks you don't trigger your anti tunnel perks
Or even better, rework LUCK to affect killers as well. The bigger the luck in the trial the better the chances of less pallets spawning in the map, just an example.
I hope and pray that this luck offering is never on Yamaoka or Coldwind or those are the freest wins killers will ever have… ☠️☠️☠️
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I would say the time to see other survivors should be longer because seeing other survivors without a perk is crazy strong information. It also should not show auras or survivors in chase so it can’t be abused by SWFs or flashlight savers as easily.
I pretty much solely play survivor these days whenever I do play.
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@jmwjmw27 said:
I love that Kaneki is so bugged that there’s actually a different bug in the scenario 2 clip where he’s not visually charging his power despite charging it…
I bought my friend Kaneki to play because I thought it would be a lot of fun to watch… omg… the sheer amount of bugs that killer has is terrifying…
Half her window vaults didn’t work if she was just trying to vault through without a survivor. Tentacles constantly stuck in the environment, wonky tentacle hits whether they should or shouldn’t hit, etc.
I’ve never seen more bugs on a single killer in the two games that she played him before getting off due to his bugs.
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@UnicornMedal said:
I keep saying it, but the changes to DCing and going next were a bad move. Should've made DCing more attractive by making it less impactful on the trial. Players racking up penalties that keep them out of the game (given the 20 trial cooldown) removes even more Survivors from an already dry queue and encourages giving up in a way that's equivalent to sandbagging. Bots are the healthiest alternative yet the least likely, purely down to an inappropriate moral argument. As if you should be pilloried for leaving what's mostly a casual game.
I have been saying over and over that forcing players to play in a specific way is not healthy for the game. If someone doesn’t want to play against a certain killer or on a certain map, they will not play. Even if you force them to stay in the match, the team would be better off without them or with a bot.
I’ve had people get saved who wanted to go next that start throwing every pallet in the game and being annoying and sandbagging. Just let people leave. At least the useless bot is a a little less useless than a teammate who doesn’t want to be in the trial. Just let people D/C so I have a better chance at a good game than keeping the thrower hostage.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3961745#Comment_3961745
Yeah. He triggers super bad headaches for me so I seriously consider walking away whenever it's him. Luckily for me, he isn't common.
But yeah he's an accessibility nightmare
The screaming children… the loud pitched whining in his Total Darkness. I’ve always hated it and wish it was removed or replaced with something not so insufferably annoying.
Regardless, I do enjoy going against him overall. He doesn’t feel bad to play against. Just very auditorily annoying.
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@Langweilig said:
New Perk: Apocalyptic Ingenuity- After unlocking or rummaging through
2/2/2chests, press the Ability Button 1 for8/8/8 secondsnext to a broken pallet to build a fragile pallet.
Does this mean I can infinitely rebuild pallets after opening two chests or only once?
You literally get to make a single party pallet each match and that’s it. You have to make an entire rummage build and/or bring coin offerings for more than a single party pallet. It’s going to be one of the worst perks in the game.
- After unlocking or rummaging through
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As a survivor main, I feel like the Franklin’s change is not the right way to make it more picked. Franklin’s isn’t really the same without SOME kind of charge loss to items, otherwise, why run it…? Only dropping an item is not worth the value of an entire perk slot.
Any Means Necessary, you may want to change to 3.5s or even, like, 3.25s to ensure you can’t pick up a pallet and drop it again before a killer will no longer be stunned and can break the pallet.I personally REALLY do NOT like the key or map changes AT ALL. The only reason to run a key is the Blood Amber and getting to choose when and for how long you see the killer is essential to utilizing it to max potential. Now, it’s predetermined. Sucks. Let me play the game. Please stop making changes that force me to play the game the way Behavior wants. If I want to stealth, let me. If I want to choose when and for how long I use my key, LET ME. PLEASE. STOP TAKING THE CHOICES AWAY FROM ME.
If you want keys used more, make them actually useful. Why am I bringing in an item to try to change it with a chest item…? You’re literally admitting the key is useless and is there to just replace. That’s not INCREASING USAGE OF THE ITEM. You made a useless item even more useless. It’s now there to change out with another item and that’s it… lmao cool. At least it had a little more flexibility and usefulness.
Same with the map. I use it to find generators and keep track of them, especially on indoor maps. I also like to use the map for my haste/speed builds. I use it to find totems throughout the map to boon for Dark Theory or watch for 3-gens. I especially use the Blood Sense map if I’m running Power of Two to stay close. You’re telling me I get to use it 6 times to reveal stuff for way longer than I need to instead of letting me read my map for less than 1s and use it any time I want/need is more useful…? No. Please do not put the key or map changes through. They’re terrible. I PROMISE if they’re released this way, they will either see a the same use or even less. Nothing changed in the PTB will encourage anybody to use them more.
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@PigWithTvs said:
its a killer response to the fact that healing is basically instant (removing the hit and run play style) and the gens are flying, entity forbid killers trying to win their games…
i understand slugging is boring but maybe bring anti slugging perks if u are getting slugged that much, or better yet center the whole build around slugging while the devs find a way to "fix it"
No matter what version of the game, I have never not had issues with slugging more than 2 players in many, many of my matches across my DbD career.
Players on both sides always have and always will play scummy. It has nothing to do with the state of the character or how strong/weak they are. Some people are willing to win by any means necessary, even if nobody likes it.
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@QuantumEcho said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957455#Comment_3957455
What are some popular packs that i can use?
I see the Pearlescent one a lot, there’s official character art portraits, I liked Shattered Bloodline, but it hasn’t been updated in a while. I usually just download the toolbox and download my perk packs there. They show you the most popular ones.
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@Superyoshiegg said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3957581#Comment_3957581
It's a gimmick where the community picks from already pre-approved concepts that BHVR came up with.
They aren't letting us make something up from scratch.
It's like the difference between a Multiple Choice Answer test vs a free form essay structure.
I don’t really know if they can legally… Things get VERY rocky when it comes to creative properties and who made them. Lawsuits and “stolen content” are some issues that could arise in court from ANY company. You can make arrangements and contracts with one or a few people, but the whole community is a hard one.