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RedPoncho12

RedPoncho12

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RedPoncho12
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  • @biggybiggybiggens said:

    Still against it for the annual event items..

    agreed. Plus why would I pay $5 to use $4 worth of auric sells on a mask for huntress which are all kind of mid anyway. Just let us earn it but have the option to buy them for those who want to get all of them

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750396#Comment_3750396

    Lucky you, I sometimes get 5 in a row or more. I forgot badham btw, that's one that gets thrown a lot too.

    Dead dawg might be good to loop but it's super small, it potentialy one of the best maps for killer to defend gens.

    yeah sure but I think it’s overall balanced between killer and survivor. I could run main all day on that map. Than also connecting shack to some loops. Than the entire other side of the street is just nasty to play but yeah gens spawns on dead dawg absolutely favor killer but I think it’s a good trade off

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418877/what-about-the-game-do-you-like-the-least-about-the-game-not-hate

    I don't really like map-offerings, both sides bring maps that are just horrible to play on as the other side. I don't want to play contantly on garden of joy, eyrie of crows or ormount, at the same time I don't want to drag the survivors onto midwich or dead dawg saloon.

    It just destroys the rng-aspect of the game dragging the chances too much on the side of the offering.

    tbh I don’t see a lot of map offerings used and survivors should love dead dawg. It’s easy to loop on that map and do is rpd (just gen spawns on rpd are just busted)

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418877/what-about-the-game-do-you-like-the-least-about-the-game-not-hate

    Honestly it's just Backwater Swamp.

    It's long overdue for a rework, tracking scratchmarks/red-stain is a pain due to my red-green colorblindness. It is generally a really ugly map with little to no visual appeal to it. Totems spawn at the very edge of the map and finding the hatch takes forever and makes matches an absolute slog. The Generator spread is really compact so there is hardly a reason to leave one side of the map, especially with the decent main building being easy to run.

    The ONLY redeeming quality to are the holes in the main building(s) since it is funny to bait the Killer into the hole… outside of that, there really isnt much of a reason for me to like it.

    I love black water on both sides

  • Nah having map offerings are great but not showing people it would be great

  • @Laluzi said:

    Honestly, yeah. There's no reason this shouldn't be a thing. The only purpose the offering screen serves is to go "screw this" before the match even starts.

    Though there is one downside. In-match you're able to check who brought what offering, so this kicks the can down the road a few inches; instead of cancelled matches, we'd get more bots once the match starts. Or in the case of killers refusing to play, the game just ends - but unlike matches that never loaded, you lose your addons and offerings.

    And I do like being able to see who brought what in a match, because I exercise my right to treat players differently if they brought bloody party streamers for everyone or if they sent me to Brazil.

    I get what you’re saying but that’s also why I said you shouldn’t know what offering are used until the match ends in the same way you can’t see the killers loud out til it’s over. I totally agree though

  • I got that but still I think it would be a bit busted if I could see my mates at all times without running aura perks. With kindred it would only need to work while on hooks. If they did make it base kit than I wouldn’t mind if the nerfed bond/empathy/etc just a little because of that

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748573#Comment_3748573

    True, but Stridor countered it back then and now it doesn't (used to be additive, now it's multiplicative.) Everyone ran Stridor for that reason.

    But yeah, I barely see Spirit anymore anyway.

    yea there’s hardly any spirits anymore plus I think she can still handle iron will fine. It does counter her a bit but so does calm spirit vs doc

  • @lettuchia said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418800/kindred

    At this point I literally want constant aura reading on teammates and/or vc for survivors

    nah, I wouldn’t want to see my mates on gens at all times or start of match. That would be a little too much without having a perk

  • @Laluzi said:

    It's an interesting conundrum that's difficult to balance. Personally I don't feel Weave + Franklins is busted only because it gives the survivor feedback when it's active and it has plenty of counterplay (put item in corner, move to different loop, don't bring items), but this is hardly the first time that we've had perks that were mediocre or good by themselves, but busted in tandem. Eruption/CoB/Overcharge immediately springs to mind. So does Buckle Up/FTP. Or old CoH/old Botany plus medkit.

    It's really hard to avoid perks having synergy with each other, because there's so many perks and that number keeps increasing. This kind of thing is inevitable. But I wish they did a better job breaking up perks that pair problematically - making their effects not stack with each other or building in safeguards to cap the maximum possible effect - than taking the nerf hammer to the perks themselves and trashing them. Looking at you, gen regression perks.

    In this case, if it really has to be nerfed, I think lessening the range of Weave would be fine, while giving it a secondary effect that makes it more worthwhile on its own (ideally, increasing the number of times items will be forcibly dropped - because that's Weave Attunement's real problem, it won't activate on its own without something else to facilitate it. If it did this, it wouldn't need Franklin's as badly as it does now.)

    I totally agree. I would rather them implement better safe guards with combos than bringing out the nerf hammer. However, that doesn’t necessarily answer my first part of the question being should perks only viable when in combos than on their own. Again, I agree with everyone saying that weave for example is useless by itself

  • Yeah totally man, that’s what I’m saying lol

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749574#Comment_3749574

    If soloQ and swf are on one level then killer would need to get buffed accordingly... But maybe the first step should be to bring that balance and then we can decide what is adäquate as a killer buff if necessary.

    most definitely

  • @Junylar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749683#Comment_3749683

    The point is right there, even if you refuse to acknowledge it. No amount of cool skins can soothe the pain the killer has to endure when his lunge magically turns into the short M1 and therefore steals a hit. No matter how fancy your cosmetic is, if you are descending into the depths of soloQ in it - you will still feel as horrible as if you wore default. And it's the way how BHVR distributed their resources why this all is happening. But you are completely right about the cosmetics being the cash cow for them: as long as players keep buying out all the new stuff in the store, the devs have 0 motivation to actually fix the game.

    bro go to another discussion about this

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749648#Comment_3749648

    I've actually seen devs take a lot of feedback from the forums. Just yesterday they confirmed bots replacing people DCing during the load screen won't come to live after everyone collectively complained about it. We also got pretty quick fixes for OG CoH, Boil Over, and some other stuff that made it to live in states that everyone hated. If enough people say the same thing, they listen.

    That said, I don't know how much direction they take on cosmetics - certain survivors being cash cows while others are ignored is a common complaint and they continue to do what sells, as does the increasing focus on marketing in the UI and the whole hubbub about limited-time skins and FOMO. But I get that in this area, they're understandably driven by profit.

    But hey, we can always hope someone's reading this thread and taking notes about what people want to see. They certainly listened to us when we begged for shirtless Felix.

    fair enough.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749596#Comment_3749596

    Yes. My friend plays in SoloQ all the time because for some reason the game kicks him out every time we try to play together.

    Anyway, he gets mad that sometimes nobody comes to save him. I told him that if he doesn't use Kindred that he should expect that.

    agreed

  • agreed

  • @not_Queef said:

    Yes, obviously. The devs suggested it themselves years ago.

    I've lost count of the number of times that the lack of Kindred on my solo teammates has led to horribly inefficient plays and/or gotten everyone killed.

    It is absolutely mandatory in solo queue and if you're playing solo without it, don't ever complain about the state of solo queue. You're part of the problem.

    Make the perk show only the killer aura, maybe with a bigger range or extend it to work on downed survivors as well.

    Nah I don’t think it should even show the killer. Just other survivors

  • @Laluzi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749618#Comment_3749618

    You realize comments like this are pointless, yes? The design team and the art team are completely different beasts. They don't take resources from each other and a drought of content on one side would not contribute to more content on the other. The people working on the art team do not have the skillset for bugfixing, and vice versa, the people on the balance team would probably give you stick drawings if you asked them to come up with a new cosmetic for Trapper.

    And cosmetics pay for the rest of the game, so there's really no need to get all No Fun Allowed about it.

    I agree. That is a pointless and passionate comment BUT the devs are probably not looking at what anybody says on the forums with any actual consideration

  • @Huge_Bush said:

    For Claudette-

    1. Froguette cosmetic. It’s a frog onesie that someone submitted to the cosmetic design contest many moons ago. I’m still bitter it never won.

      https://us.v-cdn.net/6030815/uploads/MMWPBZ2UR0S3/img-4309.jpeg

    2. Glenda the Goodrich poofy dress and magic wand that leaves a trail of sparkles so I can feel ✨pretty✨while I get moried.
    3. Velma cosmetic from Scooby Doo. I don’t want it altered or Dbd-ified. I want it to look nice and clean and exactly as it looks in the show.

    4. Sequined purple pants suit that shimmers while she runs.
    5. Ninja Cosmetic so I can have a squad of 4 Ninja Claudette’s. I want it to look like the Black Power Rangers Ninja Suit from the original Power Rangers movie.
    6. Bush Cosmetic. The reason should be apparent.

    the silly outfits are exactly what I don’t want in this game. However, not bad ideas having ninja Claudette’s for the memes lmao

  • @Yippiekiyah said:

    Only is killers get corrupt basekit.

    I mean I don’t see why you feel that should be basekit. I think corrupt is good but typically a waste. However, sure, id make that deal


    @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418800/kindred

    I want it basekit, but not with the concession of the aura of The Killer.

    I think a lot of Survivors think that if you give up the Killers aura, there won't be as much blow back from Killers about it being basekit.

    If anything this will only make things worse in SoloQ as nobody will find the perk itself worth a slot and nobody seeing the aura.

    disagree. The killer aura isn’t the big reason everyone who uses it does. It gives very useful information but people often bring it for the sake of randoms making better plays

  • I totally agree with the fact they made it easier for solos by giving the icon info about what they’re doing but that doesn’t necessarily mean that if someone got off a gen/totem/chest while my other teammate was also on a gen/totem/chest means that “oh he’s going for the save” because it seems most times solo will expect others to take that risk

  • @Junylar said:

    It would be a decent idea, but Hens already made a video about soloQ misery being 100% fault of the survivors themselves, and using some creative cherry picking he "proved" that "if all survivors played nice, the escape rate would be 65%!". And since the devs already acknowledged that video, the official BHVR standing on soloQ is something like "soloQ is fine, those who suffer there deserve to suffer there". So no soloQ buffs should be expected in the following years.

    yeah I’m not sure that “it’s your fault” is always a good answer considering it ain’t my fault I got one hooked and died cause of newbie solo players. That feels like a very lazy answer from the devs. Granted, I’d say everything else that happens in soloQ is the fault of the players

  • @Laluzi said:

    Ehh. I don't dislike the idea, but I don't think it's necessary either. I was way more pro Kindred basekit before we had icons showing what our teammates are doing. Previously there was a huge gap between solo and SWF about having any idea what the hell your teammates are doing, but now you're much better equipped to tell whether or not someone is going for the unhook.

    And with the camping changes, Kindred isn't quite as good at telling whether the killer is camping, as most camping now takes place at a distance.

    Without those key pieces of information that bridge solo and SWF, it's a free aura perk. Which… again? I'd probably be fine either way Mostly I'd worry about Open-Handed becoming meta in that case, because 16m is fine but 32m wallhacks every time someone is hooked is very strong.

    Your suggestion seems to remove the killer aura part of the perk from the basekit? In that case, yeah, it'd be fine. Again, I don't think it's as necessary as it used to be, but I don't see a problem with it.

    yeah if they were to make it base kit they’d def have remove the killer aura aspect

  • survivor: iron will, Deja, kindred, and either light weight/resilence (been playing with light footed as well)

    (Depends who) killer basic build: bamboozle, bbq or lightborn, bloodhound, brutal


    Note: most killers I run perks that are obviously of better use with their power but hardly every use slow downs

  • I hate the combo. I don’t hardly use items. I don’t care if a killer has franklins. Weave is just busted when in combination with Franklin’s

  • @fussy said:

    I really miss dark, mystic, horrific and scary skins. Variety of skins is good, but lets act like this game is still horror and release something that's not from Fashion Week at least from time to time.

    agreed

  • yeah I just had a game on lerrys with 2 gens literally a room apart. Happens a lot. Buddy got mad at my self cause I offed myself on the hook but we were playing against a knight and we had to get those gen matter what. Maps like Greenville and RPD are stupidly bad about it

  • nah he’s still strong. I think his power is typically better for mind gaming than anything else

  • they get nothing out of me except playtime and dlc purchases. Kind of a side note but buying skins are waste if you use real money. Why would I pay for pixels on my screen, it’s like buying nfts. On top of that, it’s a live service game so it won’t last forever so it’s not like I’ll have the pixels forever AND wasn’t Ubisoft who proved that with one racing game that you could drive around the entire USA? So it’s not like you get to keep games forever now anyway

  • @TheRealConsent said:

    Its most likely to incentivize longer playtime after chapter releases, so you have to play games to get P3 instead of just spend some from a giant pool of BP and leave earlier.

    even than, if I saved 6 million BP than I clearly just played the crap out of the game prior and just bought their dlc. So they got their times worth out of me and furthermore, got money out of me

  • @HerInfernalMajesty said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748185#Comment_3748185

    I can see what you are saying yes. I’m not defending the current system by the way, just explaining how it works.

    I gotchu man

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748332#Comment_3748332

    Yeah, we fully expect one person to die. There is low chance to rescue against camping Bubba and get everyone out. Usually just more survivors die...

    So 3 out of the gate asap and hope last person gets hatch, if they are still alive.

    I don’t know I tend to get at least 2 kills minimum unless I get absolutely shafted but that’s just me. I know it can be different for lots of people

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748164#Comment_3748164

    M1 is just not a Chad Billy, that's Casual Billy :D

    Just saying what's my experience when we play SWF against Bubba. It gets kinda difficult for him when everyone can reliably do locker tech against him. If someone has headon he is even more sad :D

    I see what you mean by bubba. I think his strength is mostly in end game if bubba didn’t to well early or mid game. That also depends on if the survivors are willing to let at least 1 person die and the end and just get out. However, that’s not usually the case in my experience. I also think bubba is great now but also thought he was fine before they reworked his chainsaw years ago

  • @danielmaster87 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747584#Comment_3747584

    Why would SWF only be able to counter this? Solos don't have the common sense to move items which clearly give killer auras?

    you ever play solos?

  • @MaddieMage said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748240#Comment_3748240

    Strong killer perk combos should always be embraced and survivors need to just learn to counter it, while strong survivor perk combos should always be nerfed. Thems the rules.

    Made up rules. Game should be balanced around fun and making the game feel playable to solos (often newbies) especially with the kill rates we have today. If that was a rule this game wouldn’t be played after 8 years

  • I love how I get attacked for thinking the combo needs a bit of nerf. God forbid anyone has an opinion

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/418496/no-way-it-doesn-t-get-nerfed

    Items are really cheap in the blood web, its hardly any big loss. - Killers loose their chosen addons (killers version of items) after each game.

    Also Windows and Lithe need to go, that is also a nasty combo.

    I’m surprised windows isn’t like iron will and doesn’t get the exhaustion nerf but survivors shouldn’t expect to keep their items if they bring them into any match anyways

  • @Chaogod said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748182#Comment_3748182

    Bro really be like "I know there's counter play that makes it completely useless but that requires I do something that's not the norm so it still should be nerfed". Just say you don't want to have to do any counter play.

    it’s not that I don’t mind doing it but I’d rather not have my teammates get shafted by it constantly because they don’t know what it is. With the amount of game knowledge you need for this game… it does need a set back for the betterment of solos.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3722689#Comment_3722689

    Which is a nonsense argument, because it is still easily possible, players keep their dailies done so they can get those points, they don't get the BP for tome quest to take them then... It prevents nothing, it just makes it more complicated and there is basically no good reason to keep such a cap... All it does is force players to use them on anything if they don't want points to go to waste…

    exactly. It makes things more complicated and is pointless because it wouldn’t break the game if you had millions of bp saved or spent millions at a time

  • @ChaosWam said:

    I don't really have a problem with it. Counter play is fine, moving an item away from any strong tiles and being aware when oblivious is active. The only change I'd suggest making is having the item visible when within the range of the aura read.

    which would be a nerf and would be a fine nerf. I don’t think the build needs to get nerfed to the ground but something does have to change. People think because it takes two perk slots doesn’t mean it isn’t too strong (again, mostly against randoms). Just because it has counter play doesn’t mean it isn’t still strong. Yea, I’d say either show the survivor the item when you’re within range and knock it down a few meters. OR perhaps they would make it where the killer can only see you if they are also within range of the item

  • @OrangeBear said:

     I just spend enough to stay right under 2Mil every time I play and make sure I have 2 mil when I get off.

    I mean you just explained why it exists. Because it encourages players to spend their bloodpoints.

    doesn’t “encourage”. It’s forces you too. If I want to save them then let me. If I want to put 6 million points on somebody the day they released than why not? It doesn’t break the game in anyway

  • @Crowman said:

    It got moved to the feedback section by a mod. There's more to the forums than just General Discussions.

    oh had no idea. when I first load up the site, google sends me straight general discussions page

  • Wait, what section? Yes, on my thing it said “taken down” though but alright word. Thx

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747952#Comment_3747952

    I think you're confusing addon effects with base kit. The fake pallets for example requires certain addons. MOST of docs addons are centered around adding various effects to the madness.

    I’m not confusing add ons with basekit. addons and basket stuff, everything that falls under passive abilities for him, I consider to be lame/boring/annoying. I would rather the parts of his power that actually require him to hit a button be buffed whilst removing all his ridiculous passive madness

    doctor is still beatable (he’s not super strong) but the problem is hardly anyone likes to play against him and his low pick rate is because he’s mostly a trash killer

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748126#Comment_3748126

    Thing is even now Billy can easily play in a way I am going to give him all respect he deserves. Just don't use M1, I will never be mad on Chainsaw only Billy.

    We have played against lot of Billy (I see Bamboozle 40% pick rate in my games from my tracking on Nightlight) and he is definitely still one of my favorite killers to play against.

    Basically like Bubba, but it's more difficult to bully Billy now. Not really hard with Bubba... He is usually easy 3 escapes.

    nah bubba is super underrated. I almost always get 3ks with him minimum

    Nah, saying I only respect Billie’s that M1 is not it. Just force Billy to M1 and you’ll be fine because either way (if he ‘M1s you and your 1 hit down).

    @NoOneKnowsNova said:

    As an ex-Billy main, you've hit the nail on the head. I barely enjoy him anymore post buffs. I am glad however more people get to enjoy him at least.

    yeah old Billy (prior to overheat was peak)

  • @VomitMommy said:

    he is now easy to play and no longer requires as much skill to achieve great results.

    Lol, how is Billy easy to play?

    I still consider him same or higher difficulty than Nurse and Blight. Simply because you need to be way more precise with your movement.

    the greatest results for the least amount of skill

    I really wouldn't pick Billy for this...

    That's why you see most of them always run engravings and boots

    When I try to use killer I am not confident in, I will try to minimize punishment for missing his power, because I expect it to happen often. Who would have thought?

    If I was an OG Billy main, I'd be pissed that the chad population of Billy mains got diluted

    Well, I don't remember any Billy player that would be mad.

    His skill ceiling is not lower, but his effectiveness for equal skill increased. But it's still a killer you need to waste a lot of hours to master.

    I would say his overcharge mechanic increased his skill ceiling instead, because it's much harder to control and good Billy's try to play around that mechanic more.

    yeah I love how they say he’s easy to play now and that his over charge is a buff. The over charge tends to shaft me out of hits (OG billy main with 500k+ hours as him). Billy is fine. I get at least 2 kills on game average these days compared to before where I got 4k almost all the time. Only reason I’m getting so many kills now is because people keep giving up because they don’t want to play against him. If you want to counter Billy than you must use his power against him and force him to M1.

  • good points made. Billy is fine

  • all of them skill checks, pallets, hallucinations, etc

  • @LordGlint said:

    By the extra stuff, are you referring to the various effects his addons give?

    no, change all of passive abilities or just don’t have them. Buff his actual power (shocking your at pallets and shocking people to find them with his large blast)

  • @nodforkiss said:

    not running an item sounds like perfect counter to me

    and he is using 2 slots of perks so less gen regression/block. u survivor mains wont stop until every perk gets taken away from killers.

    I’d rather you play slow down perks. I don’t even ever run items and this perk is still busted.

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