akaTheBARON
akaTheBARON
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863658#Comment_3863658
What if we opted for a 4 month cycle instead of a 3 month cycle? Yeah, it would mean 1 less chapter per year, but things wouldn't be forced out at this sorta breakneck speed, BHVR would have more time to finetune and get things done and overall have more time to dedicate on game health.
I totally agree with 3 DLCs a year vs 4. I've said this in another post, and I'll say it here. They'd surely lose money on that 4th DLC they wouldn't release but there's ways around that.
Instead of a 4th chapter that year, just come out with a group of 6-8 cosmetics. Can't be bought individually, they have to be bought in a DLC pack, and they'd cost what a new survivor or killer DLC would cost. They'd have to have a theme, and they'd have to actually be good, no boring recolors.
Imagine if they came out with 2 packs of cosmetics, one for killers, and one for survivors. An example theme I think people would like would be cosplaying as the other side. So for the killer pack you could have a dwight cosmetic for Hillbilly, Doctor dressed as Ace, Huntress dressed as Taurie (and she'd have Tauries mask I guess) just for some examples, then flip that for the survivor pack. A bunch of survivor skins where they're cosplaying as killers.
5 bucks each pack, available all year round, people would buy them and it would definitely make up for the loss of income from doing one less DLC. Some cosmetics cost 10 bucks each just for one. So surely people would look at it as a bargain. And once they're done, they're done. Cosmetics don't need constant reworks/monitoring, ect.
As long as they look cool, and have a cool theme, getting 6-8 cool skins for the price of a DLC would be much much easier to do than what coming out with a DLC with a killer would, and give them more time to take care of some of this backlogged BS they keep putting off, or putting the bare minimum into when they do get around to it. -
That really is the bad thing about getting him this "late" it really becomes a "what do we do with him that hasn't already been done?" type of thing. There are a ton of things they can do but do they fit the character. Any power/ability doesn't have to be lore accurate, just not too crazy to make people go "ok, but why did they give him the power to phase through walls?" or something like that.
I like the idea of basing him around him being a tank and someone mentioned built in endouring would be cool. Not a main thing but just something extra he brings to the table, and yes, stacking with the perk should they run it would be pretty nasty too.
I do like the idea of him being able to suddenly appear somewhere like he does in the movies. So the "teleport but survivors can't be looking at him thing" I'm also on board for.Those were already mentioned by others, but here's my original idea to go along with them:
Jason is known for his machete, definitely his iconic weapon, but he will also use literally anything he can get his hands on too. Axe, pitchfork, hammer, knife, whatever. So maybe he starts with his machete, but around the map there are 3-4 other weapons he can pick up (He'd be able to see their auras) to use instead, and they all do something a little different. And there can be 2, maybe 3 of each weapon around the map so swapping out isn't as taxing.
-The Machete would be normal M1, but maybe less of a cooldown when he swings it. Each quick swing would maybe be a charge that has to refill. Or maybe endless faster swings but less lunge.
-Pitchfork would have more range (so big lunge), but slightly longer cooldown.
-Maybe a fireaxe he can use as regular m1, but can also throw it. Should he miss, he can just go pick it up, or just pick up another close by weapon if he wants. I guess he'd have to have the ability to m1 with his fist too so he's not weaponless if he throws his axe and it goes flying across the map.
-Sledge hammer that can put you in deepwound or if he hits the ground with it in chase and the survivor is close enough it causes them to be hindered from the shockwave for a bit making him able to gain ground. MAYBE it could have an instadown feature, or just another weapon entirely that does that, but there has to be a drawback to using it, or why use any of the others?
And cosmetically speaking, no other killer just changes weapons like that, so what happens when you get the bloody machette when you P9 him (or whichever prestige is the bloody weapon)? All the weapons would have the blood on them too. He would likely have limited cosmetics anyway, but whatever theme the machette has should there be options in the store to buy, the other in-game weapons would/should have them too.
But tank related stuff, some sort of mobility (that survivors don't see), and a variety of weapons with different abilities I think are the way to go. He would feel lore accurate, BHVR wouldn't have to reinvent the wheel TOO much, but I don't think he'd feel like a mix between other killers. Like "he's basically just Myers and Dredge" or something along those lines. -
@SoGo said:
They should slow down the influx of new chapters.
4 full chapters + multiple paragraphs is just too much.
They should reduce it to 3 chapters per year and focus more on quality, not quantity.
I was going to say just this. 3 chapters for at least a year, but probably 2, if not a permanent solution will stop them pushing out faulty products that we buy, are stuck with when they nerf them to the point we won't use them simply to buy time until they get around to fixing it.
They can focus on monitization to make up for one less chapter another way. Once or twice a year put in some work on some really good cosmetics, likely with a theme, and sell them as a bundle for about the price of a killer or survivor, and they could even do this a couple times a year. Not recolors either. GOOD ones. You could have a killer cosmetic bundle where some of the non licensed killers dressed as survivors (imagine a Billy dressed as dwight) or survivors with DBD killer cosplays. There's tons of cool themes they could do. I'd be down to buy a bundle of cosmetics like that once or twice a year for one less chapter. If it meant the 3 that come out have that much more time to not be rushed. Or literally anything else to make up for a lost chapter's worth of income. They'd make less money with one less chapter a year so they'd have to do something to make up for it. -
Doctor is fine. Absolutely fine. I mean on the survivor side, he's not hard to counter so he's fine. You'll struggle agains a very good one, but that's true against anyone who is good at that particular killer. On the killer side, he's very mid. I really don't think you can be convinced otherwise but I'll say it regardless. I just think you're personally annoyed to play against him, but that doesn't make him OP, busted, broken, or anything inbetween. I maybe play against 1-3 doctors a week regardless.
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Supposedly they're bugged. BHVR has responded to a handful of posts I've seen about it saying they're aware and working on it. I hope we get dropped a nice pile of BP in our inboxes for it tho to make up for lost time bc I've played a bunch of matches in the event for what seems like no extra BP.
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@bjorksnas said:
Mistle toes increase the scoring from the event itself not a bonus to bp post match, its basically a mid match bonus akin to how old thrill and distressing used to work. Rather than a post match bonus it simply doubles the scoring events ingame.
Hitting a survivor or killer with a snowball - 150 points per action, but with the offering you can see it doesn't give 150 it gives 300
Some more examples
Popping a decoy snowman with a snowball 500
Popping a jumpscare snowman with a snowball 750
Doing the janky killer snowman thing 750
Making a snowman 250 (I think I don't exactly know this value)
But as soon as you put on the offering you get 1000, 1500, ect.
I've noticed this too. So finishing a gen, you see a 3,000 scoring event with a mistle toe offering equipped. Without it only shows 1,500. Everything is half as much without one, but it is scored in game, and not tallied after.
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After it's rework, it's fine as is I think. It was very busted before, but at least now you can see the aura if close enough and the aura range spreads out over time. If killer gets a down, and hooks near it, you're losing that teammate unless they leave hook area to check doors, but otherwise you're probably not cleansing it. But that's just partially RNG.
Now I used to say the same thing about having to earn NOED before it got it's rework. Like you'd only get it after getting X amount of hooks or something. -
Lightborn is fine LOL. It ruins your chances of getting sick flashlight saves for tiktok, twitch, or whatever you were hoping for that match, but it's practically almost a meme perk (I said ALMOST). Do some killers run it when they see flashlights in the lobby to prevent flashlight saves, sure. But a lot simply run it to ruin a flashlight heavy SWFs fun LOL. And it is fun. I dont really sweat flashlights too much but I love it when I know I'm making 3-4 flashlights useless, and it probably annoys them a bit. In good fun, but honestly if running lightborn pisses anyone off, I really don't care. But like I said, it's practically a meme perk due to the actual reason a lot of people run it.
But a broken perk like ToTH, it's not. If anything, take away the aura reading (I could take it or leave it), but either way it's fine. -
Screams and grunts of pain should be able to be either turned down or off on the side of the player. So if survivor doesn't want to hear it, or at the very least turn it down, they should be able to. The killer would still get all this information. So if a survivor wanted to run Iron Will and or Calming Spirit but still turn off their grunts of pain, or screams, turning the volume down/off would only be on the survivor side, killer could still hear, but then if they brought Iron Will/Calming Spirit, that'd be for the killer to not hear.
But it really is too much noise to deal with for some people. When I'm injured, I know I make noise the killer can hear, when something makes me scream, there's an animation the survivor does that's more than enough to let me know it happened.
Some people want to not be able to hear the survivor scream when hooking a survivor. I'm all for that too, tho survivors screaming while placing them on a hook never bothered me much but I know it's a lot for some people.
But I just saw DBD is nominated for some horror game award for "Most accessible horror game" and honestly, they do listen to the community on that front, not saying they don't deserve that, but for people with noise sensitivities, or PTSD, in a lot of ways this game falls short for them in the sound department, and it's (I'd assume, could be wrong) a relatively easy QoL change. -
Thank you for this, it's a big help :)
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@RaSavage42 said:
"Wins" don't matter as much it's more about how much did you use the Power VS. How much didn't you use the Power
Like Nurse VS. Freddie... you'll learn more based on how much you used their Power VS. not using their Power
Or not using the Killers Power at all in a 4K but getting a 0K while using their Power
There is a difference
I will try to keep this in mind. Quality of wins matter. Like if I play doctor or legion and get 3-4 DCs I may not even count it. But I'm not trying to M1 as a crutch.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852143#Comment_3852143
Ill say that putting a lot of time into a weak m1 killer will really up your success rate for almost all other killers. This is because they almost entirely rely on mastering mindgames and loops since they cant depend on any strong powers. If you're a beast at a lowly m1 killer, you'll be a force at a higher tier killer.
I got accused of being a high tier streamer when playing anonymously as an m1 killer not top long ago because they didn't expect an m1 killer to have strong plays.
My point is, don't rush passed all the m1 killers too fast, you'd be surprised how much being forced to focus on mindgames and loops will increase the quality of your matches.
That's a good point. I was going to go in somewhat of a random order, just based on what killer I was in the mood to do next (Nurse and Blight would have still been later picks tho LOL) but I'll make a point to pick from the weaker killer pool in the beginning. That way later on, with killers with higher ceiling skill requirements, I won't have to focus so much on the basic mindgame/looping stuff.
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@[Deleted User] said:
You could safely lump the M1 killers into a lower win count. There's not a ton that separates them mechanically. There's no reason someone who plays Pig wouldn't be able to pick up Legion or Freddy and do well. There will obviously be some things that separate them. Ghostface is a lot more complicated at a higher level than Freddy, for instance. And the counterplay isn't going to vary that much between MMR brackets, but the execution of the counterplay by the survivors will.
Definitely give yourself some more time for the ranged/projectile killers. This is where you'll really start to notice a difference in the survivors between win #5 and win #30.
30ish is good for the more advanced killers. I would lump Hillbilly in here too. Nurse will probably be the strangest one, because you'll start off rough, start to win (this is where most people stop and say Nurse is easy), and then run into survivors who show you what you don't know yet. It may take more than 30 games for that to happen.
Ok, good note. This kind of gives me a better idea of what range I want to do. I did want to take into an account that with some of these killers, they're essentially M1 killers, but with a different twist, so the ones I start with, a lot of that will carry over. This helped, thanks!
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@Tostapane said:
put the buffs that he got in the 2vs8 in normal matches and he's perfectly fine imo (my dream was trapper sack basekit but without the downside of not being able to pick up your traps once settled down)
I would be happy with the 2v8 buffs being his basekit in 1v4 as well. Honestly, it's not like he needs a huge overhaul. Increase his number of traps to 4, give him a speed boost either after placing traps (like 2v8) or if someone is trapped, he's good to go. So easy to do, unlike a Freddy rework where they actually have to rework him as opposed to just tweeking some numbers.
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@Mandy said:
yeah it's not meant to be days I'm afraid, its meant to show the hours. :( sorry to be the bearer of bad news
I mean… since we all saw "days" instead of "hours" and now we're all so emotionally damaged finding out the bloodfeast isn't going on for an extra 20+ days, you COULD extend it another day or two just to ease the pain… maybe? LOL
I'm kidding, it's really not a big deal… but maybe??? fingers crossed -
3 tiers of perks are 1000% not necessary anymore. 2 max. TBH, having only one tier (so basically what they are at t3) that just unlock for everyone at P1 is more than enough of a grind in my opinion. And this won't even benefit me, so this isn't coming from a place of complaining it's too much. Most of the work is already done for me as far as unlocking perks. Then the next 6 Prestige levels for the charms and bloody cosmetics. Then you can always P100 characters. Not to mention completing past tomes, ect. There's plenty for the grinders.
If they wanted to have something to unlock to take the places of P2 and P3 and keep the charms at P4-6 and the cosmetics at P7-9, that's whatever. And you can do this with 2 tiers instead of just the one, but they just reworked the bloodweb/grind not too long ago, and it's already out dated so may as well leave the next rework with room to grow into.
I just can't recommend this game to anyone, honestly LOL. Someone will ask me about it, I start explaining how perks work, unlocking them, prestiging and I can always see the second their eyes get that "yeah….. thanks but noooooooo" look. -
Unless they changed something, and I'm asking if this is the case if anyone knows different, there is no aura reading perk that sees you in a locker. At least, unless some of the aura reading perks got this buff. Lockers won't protect you from killer instinct, and maybe some other location revealing mechanic I'm failing to remember as I type this (Doctor can't make you scream in a locker, that's still a thing) but unless the killer sees your aura as you get in a locker, or as you get out, they're not finding you in a locker because of aura reading…. again, unless they changed something, so someone please fill me in.
I don't know how new you are to the game but if you go inside of a locker quickly, or exit quickly the killer gets the same noise notification they'd get for a failed skill check, or fast vaulting a window, so maybe that contributes? You may already be aware of that, but I'm just spit blalling here LOL.
I'm only speaking on the "getting found in lockers with aura" thing, the distortion having stacks while having aura read, IDK what to tell you. If the token number doesn't go down, it means the killer isn't using any aura reading. So it has to be some other mechanic they are finding you with. Maybe they see/hear crows you've disturbed (there's a perk that will give noise notifications to killer if you disturb a crow). Could be multiple things tho. -
I would say for the everyday/average-above average killer, Wraith for sure. Nurse and Blight are stronger, but still have a high skill ceiling and if you're gonna be good with either in 1v4, it's a given you'll be good in 2v8. But Wraith is the most buffed in 2v8 vs his 1v4 counterpart (it's at least more noticable when playing against him), and is very easy to use. Because of this I see him used way more than nurses or blights in 2v8.
He's the reason I almost exclusively play the escapist class, so I can have sprint burst off a gen. -
Just my guess but since unhooking gives 1,000 bp and then another 500 if it turns out to be a safe unhook (I think the extra 500 is a thing in 2v8), and today being the 1st day of the bloodfeast where it's now 3x's more BP for the next 5 days on top of the 50-250% survivor queue bonus, I think people just want to farm the BP.
This has been a thing already in 2v8 for sure, but I'm noticing today, being the first day of the 3x's BP, it's been TERRIBLE. I'll be going for an unhook and I can hear 2-3 survivors behind me almost every time. I spawn in a cage and almost always see a swarm coming my way. Or you'll unhook someone who's near another caged survivor and they want to run from you the second you unhook them to use their haste to try to go unhook that other suvivor. Savages I tell you! LOL -
@Pelaan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3843218#Comment_3843218
Yes you can when brand new long as you have 9k shards you can buy them day 1
Big thanks!
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I'd be ok if the sleep mechanic was just permanent (so no waking up, period) and the maps when vs'ing freddy always have that dream state look. Or ditch the dream state look entirely (I'd miss it personally). But either they stay asleep, keep the look. Or just normal maps, they stay awake, but everything still works like when you're asleep. Either or. Each function the same, just one has the dream look, and the other doesn't.
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I know you can by non-licensed characters for 9,000 shards, but can you right on the day of release? Or do they make it auric cells only for a bit first? I've either bought them with auric cells because I didn't have enough shards (so never even thought to look if you could buy them with shards on release), or bought them with shards well after they've come out.
All I can find on the topic is that you can for 9,000 but not specifically if you can when brand new. -
@Dadeordye said:
I would be playing it as surv non stop (by non stop I mean every second I can play any game would be 2v8 until it leaves) if the BP incentive stop fluctuating that much. There's some hours that there's 0%.
My Vecna is not p100 yet.
Playing as surv is fun, specially if you do like me and listen a OST from your character while you play (Jill while listening Sad, but True both from RE5 and MvC3), but I prefer to use my time in it when the incentives are at least 250%
What about a 800% BP for surv?Absolutely this. But it dropped to 50% BP bonus earlier for a good 40 minutes. 250% is getting pretty rare so far. I'm really grinding to P3 a bunch of killers, it'd be nice if the BP bonus stayed at at least 250…
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@Sebastian1152 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3840217#Comment_3840217
I read a post the other day where someone said broken should be exclusive to Weaving Spider and the crow one should exclusively apply oblivious (Good idea imo). I like the idea of your tweek. Maybe being broken until a teammate dies or the exit gates are powered since we can choose when in the match to use invocation.
Good point, the idea of it also not having to be broken for all invocation perks is cool too. I can at least see why it's such a heafty cost for weaving spider (even if it's a bit too hefty to be worth it) but the crow/aura one (can't remember the name) I agree, oblivious would be more fitting. I'd maybe run that one just to see how much value the team gets out of it if I were oblivious, even if it was the whole match. But broken, I doubt I'll try the perk once XD. Honestly, I'd take being exposed for the whole match over broken, at least I could heal to be stealthier.
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400% minimum bonus. Just my 2 cents if BHVR sees this thread. Shards would be cool too, but BP is hella free for them, can only be used in the bloodweb. Come on BHVR… dig deep lol
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Invocation perks are worthless if you then have to be broken the rest of the match. I get it, they can't be gimmies, but the downside of being one hit, and injured (so noisier unless you want to bring a perk to silence yourself), on top of taking an entire minute to activate (the time it takes to activate I'm actually ok with), make you not want to even bother.
If I were to make one tweek, I'd change being broken the entire match to just making it temporary. I'm down for leaving that to a substantial amount of time (3 minutes maybe? IDK), or until 2-3 gens are done. Not sure exactly, just not broken the entire match.
I like a new mechanic and invocation perks have promise but a generic "broken for the rest of the match" as a given for all of them (at least for the two we now have) is a no go for me, I just won't use them.
Don't get me wrong, there has to be some cost to use it, and the 60 seconds it takes to cast it on it's own is not enough. There's a middle ground they can land on for sure -
I was on a DBD break for 1.0 and almost came back for it but then realized it was almost done. So can't give how I like 2.0 over that one. But it's a blast. Switching from perks to a class system with their own skills is also very interesting. And I feel for killers right now, I really do. Especially ones who are streaming. RIP killer queues. I play killer too, would love to try killer for this but don't want to make queues worse for them and I'm ok with that because the BP bonus for survivors is INSANE (at today they have been)! Milked the Halloween event for as much BP as I could, but now we got this for 2 weeks? If the game is that short on survivors vs people wanting to play killer, I'll gladly do my part LOL.
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Finally... a post I can get behind LOL. I also play both sides, and agree with everything you said. There are just too many people claiming the game is killer-sided and just as many people claiming the game is survivor-sided to not verify people are just biased to the side they play. Well they're both right I guess in a way LOL.
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I don't know why survivors don't have shared inventory/offerings and killers don't have shared offerings. I think DBD mobile has shared inventory for survivors. It'd be nice to have all event items in one place.
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@Hunkulese said:
There's currently a bug with killer perks that seems pretty rare, so I'm worried it might take a bit to be fixed.
I've P3ed everyone, but I'm missing a couple perks on every killer after Dredge. I can't use Pop, and if I go to Clown's bloodweb, Pop is yellow for tier one at the top even though my clown is P8. I also have Pop on everyone before Dredge.
Maybe you're experiencing the same bug. Maybe not since your Xeno seems fine. How many perks are available for earlier killers?
You also had to have purchased Cruel Limits if it isn't bugged and you haven't prestiged Demo. P1 unlocks all three.
I never P3ed Demo. At most I brought him up to 30 since one of his perks is still available in the new killer's bloodweb. But Xeno is the newest killer I have all perks available to me unlocked for, and Myers is the earliest. They both have 97 perks. That's a weird bug you have, I never heard of that happening, but that sounds like a HUGE pain in the A. This is the only killer where I have any missing perks tho.
Having unlocked cruel limits in the shrine pre ST leaving DBD sounds about right. Maybe at the time I really wanted it for some build I saw a youtuber use or something LOL. With Chucky being the first chapter since ST coming back where the ST perks are once again tied to the character that's why I'm missing the other two, where as all my other killers who I've grinded on have all three because at the time those perks were universal. We'll see anyway, I just started prestiging Demo to have surge available on everyone.
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@Pulsar said:
After they nerf Pig, the apparently busted and ridiculously OP perk Windows of Opportunity and then Pig again.
So probabky Soon
Thank goodness XD
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@dbd900bach said:
I would like to say maybe the Demogorgans perks but then you'd be missing three, not two and that's under the assumption you don't have Demo which you most likely do. Honestly while it would be tedious, it'd be best to figure out what perks you're missing.
Yeah, I was thinking maybe Demo's perks also but you're right, I'd be missing 3. Since it's only 2 I may just look up a list of the universal perks and go down the list. If I have all those then hell... killer by killer I guess LOL.
Edit: I think I know what happened. Stranger things before it got the boot, I may have only unlocked one of Demo's perks either by taking the bloodweb to only 30, or maybe the one perk of his I bought in the shrine. Then they went to universal perks, so that's why all my killers I've put BP into have all 3. Stranger Things came back, but those 9 perks were still universal until the following patch. Today's patch.
So Chucky isn't getting the same access to Demo's perks as they're not universal. Weird tho because the perk I have is Cruel Limits. I believe Cruel limits was the lvl 40 unlock so I'd have the other 2 (unless I'm wrong) and why on earth would I have bought that perk in the shrine? If I would have bough any of his perks in the shrine it would have been surge LOL. Oh well. It doesnt matter because the 2 I'm missing are his, and I have to P3 him anyway so at least I have that part figured out. Thanks.
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I honestly wish a survivor unhooking themselves wasn't even a thing under normal circumstances with the exceptions of:
-Having Deliverance, Slippery Meat, or any perk in the future that may relate to unhooking yourself
-Unhooking yourself from the anticamping mechanic.
-You're first phase of hook, and all other survivors are down.
The self unhook mechanic really doesn't do anything else outside of those situations than allow a survivor to DC without getting a DC penalty and not being replaced with even a bot.
It would make any luck offerings even more obsolete than they already are I suppose. And a survivor can still throw the game but I know some killers out there are doing god's work and choose to slug/bleedout a survivor clearly throwing a match (not all heros wear capes LOL).
They'll never consider changing this, and it's not a HUGE deal, but that's just my 2 cents. You play soloQ, getting sh** teammates that want to peace out the second they go down, or the second they see it's a killer they don't like is part of solo q charm I guess LOL.
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@TheGoodGuy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3594660#Comment_3594660
Do Legendary skins happen day 1? I was trying to remember if Pinheads Chatterer skin was day one. I’d love to have Tiffany skin tomorrow too, but didn’t wanna hype myself for it, assuming it would drop later.
I think it's case by case but in this case since they've advertised it on their website I'm betting on that it will be available when the DLC drops. I think the Chris and Claire skins dropped for Leon and Jill the same day... I THINK. I could swear seeing streamers play the day the Nemesis chapter came out and thinking "Is that Chris Redfield?" LOL. But I would bet 95% yes, it should.
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It's not cheating but killers need something equivalent.
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@Chocolate_Cosmos said:
The Good Guy is coming to our local Fog store very soon so... are you excited? Are you instabuying? Do you like the changes post-PTB? Perks? etc.
I would have prebought this DLC if it let me. Even if there was no real benefit/added bonus. I just would have felt hyped to click "purchase" on it LOL. I'll be getting it first thing tomorrow for sure, and the Tiffany skin too. I may even play with the Tiffany skin first XD. I wonder how many skins he'll have in the shop aside from Tiffany. I would think not getting the scarred version from the Bride of Chucky era would be leaving money on the table. :)
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@Evan_ said:
You don't know your MMR, and you don't know who are teamed among your opponents.
I assume you just find popular scapegoats for your losses besides the obvious.
I too find this to be a common practice. XD.
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Could have used some minor tweaks. Maybe deactivate during end game. Definitely shouldn't stack with Hope. Or maybe only activates after being injured after being hooked, once per hook. And when the survivor heals after hook, MFT is gone until hooked again. So at most they'd have it twice a game.
But I think it got too nerfed, but people complaining about it now, will still find a way to call it busted just because people are running with with deadhard or OFT. Tho with OFT it will mostly affect tunnlers anyway LOL.
All in all, I agree with it not making bad survivors good, but a bit strong in a strong looper's hands. But yeah, think it's now a gutted perk that killers bad at mindgaming will still call busted. Remember when dead hard got gutted? Such killers still claimed "ahhhhh, it still gives a free hit thoooooo" even though it takes way more still to get that free hit, and is more than earned IMO.
Either way, I barely used it as survivor and as killer I didn't really complain about it (tho as I said, I felt tweaks of some kind were in order).
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They have a place. Some perks make it harder to hit skill checks and make survivors miss more. Great skill checks give bonus progression, while missing they lose progression. The doctor has an interesting "function" with skill checks where they go in reverse or show up at a random place on the screen. Also they hinder survivors when looking around for ghostface and other stealth killers. They're easy to miss unless you keep your "head" still when scanning the area.
So all in all, they serve a purpose. Even if it's not the biggest impact in the game, they don't just add zero value or have zero function.
Gens are boring enough, removing them would make them even more so. So not only do I not agree they should be removed, they should be made slightly more frequent when doing gens so they feel more present in the game.
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Maybe they went ahead and nerfed Batteries Included BECAUSE MFT is getting nerfed. They knew survivor mains would scream about it. "We get MFT nerfed and they get Batteries Included?" and you take into account that they already knew BI and NOED would probably be busted. So that's probably why it got a nerf so quickly. I personally don't want the BI nerf. I play both sides and I would have been willing to ride it out to see how busted it was in my survivor games (and would have obviously tried it with killer LOL).
End of the day they need to figure out the issue of stacking haste effects. Maybe they should never stack, or maybe a perk where they don't want another haste effect to stack with that perk should just be coded not to, while other haste effect stacking is ok.
Like not having any haste stacks with NOED or Hope. But if you have MFT and you get tunneled off the hook, the MFT haste (since you had endourance off hook) and the basekit BT or (regular BT if the unhooker has it) can stack. Maybe anything outside of stacking haste with NOED or HOPE since those are the big two I think.
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Prime skins? I'd like those to stay exclusive personally. At least anything that's of the artifact rarity. And that was only a head for Trickster, a knife for Legion, and a charm. So didn't miss much on those (they are cool don't get me wrong). Old rift cosmetics? Sure why not? The plan was always to release those in the store anyway, so IDK why there are some that never made it to the store. I'm 100% with you on that. This excludes deep rift stuff obviously, those will never be in the store as I understand it.
I also agree with what Mandy said about people who owned ST chapter before the boot. Plus it's licensed, they can't really make exclusive skins for those to give a way to some. If they ever did want to give something as far as an exclusive skin for people who owned ST before it left, I wouldn't hate it, but it won't happen for many reasons.
All in all, as far as rift stuff goes, no reason some of those shouldn't have ever made it to the store, but we'll see. They may dedicate some time to look into cosmetics from old rifts that sort of got lost in the shuffle.
Small PS, IDK why some of the prime giveaways were even of artifact rarity to begin with. I thought that was only supposed to be stuff you got from BHVR for either working there, or being a mod on these forums, or for being a fog whisperer. Like the charms those respective roles get. I don't hate they were artifact rarity, I just don't get why is all, yet some prime giveaways weren't. (shrugs)
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Can there be a feature where collision goes away after a set amount of time in direct contact with the killer? 15 seconds should cover body blocking for things like preventing a hook while your teammate tries to wiggle off. And collision would be gone for 5 seconds maybe? But if you "push" into the killer body blocking you in a corner, or for that matter a toxic survivor teammate, they either have to move to prevent you from "phasing" through anyway, and if they don't you'll still be able to get by when the collision is temporarily removed.
Can't think of a way this could be abused, but doesn't mean there isn't one.
This could be an incredibly taxing feature to add for devs, time-wise vs how little this may actually happen, IDK.
Just a thought tho. But I personally haven't actually been body-blocked by a killer or toxic teammate to hold the game hostage in IDK how long, so not sure how "worth it" it is to actually change code for it.
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@katoptris said:
Should have just taped a Doritos to the center of the monitor. Everytime you hit a person then you take a bite. You learn and get fed as you go.
I circled back to this discussion after seeing it yesterday, saw this reply again and I may have laughed even harder at it the 2nd time around XD.
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@ember__lol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590936#Comment_3590936
im only using them to learn how to aim through the small cracks in tiles and stuff. i plan on turning it off after i complete 150 matches to see the results and if i improved or not
In my opinion, that's 100% ok :)
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@MrDrMedicman said:
They've already said they won't do anything
Tunneling is a symptom of a larger issue. New killers run into swfs and get stomped hard. Just a little bit of communication and coordination will turn the tables ez
Getting stomped the new killers start Tunneling, and start to win with proxy gen pressure (everyone is going for the save and not sitting on gens) so they keep doing it
To fight tunneling, just sit on gens
SEPARATE gens at that. LOL
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@MaddieMage said:
MFT also isn’t strong unless you’re a strong looper as a survivor. You cannot simply hold W with it and just run the killer all match. Lmao
Im a horrible looper and I’ve gone down so much when running MFT because it does not prevent the killer from catching up to you because they’re still faster. It’s just hard when you go against really good loopers and run it.
1000% agree with this. If someone cooks you with MFT, there was probably a 90-95% chance they were going to waste a ton of that killer's time anyway. It didn't make that survivor good. Maybe if it didn't stack with Hope or just didn't work in endgame at all. Those I can see being changes that wouldn't have gutted the perk (I mean you can still use it with DH or something I guess). Same with UW, the survivors that hate it for the most part that I can see just seem like the types who prefer to take chase as little as possible. Someone has to take chase, just the way it is. Nerfing everything is cool too I guess XD.
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I'm not trying to be short with you but can you not wait 5 days? People who wanted the nerf are getting it finally. I never really used the perk so I obviously don't mind if they kill switched it or didn't. But you obviously despise the perk I get that, but waiting 5 days won't kill ya I promise :)
And trust me, those 5 days will feel like forever for me too, and anyone else who wants the Chucky DLC to drop already LOL. Tuesday can't come soon enough but it's got a little something for everyone!
