Remedicist
Remedicist
About
- Username
- Remedicist
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Pink_Ronin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451265#Comment_3451265
You would be wrong, it's a gameplay advantage. The fixed FOV is what makes FOV techs as survivor possible. Without it we would be again handicapping one of the few techniques at survivors disposal to survive in chase.
From my experience, those FoV techs only worked against console killers due to the fps constraint and joystick camera movement. Most killers that aren't new and use a mouse can quickly react to those sudden FoV techs. In that regard, the FoV slider is a great accessibility option for everyone, whether they suffer from eye problems, play on different platforms, or simply just want to use the FoV that feels most comfortable for them. I don't think it makes sense to limit players by only allowing a tunnel-vision FoV just so that killers can't somehow see a survivor that is literally right next to them or under their legs.
-
@Lost_Boy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3451206#Comment_3451206
Why would shadowborn be OP on slinger? If anything you would want to use monitor for the reduced terror radius if you wanted additional FOV also. I main slinger and I use monitor from time to time, but mainly for the reduction in terror radius. Sure increased FOV is nice on all killers and can be particularly helpful on some, but I really don't notice much difference with slinger. He a killer that really relies on long range accuracy to make the most of him. Landing shots at almost max range when a survivor thinks they're safe. It's quite funny how many DCs happen when you get good at landing max range shots especially with exposed add-on. I would imagine he would be super frustrating to go against if someone is playing him well.
Yeah, I don't think increased FoV is op on any killer. I personally believe FoV is an accessibility option and not a gameplay advantage. I agree that Monitor and Abuse is much better on Deathslinger than Shadowborn in terms of gameplay because Slinger will be much closer to his max shooting range before alerting the survivor. I imagine anyone that uses Shadowborn uses it simply because it either feels better (like me) or due to problems such as migraines from a low FoV.
-
On Twitter, there was someone that was against the FoV slider accessibility because they said when they use Deathslinger with Shadowborn, they are op. Then others were jokingly saying they were going to start using this op combo. Could just be a coincidence though.
-
I need
-
I will no longer be shackled by Shadowborn
-
I simply came for the Holly pic. Thank you for the bonus codes <3
-
Maybe the totems could also remain unlit until the effects actually proc, in which then it becomes a hex totem.
-
@Fawiola said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428452#Comment_3428452
Would you say that botany is better than we will make it?
Imo, Botany will generally get more use throughout the match than We'll Make It due to the uptime. However, admittedly, We'll Make It can be lifesaving in certain situations due to the faster healing, but it is more of a gamble. Additionally, if you plan to use a medkit on yourself, you have to account for that when using Botany.
-
I tend to have fun in a lot of my matches. For me, it's kinda the other way around where I will occasionally have a bad game. Most of the time, my matches are either fun and engaging, or neutral and acceptable.
-
Currently, my favorite perks on both sides are Botany Knowledge because I love healing others, and Shadowborn because I kinda need it to play nowadays (FoV slider when?).
-
The survivor side isn't entirely team based. The chances of survival are definitely higher when working together, but survivors don't technically have to work with one another.
Another problem is that even if survivors tend to survive more when working together, this still doesn't account for the lack of soloq communication with other survivors. It will always be tremendously difficult for people to work together without a form of communication as survivors can't just read each other's minds. You can't expect another survivor to be on the same wavelength of thinking as you. This is why swf tends to have more of a coordinated advantage compared to soloq.
-
I like playing as the team medic and healing people. Therefore, my favorite build is Botany Knowledge, Empathic Connection, Desperate Measures, and Boon: Circle of Healing.
I also love my totem buster build. Small Game, Overzealous, Inner Healing, and Counterforce. Those totems are delicious.
On the killer side of things, have you ever run Wesker with a full aura build? I used him with Lethal Pursuer, Barbecue and Chili, I'm All Ears, and Nowhere to Hide with the Helicopter Stick and Uroboros Virus add-ons. Had eyes on survivors virtually all game.
-
One time I had a chest build and went against a chest defender Bubba. I offered every single item from other chests in exchange for whatever was in that chest, which I recall being a green key, and it was accepted. Best transaction of my life.
-
Trickster and Yun-Jin. I like their character designs and lore, as well as their personalities for their given roles.
-
FoV slider
-
I play for fun and bp, so if I got a lot of both, then I won in my book.
-
I use it in soloq and I've noticed in my matches that it helps my team coordinate heals and group ups better. The aura effect was a solid addition to the perk for overall coordination, and they removed the problem of self heals completely negating killer pressure. Overall, I love the change to CoH.
Edit: This is what I mean. The survivors and I used CoH plenty of times throughout this match. Just from my experiences, it helps a soloq player like me coordinate with my team effectively. Albeit, this was a boring Skull Merchant 3-gen match, but that's besides the point.
-
Trickster. The bop and the twirl
-
I like the Sprint Burst change. Having to run for 3 seconds now gives it a requirement that fits with the theme of the perk.
However, I cannot agree with the other exhaustion perks changes as I believe they are already working fine in a balanced way.
-
I meet a lot of cool, fun, and friendly people on this game. Every match feels interesting and unique to me.
-
@MerleDixon said:
https://forums.bhvr.com/dead-by-daylight/discussion/375195/new-code-dropped
Remind me to use this tomorrow evening
Yo, use this now. Assuming it is your morning.
Edit: Oh, you said evening. I can't read
-
Contact @Jocelynbee for a username change.
-
I want to share my cake with everyone, no matter what playstyle they choose to use, or whichever offering they choose to bring. Everyone will feel my love through these cakes!
-
I predict it will be an original chapter reveal and I'm all for it.
-
I miss Hawkins. I could see the layout of Hawkins being reformed as a studio for an All-Kill themed map.
-
They removed the lightburn mechanic from all killers that had it, including the Wraith. You can no longer get burned out of your stealth power.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423637#Comment_3423637
I want it in the game because the default killer FoV causes more people headaches and nausea, as it's a known trigger that super low FoVs can cause issues. Spirit's current FoV is much closer to a standard FoV (and much closer to the survivor FoV).
This Spirit bug is the best thing that has happened to her in a long time. It would be great if we could have an FoV slider, but sadly, BHVR refuses to even make a comment on whether or not they are even considering this. It doesn't even need to start out as a fully scaling FoV slider. Just having a "shadowborn FoV On/Off" toggle would be a good start.
It's important to note that people get headaches and nausea on both ends of the spectrum. Some people actually get headaches from higher FoVs than lower. This is why an FoV slider should simply be in the game for accessibility as people could then choose the FoV that they feel most comfortable with.
-
I always thought Insidious should make the Undetectable status effect from standing still linger for a few additional seconds after moving or performing an action. Would make it pretty interesting to use during chases and around loops as it would turn off the red stain while the effect lingers.
Actually, if they added the lingering effect, and also made it add additional seconds of Undetectable to other lingering Undetectable status effects, similar to how Lethal Pursuer works for aura perks, that'd be a great addition to the perk and make it much more versatile.
I could see it working something like this:
Insidious
- When the killer is standing still, the killer will gain the Undetectable status effect after 2 seconds for as long as they are standing still
- The Undetectable status effect lingers for 2/4/6 seconds after moving, performing an action, attacking, or using a killer's power
- Extends the duration of all Undetectable status effects by 2 seconds
-
HDR should already apply automatically in the game if you have an HDR monitor and are using Windows. You can calibrate the HDR options in the Windows display menu, and can turn on the "Auto HDR" feature in those settings. After that, it should automatically calibrate HDR for you in any game you play. It is the reason I do not use any of the Nvidia game filter settings as auto HDR makes the make look natural with the colors looking better.
-
Makes sense to me. Same with when survivors that are unhooked bodyblock the killer. I'd imagine the survivor would know the risks of these actions already though.
-
Most people's problem with Deathslinger back then was his insta-shot mechanic since aiming in immediately allowed him to shoot, and the fact that he could zone survivors since he did not slow down when he stopped aiming in. Imo, BHVR did a good job at fixing these problems while still making the mechanics themselves pretty fluid.
However, I can't understand why they made his TR 32m. Deathslinger's gun can only shoot up to a maximum range of 18m, and his TR theme is pretty easy to react to once he is in range to hear it. Even if he used M&A, this didn't make him op in any way because his ranged power doesn't act like the others (as in he has to pull the survivors after shooting them in a smaller range compared to other ranged killers, and the environment can still break the chain and make him unable to down the survivor).
-
They gotta make that black circle transparent or reduce its size to some degree. Because of how large it is, auras will usually be blocked by it. Additionally, because it encompasses a large part of the screen, it's also difficult to see in front you. I notice that whenever a survivor is hooked somewhat near my position, I can't tell if the killer is coming toward me because that black circle takes up a large portion of the screen.
-
@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3421759#Comment_3421759
Because before MMR when they did rank-based match making queue times were much longer & people complained. MMR was designed to ameliorate that. Now y’all still complaining.
I definitely prefer the faster queue times than waiting a long time for near-perfect matchmaking. Besides, the loose matchmaking makes the game feel more random and fun in my opinion than feeling like I'm in a ranked comp match. The way MMR works kind of plays into this since kills and escapes aren't really a good indicator of skill in this game, especially with the softcap.
-
I would like to point out my opinions on why I believe her current power design is problematic:
- Regardless of builds, her current power promotes very long matches and stalemates. She is currently designed to lock down an area effectively by making survivors have to stay away from their main objectives in a 3-gen perimeter. It is very hard to break her bulwark of a defense because the drones expose survivors quickly (and the duration of the exposed is very long) and she has eyes on anyone in her drone area at all times.
- Really, the exposed part is the main problem here because it forces survivors to have to get rid of the drones. This idea makes sense in theory because the survivors need a reason to get rid of the drones. However, this promotes Skull Merchant to stay near her drones and 3 generators at all times so that she can instantly down a survivor near her and prevent survivors from completing their objectives. Additionally, in chases, this forces survivors to have to leave loops which is not super interactive.
- The other problem that promotes this playstyle is that the Skull Merchant can immediately place a drone in the area that one was deactivated. If even one survivor is sacrificed or the survivors have no group cohesion, this defense is incredibly difficult to break because the survivors with claw traps on themselves can no longer walk into the drone areas without activating the drone areas, rendering their action of getting rid of the drone useless.
- Her Haste status effect also causes issues. When she is tracking survivors, she can patrol around her drone areas very quickly. This enhances her stalemate and 3-gen potential even more. This also makes chases unfun on the survivor side because the Haste status effect makes looping her rather unpredictable since it throws off timing.
- On maps with multiple floors, these problems are intensified. She is able to protect generators on multiple floors by activating her drones and exposing survivors. Survivors can't even deactivate the drones without even being on the same floor as where they are set up.
You say she has numerous strategies, and yet the only strategy I've seen employed by this killer in my matches is the 3-gen defense that is the cause of most people's annoyance with her. Feel free to disagree though as all of this is simply based from my own experiences playing as and against her.
-
I'll always miss my original main, og Freddy
-
I've seen a lot more SB, Lithe, and Distortion on the survivor side. Makes sense, people would rather use other exhaustion perks now, and Distortion helps counter the many aura perks that killers have been running.
On the killer side, I've seen a lot of Deadlock, LP, and Sloppy. Which again, makes sense. Killers are looking to slow down the game through longer heal times or blocked gens rather than regressing them directly, and LP helps get into the first chase quicker while taking note of where the other survivors have gone too (assuming no Distortion is in play, which is unlikely nowadays).
-
@Emeal said:
Please talk some more about why you think the current Skull Merchant does not cut it compared to the other Killers so the dev team can get some insight into why they should pursue these suggested changes.
Sure, I can do that. I'll give my opinions on why I think the current power is unhealthy for the game, while the new one is more thematic and fun.
Current problems with the Skull Merchant:
- Regardless of builds, her current power promotes very long matches and stalemates. She is currently designed to lock down an area effectively by making survivors have to stay away from their main objectives in a 3-gen perimeter. It is very hard to break her bulwark of a defense because the drones expose survivors quickly (and the duration of the exposed is very long) and she has eyes on anyone in her drone area at all times.
- Really, the exposed part is the main problem here because it forces survivors to have to get rid of the drones. This idea makes sense in theory because the survivors need a reason to get rid of the drones. However, this promotes Skull Merchant to stay near her drones and 3 generators at all times so that she can instantly down a survivor near her and prevent survivors from completing their objectives. Additionally, in chases, this forces survivors to have to leave loops which is not super interactive,
- The other problem that promotes this playstyle is that the Skull Merchant can immediately place a drone in the area that one was deactivated. If even one survivor is sacrificed or the survivors have no group cohesion, this defense is incredibly difficult to break because the survivors with claw traps on themselves can no longer walk into the drone areas without activating the drone areas, rendering their action of getting rid of the drone useless.
- Her Haste status effect also causes issues. When she is tracking survivors, she can patrol around her drone areas very quickly. This enhances her stalemate and 3-gen potential even more. This also makes chases unfun on the survivor side because the Haste status effect makes looping her rather unpredictable since it throws off timing.
- On maps with multiple floors, these problems are intensified. She is able to protect generators on multiple floors by activating her drones and exposing survivors. Survivors can't even deactivate the drones without even being on the same floor as where they are set up.
How my suggestions would fix these problems:
- If her drones can no longer expose survivors, and new drones can no longer be placed in the areas that the previous drones have been disabled, her 3-gen potential is severely reduced, and the matches will not be as drawn out as they currently are. However, she then requires a power that makes her viable and still gives survivors a reason to disable her drones beyond just being tracked.
- By allowing her to get her drone back immediately even when a claw trap is still active, she can still set it up somewhere else, such as when she is in chase. Since she no longer exposes survivors in her drone area, this will make chases more fun and balanced for both sides as she can use the drone to grant her the Undetectable status effect and buffs to breaking/damaging action speeds, as well as hide her red stain around loops without forcing the survivor to leave the loop. In this sense, it gives a buff to the killer for utilizing her drones rather than severely hindering the survivors.
- Why would a survivor be encouraged to disable a drone if the claw trap now debuffs them with the Oblivious status effect and the drones no longer expose them? Three reasons:
- 1) A drone that is tracking any survivor now makes the Skull Merchant Undetectable no matter where she is on the map. This is a hindrance to the entire survivor team rather than the one that is being affected by the Oblivious status effect since everyone can no longer hear her TR or see her red stain.
- 2) Additionally, disabling a drone now makes the Skull Merchant unable to place a new drone in that area where the previous drone was disabled for as long as the claw trap is active (she will get the drone back though and can place it somewhere else instead).
- 3) In addition, drones that are tracking survivors give her a buff to action speeds for breaking and damaging objects. This can be bad if she is chasing a survivor. I believe this is better than giving her a Haste for every survivor that is tracked since that makes disabling the drone hurt their teammates if they are being chased.
- I believe stealth tracking gameplay fits her thematically according to her lore. Skull Merchant wasn't a territorial killer. She hunted down her targets secretly and tracked their every move. This new power would display that.
- Her drones will still affect multiple floors. However, since she no longer exposes survivors, this won't be as much of a nuisance for them on maps with multiple floors. This will still be beneficial for the Skull Merchant though because if she places a cleverly hidden drone on a specific floor, and an objective or point of interest is on the other floor, the Skull Merchant will effectively be Undetectable for a long period of time.
-
@bm33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417549#Comment_3417549
Challenges really make solo q way worse. This challenge in current level of the tome to self heal twice in a match is going to make solo survivor miserable. Blood Rush can only be activated once in a match so atleast one of those heals will be self caring.
https://us.v-cdn.net/6030815/uploads/G65PX275XX3Z/20230503-183831-jpg.jpg
This challenge wasn't that bad. I used a medkit with some charge add-ons and the Streetwise perk, and I effectively got two heals. Additionally, you could use Inner Healing for quick heals.
-
So you're saying every member of a team can no longer have a specific role at the current state of the game if they want one, but I don't really feel like that is true. I use a whole variety of role builds in soloq, such as totem buster, medic, support, etc., and I still am having fun from my own experiences in addition to escaping.
The thing is though that no matter what role you put yourself in, you still have to participate in doing gens or chases to some degree, or else the game would be pretty imbalanced if that wasn't the case. If you could have one gen jockey do all the gens for your team and one looper loop the killer forever, that would be pretty awful for gameplay design.
However, as we are on the topic of game design, I do believe we need new gameplay mechanics to make the current gameplay not as stale.
-
Never had a fun match against her
-
@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418358#Comment_3418358
Having bigger FOV sounds like a huge buff for me actually.
- Much easier and fasterto find hiding survivors.
- Much easier and faster to find scratch marks and pools of blood
- Easier to track Survivor's movement during chase
- Less chance for pallet/flashlight saves because you will more likely to spot other survivors nearby even during chase.
I am not sure if I am for or against it yet. I am just saying that it is decent killer buff.
I agree that a higher FoV would make tracking easier if the killer has eyes on the survivor. But again, if that level of tracking was super important, everyone would run Shadowborn. The thing is that spotting those things you listed can be just as easily done by panning the camera, which most killers do while walking anyway. Additionally, if a survivor is hiding behind an object, a higher FoV won't make the killer be able to see that survivor anyway. Similarly, if a survivor uses line of sight blockers or goes around a corner, the killer still needs to get past the object to see the survivor. Using Shadowborn gives a sense of this already though.
Also flashlights are a bit strange because a higher FoV actually makes the killer more susceptible to flashlight saves. For some reason, the flashlight blinding angle is actually based on the killer's FoV.
Back to accessibility though, not everyone would actually use the highest FoV setting in the slider. While there are people that get motion sickness from a lower FoV, there are also people who get motion sickness from a high FoV. For example, Shadowborn's FoV is too high for me, but the base game FoV is also too low for me personally. That's why from a game experience perspective, players need customizable settings to be play comfortably.
-
A newer DBD would hopefully mean a better engine and optimization, which I'd be all for. As long as the devs find a way to make sure all of our accounts have everything that we own saved (e.g. cosmetics, dlcs, charms, cosmetics, etc.)
-
@Ivanynakov said:
https://forums.bhvr.com/dead-by-daylight/discussion/374467/nice-accessibility
Isn't Field of View intentionally fixed for the gameplay purposes? Because the Killer sees so little Survivors can do particular plays like hiding in middle of chase.
If FoV provided that much of an advantage, it would be used widely. As of right now, it's mostly used by people with motion sickness and eye problems. Such was the case for users of Spine Chill before the visible TR and Lullaby was added. Accessibility options shouldn't be hindered just because it may provide a small gameplay buff. Example being the visible TR and Lullaby that helps people react to the presence of the killer immediately, and yet hasn't made much of a difference in the matches altogether.
Honestly, I've never seen a modern game besides DBD that has so little accessibility options and setting customization. It's also strange that a lot of the settings can be accessed by PC players in the files, but not available for console players. And speaking of console players, techs related to FoV, such as the spinning or FoV techs, really only affect console players since PC players have better camera mobility to begin with.
-
I feel pretty fast when I use him. Especially if I run a chase build
-
I was gonna mention the Resident Evil chapter, but that came out in June 2021. So unless more players kept coming into the game gradually for that reason, it is most likely for a different reason.
I remember the July 2021 update buffed Trickster. That was huge for me since I main him, but I doubt that update would have increased the player count.
-
Well I personally believe the latest update was great and DBD is the most balanced it's ever been. I've been having a lot of fun on both sides. However, the game could always improve.
- Blight's and Spirit's broken add-ons need changing
- Add-ons that instantly expose or make survivors mori-able need to be changed
- The maps need less clutter and should be focused more on the gameplay balance of both sides rather than the maps simply looking good graphically
- New gameplay mechanics to spice up the general flow of the game, whether that be new game modes, new abilities, or new interactable objects
- Skull Merchant needs some changing. Maybe make her more of a stealth tracking killer than an area denial tracking killer
-
@IlliterateGenocide said:
I think tricksters instadown addon is more problematic, tho i dont think any killer should have an instadown addon.
Yeah, as a Trickster main, I wish that add-on didn't exist. It's not that hard to build up laceration up to two away from injuring, and downing the survivor afterwards from an m1 attack. No fun or skill involved from either side. Would be cooler if it did something else, like making Main Event have no time window duration to use the power if the Photocard add-on is equipped (although many people and myself believe that Main Event should be held by default). In general though, I dislike the design of insta-down or insta-mori add-ons.
-
I got so close yesterday with 36k, but I've never gotten 40k before.
-
I don't like facing the zoning Demogorgons. The ones that use STBFL and fake using the shred to zone you from a loop and m1 you. That is boring to face against, especially since holding the shred doesn't immediately slow them down so it makes the zoning easier. However, the Demogorgons that use their shred proficiently are very fun to go against in chase.
-
The devs buffed medkits for altruistic healing, but nerfed self-healing altogether so that self heals would no longer remove pressure that the killer caused in just a few seconds. The mangled status effect from Sloppy Butcher also encourages survivors to altruistically heal than to self heal, especially if the healer has healing perks. I'd say the devs accomplished what they wanted.
What the devs didn't account for was the hemorrhage status effect that causes even more pressure when the killer interrupts a heal because the injured survivor essentially has to find another survivor and heal for 24 seconds all over again, assuming the only healing slowdown perk being used is Sloppy Butcher. In addition, the hemorrhage status effect makes certain that perks like Resurgence and Solidarity are made useless.
There are two ways I could think of to fix this. One would be to remove the hemorrhage status effect from Sloppy Butcher to and add it into Blood Hound, which would make sense overall thematically. In addition, it makes hemorrhage less prominent in matches so that perks like Resurgence and Solidarity can thrive better.
The other method would be to change how hemorrhage works. One change that I heard before was to make hemorrhage work like the opposite of deep wound: the survivor will only lose healing progress if they run. This change would still be effective, but wouldn't hurt perks like Resurgence or Solidarity that give a healing percentage to the player while the survivors are standing still or walking. Ofc, the devs could make both of these changes and it would be good.

