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angrychuck

angrychuck

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angrychuck
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  • I checked and I had a single DM from a random user thanking me for my advice on their ghostface artwork. I feel sad that we're going to be losing the almost personal bond formed by us just being DBD fans, we're almost like a big dysfunctional family here. I will miss it.

  • I feel one of the major things I'm going to miss is the recognizable faces. For example, I always know I'm in for a good post whenever I see you, Shroompy, CountOfTheFog, etc. With the movement to discord or reddit we lose a lot of the personal connection with other members, as these platforms are filled with content constantly rather than organized disscussion. To say I will not miss this forum and a majority of its members is a lie.

  • Brilliant work you're doing here. It's nice to see some of the memories we've formed over the years be archived, despite BHVR's attempts to prevent such.

  • Well it's been a nice ride. I will miss fondly scrolling through these forums whilst in the heat of boredom. Truly, I shall miss you all (most of you).

  • @high_flyers77 said:

    I am absolutely in love with the change to whispers. For a long time now, I've wanted a base mechanic of some kind to allow killers with low mobility, such as Ghostface, to be able to get haste to move around the map faster to shorten the gap between lower tier killers and higher tier ones such as Blight. The fact we are getting a perk to allow this to happen in any capacity is a good start. However, I think the value of 5% haste increase is far too low. Here's my suggestion:

    Increase the haste to at least 10-15%. That way, all killers can have the ability to travel around the map faster. This would give them all about clown levels of mobility and wouldn't be overpowered in any way. Higher tier killers mostly have high mobility M2s such as Blight that move even faster than this, so it's unneeded for them and wouldn't change anything for them anyways, and since it shuts off when someone is within your terror radius it can't be used in chase anyways. This is only for macro play and to finally give lower tier killers a much needed map mobility boost.

    I personally still hope to see this implemented base kit someday as I think it's one of the biggest things that separate so many killers is map pressure, but again, good start, please consider buffing this perk to these values.

    The main problem here is that this change would be intended to cater to the low tiers but would unintentionally buff it drastically on the already (generally) fast high tiers. This would mean killers like blight would be able to travel around the map at a level so absurd that it could not be considered healthy for the game.

  • @Nightram said:

    What I mean by that. Equipping this perk:

    ●Infinite self-recovery from the Dying State (Normal speed).

    • Recovering from the ground inflicts the Deep Wound status effect.

    ●Self-healing is 25% slower.

    • Pools of Blood Glow and last 1 second longer.

    When the pools of blood glow, the killer can track and find injured Survivor"s" easier.

    Why? I think this perk would benefit the game a lot. This is a high risk & reward. Counter slugging. Survivor players would pick this perk based on the self recovery and self heal. Healing yourself faster, another survivor can prioritize gens.

    ●What do you think about this?

    • Anything you would like to change?
    • Do you have another idea of self-care+unbreakable perk?

    I did suggest this perk idea differently in:

    https://forums.bhvr.com/dead-by-daylight/discussion/471833/alchemists-legacy-perks

    I mean if anyone is playing to counter slugging a high risk, high reward perk already exists in no mither, and honestly no mither is probably the only way to balance infinite unbreakable.

  • These knight "nerfs" were already present, all the change did was make it official for guards to only phase through pallets dropped on the guards face. The main point of the change is so that guards don't try and route around god pallets seen on maps like midwitch and instead give the knight his power back.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113301#Comment_4113301

    Tbh having it active for longer would be an interesting mechanic. Perhaps 30-45 seconds. That way you could utilise the hemlock darts as gen pressure or to prevent heals without committing to chase on the player you hit with it.

    The problem then is that you could then incapacitate a survivor and leave them and they now can't do anything, which overall is just not fun at all.

  • @Engelchen_2018 said:

    Survivor totems shouldn't be allowed to be re-erected once the Killer has destroyed them. Also, the Killer should be able to see a totem's aura when nearby—just as Survivors can. As a Killer, you can't put yours back up either (except with *Pentimento*, which can also be destroyed and has its aura revealed). Likewise, Survivor aura perks that reveal the Killer should be nerfed, since Survivors usually play as a SWF (Survive With Friends) group anyway, constantly communicating the Killer's location, actions, and so on. I play both sides, but I want things to remain fair.

    Why would you nerf aura just because SWF gets free aura reading? If anything shouldn't that be a reason to make aura reading for survivor stronger so that solo can keep up with SWF? I don't agree regardless but still your point is a little nonsensical.

  • I found some enjoyment of using it with prayer kneeler to basically sit on the survivor and launch the beam right at them. I will say that it is still very gimmicky and easily countered so there is realistically very little reason to run feather.

  • Regardless of the scream, killer instinct will still activate making the locker useless for hiding.

  • @officialcickzzzz said:

    https://us.v-cdn.net/6030815/uploads/LCU6VUBOJ0Z7/images-2812-29.jpeg

    Being newer to The Fog myself, (Two months-ish), I find playing Slasher characters quite fun, as they are usually some of the most unique and independent Killers in my opinion. I feel a great addition to The Realm in the Slasher category would be The Whistling Man from Killer Frequency!

    Be it Edward Marshall Mooney, or Marie Campbell, The Whistling Man terrorized the town of Gallows Creek, should they stumble into The Fog, they would be formidable in The Realm.

    Ability: Whistling Night. Calling back to the game itself, The Whistling Night is a night of terror. Nothing changed when The Whistling Man entered the realm. When activated, after a 30-Second cooldown before it's first use, which would start counting as soon as the round starts, the map would become pitch black (which can't be affected by brightness settings), and the field of view for the survivors would be closed in to a 20 meter range. All survivors will be given flashlights,(If they were holding any items before, they will not be able to access them until after The Whistling Night is over, in which case they are returned) and wherever shone, the darkness would ease up, this would also make them more susceptible to being spotted. Generator Lights would act almost like lighthouses, and shine through the darkness, they would be visible outside the 20 meter range. The Whistling Man would have their range of view shrunk to 16 meters, but would not be visible in the darkness unless a flashlight is shone at them. (Like Wraith's subtle glimmer.) The Whistling Man would also be able to see the flashlight beams, no matter how close or far they should be. When not visible to the survivors, The Whistling Man would whistle the iconic whistle he is well known for. After a 60 seconds, The Whistling Night concludes, and every subsequent use has a 60 second cooldown.

    Terror Radius/Music: During Whistling Night, his Radius music is changed to his whistle, which starts at 16 meters, but when in normal mode, his terror music is the in-game song, Don't Let Me Go by The Hang-Ups. Different parts of the song would be added, depending on distance. 32 meters: Bassline. 28 meters: Piano. 16 meters: Percussion. 10 meters: Guitar. Chase: Radio Distortion Effect added to song.

    Perks:

    "Just A Stupid Kid": Reduces Terror Radius by 4/6/8 meters if not being directly looked at. "Some idiot kid just broke in downstairs dressed as The Whistling Man!" Maurice Russell.

    Cut Their Power: Decreases Survivors FOV/Gamma during Killer Power by 2/4/6 meters. Increases KP cooldown by 10/12/15 seconds.

    Rouse Them: Terror Radius during KP decreased by 2/4/6 meters, and attach it to a survivor you hit with it. The survivor will play your terror music in a 10/12/16 meter radius for 10/12/15 seconds, and will cooldown for 60 seconds. Doesn't apply to Killers with a KP that activates the Undetectable status, like Pig. Works on hook as well.

    Add-ons

    Common:

    Cracked Record: A discarded record, thrown out a window and into an alleyway in pure fury. Terror Radius reduced by 2 meters.

    Worn Out Ad Tape: An old VHS tape with tape spilling out of it. Master Robbie is faintly written on Scotch Tape. Scratch Marks and Blood are visible for 4 seconds longer, only during TWN.

    Ripped Up Tamora Twins Magazine: An old magazine about trucks and... Car Hotwiring? Generator Damaging during TWN is sped up by %12.

    Uncommon:

    Ponty's Pizza Pizza Box: A ravaged pizza box with a piece of paper tacked onto it, it's for a deal. 10 seconds reduced off of TWN cooldown. 15 seconds reduced off of TWN duration.

    Damp Calendar: A damp calendar with September Third marked on it. Don't be too rough with it, it'll fall apart. Survivors have a 10 second notice before TWN begins. Become Undetectable for these 10 seconds.

    Rare:

    Autopsy Reports: Autopsy results about a boy named George. Peculiar. Increases Movement speed by 5%. Decreases Movement speed during TWN by 5%.

    Dusty Record: A record. Though never before seen in The Realm, it's strangely familiar. Don't break it though. Terror Radius decreased by 8 meters. Vault speed decreased by 2%.

    Very Rare:

    Early Clocked Out Punch Card: Quick night, huh? Gain the Ability to end TWN pre-maturely after the 30 second mark. Undetectable status applied for 10 seconds. You are Exposed for 5 seconds.

    Sherrif's Pressure: The Sheriff is coming with backup. Hurry. During Endgame Collapse, the timer already has 20% gone.

    Visceral:

    George's Boy: It seems Marie and George had a son who helped with The Whistling Night. Spawn a fake Whistling Man during TWN who will also whistle, but is stationary. Survivors must shine their flashlight at him, or risk being Exposed. You are visible entirely during TWN.

    Weapon: A baseball bat with Gallows High written on it.

    Build: Height and Build would be similar to that of The Wraith

    Alias: Like Michael Myers being known as 'The Shape', The Whistling Man's alias would be 'The Radio Killer'

    Mori: During TWN: The survivor is seen crawling away from something as a whistling is heard, the survivor looks back to see the mask appear from the darkness before being pulled into the darkness, and screaming. Normal Mori: The Whistling Man walks up from behind the survivor before putting a finger over the survivors lips, and crushing their head with the bat.

    As my first time in this forum, I certainly hope it isn't my last, as I had a great time creating this concept. Only in my wildest dreams could I see them being added into the game, but it has been a scream nonetheless!

    Hey, it's always super cool to see new people trying to implement their favorite characters in our (least) favorite game. Some points that I would add is that whilst power is cool, it uses a lot of ideas already implemented in the game mode lights out, which time and time again has been shown to be widely hated. This shouldn't be a problem, but it is genuinely important to consider survivor side gameplay, not only that but darkness and semi-invisibility feels very weak on the killer side. Stealth is good but without anything else (think ghostface expose or dredge remnant/teleport) it makes for a weak killer, especially against SWFS. An idea for this could be potentially playing into the multiple killers present in Killer Frequency, be that maybe swapping between the two killers, with the other being in a locker whilst the other is active. Another idea could be a "fear" modifier, (think doctors shock) that could activate during the "whistling night" which gives blindness, deafen, hindered, or something else.

    Final note, the perk balance is interesting. One of the most important aspects of killer perks that has been established over time is that they do not interact with the killer power, or at least "while using killer power x happens". This was shown when tinkerer, a perk that used to decrease killer power cooldown, was completely changed to a new effect, mainly because so many killers can get literally zero value from the perk. Anything killer power related should stick to the add-ons because something like "rouse them" could be a good iri or purple add-on.

    Overall, a pretty alright and fleshed out first concept, definitely needs work but practice makes perfect.

  • I would hope not since the system is so bad that it's censored the word "well" for me.

  • @Arcturus said:

    That would be an astronomical buff. It essentially would guarantee that every down would completely counter every unhook perk in the game along with flashlight and pallet saves. I don't think we should be aiming for survivors to have a random chance to have their entire builds deemed unusable

    Well, the same can be said for the judgement, whose exile as far as I'm aware disables all unhook perks whilst also being guaranteed almost every chase. The main difference being that survivors saved from exile get a little bit of endurance. If pyramid head received torment on m2's a good idea might be implementing elusive and endurance on uncage.

  • @pidgeon said:

    PP heads power doesn't inflict torment since his cages spawn survivors on the other side of the map which can cause tons of slowdown by hooking someone in your 3 gen and across the map.

    I would argue that exile isn't that different from cages. Yes, it's weaker in that survivors can get off-hook protections, and the exiled survivor can be saved from a multitude of locations, but heresy also gives passive slowdown in the form of old ruin. All in all the slowdown from heresy is stronger than the hook pressure from caged survivors. Whilst caged survivors are relocated half the way across the map, half the time there is also a survivor just working on a generator right next to the caged survivor meaning an unhook and reset happens in seconds. The main thing that cages have over exile is that pyramid head has an idea of where the survivor goes and can allow for macro play whereas the judgement can't with exile.

  • For survivor I am a diehard Nicholas main (except on occasions where I'll play a RE character) and on killer I try really hard to focus on one killer but find myself bouncing around. My current rotation is Wesker, Springtrap, Nemesis, Unknown, and Singularity (although I've gotten indoor maps every time I've played him recently, so I'm traumatized).

  • Thanks Count! Good to see you back.

  • I love love love love Barry and him getting added would be awesome, especially with voicelines (jill sandwich). I do have to say that Jake is my second pick just because it'd be interesting seeing Wesker interact with him.

  • I genuinely have zero desire to play this variation of chaos shuffle simply because they've enabled all killer add-ons, which is fun however I'm not fond of loading into a match to only find out I've lost because I got padded jaws.

  • I like the idea, as on paper this wouldn't affect someone who spreads hooks but also removes pressure from hooking after a tunnel. It makes sense, but at the current time something like this can't be implemented without many killers moving onto slugging after a tunnel as that would be the only way to gain pressure with a down. I think that something like this could be implemented but it would have to be after slugging is addressed in a way that causes that strategy to be less potent.

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101231#Comment_4101231

    We peaked with the Castlevania rift I'm still waiting for a rift to match that quality

    I really don't know how I forgot the Castlevania rift. The legendary skin for dracula is so awesome and I haven't taken it off since I unlocked it.

  • Seemingly they removed the head piece, meaning that you can still see the knife and body in the customization screen, just not where the linked costumes are.

  • Because that's something that only the license holder can decide. There is a reason we've had so few licensed rifts, those being stranger things and the old saw rift, the reason being that license holders generally are quite clingy to their license, especially when it's new.

  • I don't want to be that guy but simply saying that you want a killer to be completely removed or nerfed into the ground without stating any of the problems with said character or even potential nerfs says a lot. It's reaching the point where ghoul hate is just "I don't like them, nerf them" and we do not need a repeat of the skull merchant situation. This isn't to say that I don't think ghoul needs adjustments, as I personally think the power-vault should be removed and there should be a slightly longer cooldown on the enraged kagune leap.

  • I feel I've spent half the time I've played this event on bubba just because he works really well with the poison.

  • I'm begging for literally anything tokyo ghoul that isn't just a cosplay.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4095227#Comment_4095227

    It's not "that" slow, it's fast enough to counter any safe filler / god pallet without any skill expression / decision making.
    With pallet density it's probably will be fine in most of the loops but sometimes it will create terrible situations where you die no matter what you do.

    It's for that reason I think that power vaults are flawed as a whole, except in the case of legion. I do however believe that this mechanic should remain to exist as it is literally supposed to deny the vault back and has been since Wesker's launch, it has however been perpetually bugged. If anything is to happen about this brain dead playstyle I would look into the power vault itself instead of making a completely unintentional mechanic apart of the game, especially when the vault back itself was quite weird and inconsistent.

  • I mean good, vault backs, unlike for other killers such as the ghoul, are terrible for Wesker. This is predominantly because Wesker has one of the slowest power vaults (maybe Krasue is slower not really sure), slow to the point where at the majority of loops it is pointless to vault. This means in the circumstances in which Wesker does vault he is A not gaining anything and B can have more taken away from him than any other killer with a vault back. This change so that the survivor cannot gain generational distance against the killer is good.

  • @Jarred2504 said:

    Saying this in a completely unbiased way. On PTS I had very little experience with Jason and actually first agreed with some players thinking "Yeah he's gonna need a nerf before launch" but after being able to play both against and as him more on the regular game no he doesn't need nerfing to please the bully SWFs.

    For once in like 4 years those at BHVR actually made a killer almost perfect on its release, the perks are decent and all have good uses, though I think that Scared to Death shouldn't be a HEX perk. I also think there should be a small increase in the scrap piles on some larger or more complex maps.

    But as for nerfs what the hell is it that needs to be nerfed? You mean being able to counter some of the pallet looping meta? That seems to be a goal for BHVR with some of its recent killer designs. Maybe getting a free hook spike every time he hooks a survivor is understandable, perhaps that should be made an add-on rather than base kit. And that reminds me, his add-ons some of them are surprisingly pretty good while some are of course garbage or too high of tier for what they offer.

    His ability to kill survivors who have been impaled with spikes seems to have gotten some survivors mains a little heated (and not just from his mori animation) this makes him the 5th (I think) killer in the game with an ability to kill survivors, the others being Pyramid Head, Myers, The Lich/Vecna and The First. Seen some claiming that should be toned down on how he should be able to kill though none have provided a real valid reason, most reasons/excuses just being in summary his design hurts their loadouts and they don't know how to crouch or dodge. Most valid one I can sort of side with is some comparing his spike throw to The Huntress and should have a range nerf, however I still disagree and think that's just coping from some. If anything I think the ability to stick survivors to walls needs to be tuned a little to where they can be stuck to other various props and not just flat walls as I've already seen and experienced a number of incidents where survivors hit with spikes were knocked against props and items such as boxes, rocks, cars, vault points and they weren't stuck to them. If gonna get the most out of this killer's design they really should patch that so it applies to more objects than just solid walls.

    If anyone killer or survivor main can provide some good arguments with proof on why Jason needs to be nerfed in any way I would like to hear them, but I don't see anything really wrong or OP with this killer and think whoever has been designing some of the killers' abilities at BHVR lately deserves credit.

    If he gets any nerfs, I personally think he'd just need a maybe 5-10 second longer cooldown on omnipresent and maybe shorten the haste, but thats about it cause whilst his teleport is strong (counterplay is easy for this as well) he still has the same problems other ranged killers do, like power becoming nigh useless the second you're at a highwall.

  • My personal assumption is that this would be a different universe and hence a different version of unknown, as it's been established that there are multiple worlds with slightly different versions of characters we know, like king Dwight. The alternative being that Jason simply got taken before the unknown in canon just not in release timeline, which works but just doesn't feel right imo. It would be funny if unknown could appear and disappear out of the realm like Myers did though

  • If I had to give an honest answer about who I hate the most I'd say Huntress, which sucks because she's such a cool character but I cannot for the life of me pay attention to the noises she makes when holding the hatchet, throwing the hatchet, etc. whilst in chase. I also always get really paranoid she's going to throw a hatchet at me regardless of whether she has one ready and I just feel like I need to be watching her 24/7 during chase otherwise she'll just snipe me. Petty and probably a skissue, I know, I just somehow have this problem with exclusively huntress when other ranged killers like springtrap and deathslinger are some of my most favorite to go against.

  • The rank system literally doesn't affect matchmaking even remotely and hasn't since the great matchmaking rework of 2021. I will add that the current mmr is terrible and you are likely to be paired with survivors both greatly above and under your skill level, but none of us have any idea where we actually place in terms of matchmaking rank.

    in rank Comment by angrychuck
  • Statistically the game is not dying. I do however believe that you are just suffering from burnout and that is okay, even I take breaks from this game from time to time.

  • Seduce the killer

    Your years of awkward roleplaying has allowed you to say preposterous things, even in the face of death. When fully healed and in chase, press the ability button to shout out a pickup line which causes a d20 to roll (like bardic inspiration) with a charisma modifier based on the survivor being played. A 15 or above means successfully bedding the killer, an 8 or higher leads to an awkward confrontation where both players stand around, and a 7 or lower causes the killer to report you for harassment leading to an iridescent shard fine.

    "I roll to seduce the door!" - Flavor

    I'm (not) okay

    Years of locking your emotions away have allowed you to hide even the most grievous of injuries When damaged by the killer you are not affected by blood pools and grunts of pain, the injury affect is also not shown on the hud despite still showing the regular injured limp walk.

    "I'm noooooooooooot oooooookaaaaaay!" - Flavor

    Lonesome

    Your dislike of people leads you to know where and when they may strike. When the match starts you see the killer's aura for 5 seconds and receive a 8% repair speed bonus to the generator the furthest from the killer at any time.

    "I'm always 5 steps ahead" - Flavor

  • @Linkdouken said:

    Has anyone else noticed that the stats tracker still doesn't display correct information?

    My longest chase is supposedly 2 mins 2 seconds but I know for a fact that it's longer than that as I have a clip of recent gameplay of me, playing survivor, being chased by a not-so-great Legion for closer to 3 minutes without the chase ending at any point during that time.

    My tracker still actively believes I have 500 hours instead of my roughly 1000, it also has no trapper games on record which is strange.

  • Absolutely Unknown and Slinger mains, occasionally springtraps that are really good with the axe. Nothing else makes me just stand there as a survivor and go "that was hella cool, take the down just for that" like a snipe from a cracked unknown or slinger.

  • Think psychedelically is the wrong word, but I do get what you're getting at. Pretty cool idea and doesn't ruin him.

  • This is weird because it's just a weird gimmick that occasionally makes the killer swing, literally nothing else. Why would they put resources into changing this?

  • Wesker all day every day. I will not stop until I ensure global saturation although I do have a soft spot for survivors playing Chris.

  • I personally always enjoy the speculation pre-chapter, but I do have to say that this is a you problem. The anniversary is a month away and being honest, if we got a reveal now the hype would die down significantly by release, especially with the time we've still got till the next chapter.

  • @TropesDaMan said:

    how strong are twins? i generally hear they are one of the strongest killers in the game but rare to see due to bugs and no one liking how they look

    They're pretty good at applying map pressure because they can quite literally be in two places at once. Slugging is also just part of the regular gameplay loop and they excel at it. Slugging allows for even more map pressure, and victor allows you to punish people who try to pick up their teammates whilst also pressuring gens with Charlotte.

    in twins Comment by angrychuck
  • Honestly I think Ghoul is fine, just fix the bugs with him, maybe remove the power vault and compensate for it but other than that he's fine. You can't really nerf him without him being bad or buff him without him becoming braindead, if he must change it'll need to be a rework but imo he doesn't need one.

  • @TropesDaMan said:

    alright i have a stupid opinion, is Franklins that good of a perk, ive seen so many say its strong, but i dont see it being better then other M1 perks like STBFL or Sloppy Butcher.

    In all honesty I only use Franklins to be an item gremlin or to piss people off. My favorite use is taking items from survivors on singularity and using the biopods to monitor the items so the survivors can't get it back.

  • If I had a nickel for every time that I played killer and lost a kill due to a simply absurd bug, I would be swimming in them. Straight up, there are way too many issues with killer, that's not to say there aren't issues with survivor but we do need another big "spring-cleaning" patch.

  • @ManOMaker said:

    Killers being 4.4m/s is in my mind meant to make sure the killer is meant to use their power in chase to get hits and not rely on M1s.

    That being said, being 4.4m/s is hugely debilitating in one aspect. Mobility. Getting around the map for 4.4 killers (besides Blight) feels so terrible.

    So I propose that we give all 4.4 killers the fearmonger effect where they can be a 4.6 when unseen to get around the map easier without it affecting their chase.

    What do y'all think?

    This would just make chucky and spirit stronger in chase mainly because they aren't visible at most times.

  • Ethically it can be considered cheating, however EAC shouldn't ban you for it because it's not a cheat system. At this point crosshairs shouldn't even be considered cheating when I can literally by default put one on my monitor as a setting.

  • Pallet density hasn't been changed in several months, it's just bad generation if you're getting heaps of good pallets.

  • Rest in peace, may he remain a horror legend for eternity.

  • Nemesis' zombies can be considered quite good slowdown, but I've found in over half of my matches that the zombies just don't provide great slowdown, but rather only tidbits of information. Theres also a factor at play that in some matches Nemesis' zombies will just spawn on top of rocks and just make that zombie unviable for the complete game. Basically, I'm trying to say that the zombie's potential for pressure is great, and sometimes they do pressure great, however the zombies with their bad ai and such do lead to them being horribly inconsistent in their value.

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