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bonkk

bonkk

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bonkk
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  • @Skitten56 said:

    Don't remove the instant down or reduce how much Oni is in power. These are the fun things about Oni and why people play Oni. No one wants to be m1 Oni.

    The best way to nerf Oni in 2v8 is to just nerf how well he turns. Nerfing his ability to turn would give survivors some real counterplay to him other than go down in 99% of scenarios without having to reduce the availability of his power or taking away his threatening instant downs.

    @Royval said:

    give him the plague passive where if he’s stunned he’s out of power.

    Probably the 2 best suggestions so far

  • Another "nerf lightborn" post.

    To preface: I don't regularly use Lightborn, but when I do, it's because I'm tired of dealing with flashlights, flashbangs, firecrackers, and blast mine. I also don't want to deal with a bully squad for 5-10 minutes, even if it's an easy 4K because they don't do gens. Killers shouldn't have to dodge lobbies because survivors only go for saves. I also don't want to have to look away from my screen every time I get blinded because of the increase in brightness. I think facing the wall or baiting out the save is generally much more effective, but more on that later.

    Let's regurgitate the same thing everyone always says on these posts: Lightborn is a wasted perk slot once everyone realizes the killer has it. It becomes 3 perks versus 16 perks at that point, and you no longer waste as much time going for a flashlight/bang save. It becomes a wasted slot that could've been a gen slowdown or a better info perk. Lightborn doesn't need penalties because the killer is inherently punished for using it. No Mither, on the other hand, is meant to be the "Hard Mode" perk and has seen countless buffs. You immediately have an advantage when killers bring Lightborn, even if it doesn't seem like it.

    To address your "why can't they have skill" point: Baiting out the save or facing a wall isn't always possible. A survivor going down out in the open or on a short wall immediately takes away the possibility to face a wall and prevent blinding. 2+ survivors hovering for a save makes baiting much harder, especially if the downed survivor is on a pallet. Couple that with background player, light-footed, iron will/calm spirit, etc. makes baiting even harder. It's impossible to not bring in "but survivors have this/that" when the game literally requires interaction between survivors and killers, perks and all. Additionally, Lightborn CAN be used skillfully. Making survivors not realize you have it until it matters is part of that skill.

    To address your "forced into boredom" point: Doing generators is the survivor objective of the game. The wincon for the game is escaping (with at least 2 of your teammates), not getting flashlight saves. I think the main objective needs a rework because, yeah, doing generators is boring. Looping and going for saves is fun, and I will agree that Lightborn can take away some of that fun. However, gutting a perk that effectively does nothing once you know the killer has it, is NOT the long-term solution.

    Lightborn also prevents one of the most complained about and "boring" playstyles: slugging. If the survivor isn't under a pallet and there's a person hovering for the save and the killer is in a good spot match progression wise, then there really isn't much of a reason to slug.

    Final point: Your propositions are not fair in the slightest, and thinly veiling it as a "but it will let people have a challenge as killer" is cowardly. Just say you don't like the perk, don't act like you're doing hardcore killer players a favor by giving them a "hard mode" when "hard mode" killer is perkless/addonless. Hell, hard mode for killer is just going against a coordinated SWF. +25% global generator speed and wiggle ability only further encourage slugging, with the generator speed unbalancing the game even more. It cuts the current 90 second completion into 67.5 seconds. 2-3 good chases and the game is over for the killer. Exhaustion doesn't do anything to people playing for saves and hovering like flies, and relearning timings takes a good 10-minutes max in a Custom lobby. Lightborn is fine as is, and, in my experience, it's not used all that commonly, especially when survivors can item-swap in the lobby right before the game starts.

  • The event is miserable, and it is a complete joke for a game's 10th anniversary.

    • It gets stale fast as survivor. What is there to do, really? Run to carts for a buff that is predetermined and announced at the start of the match. Put four plates of food on a table for a global buff and heal. Same thing, over and over. There's no shock, no trick, no surprise. Just a buff after a stale interaction with an environment object. After about 1 hour of gameplay, I switched over to killer. More on that later.
    • Survivor objects don't give confetti after use. Flashlights, toolboxes, medkits. It's just the same item with a recolor. Thanks for the changed flashlight light, I guess.
    • For whatever reason, devs made cakes harder to get, then hid behind the choice by calling it a "bug." We know it was intentional, you had the same "mistake" last year and stated it was intentional.
    • Killer is not only a humiliation ritual in the event queue, but is functionally no different than normal queue. How do you manage to make killer less fun in the game's most anticipated event? There is NO interaction in the event for killer other than throwing a bottle of poison. Throwing a fart poison bottle can be strong when used right, but that's not really the point. It feels uninspired. You just gave us a modified version of clown's bottle and said "here's your slop, piggies." Poisoning the tables does little and, again, feels completely uninspired. Wow, poisoned food that realistically does nothing in the long run. Fun. Most games, I just ignored the tables. There was no reason to go out of my way to poison something that a coordinated team could get around anyway.
    • Survivors are so, so strong in this game mode. I say this as someone that plays more survivor than killer, but still plays both roles (60-40, about). The biggest problem for most killers is the instant invisibility, the unbreakable/reseting pallets, and the instant global heal. The "eat morsel" giving you a free boost akin to old deadhard without exhaustion doesn't feel too great either. Of course, while playing survivor, these boosts were sometimes fun, but it felt scummy as someone that knows exactly what the killer would go through when I essentially cheesed the chase with no input or counterplay on their end.

    For a game that I've enjoyed since mid-2018, this event was exciting to see in the livestream. After playing it for 2 days, I have no real desire to queue up in the event. This coupled with the "fixed" cake rarity (that didn't really change anything, by the way), leaves a sour taste in my and a lot of other players mouths.

  • After playing killer and survivor for a few hours at launch, I got off. There’s just nothing interactive to do as killer. In my opinion, that’s the worst part. There’s nothing fun or interesting for killer. Interacting with the tables is basically going out of your way to poison something that, to be completely honest, the survivors might not even be using at all. Survivors gain specific buffs from eating individual plates, but killers get to lob a bottle of poison. It feels completely thrown together with little thought to how 1/2 of roles would interact with the game. I

    It’s survivor sided as hell but I play Nurse & Twins, so most of the annoying buffs have little effect. The instant global heal is annoying as Twins, but most of the time it doesn’t come into effect in a meaningful way. I can’t imagine playing an M1 killer and getting the unbreakable pallet buff against a swf coordinating global heals during chase.


    Genuinely what was BHVR thinking? Such a disappointing anniversary. I’d rather have masquerade again. At least then it’d be interactive for both sides. Hell, buff survivor more. Just give me something interesting to do as killer. That isn’t “slow their chase down.”

  • Functionally, it feels as if there's no event for killers. The poison bottles rarely help, and do little to effect the overall game play. Playing as survivor, you get tons of buffs, either globally after there are 4 plates on a table or after spending 1.5s eating a morsel. It's not necessarily a struggle to get a win as a killer in the event, especially if the survivors are fixated on the event instead of doing gens, but that's not what I'm worried about. There's just… nothing fun to do as killer in the 10th anniversary event.

    All this coupled with the fact that the BP offerings are very rare rather than common. I just don't see any reason to keep playing. What a shame, could've been such a fun event for both sides.

  • @serious said:

    🎮 Improvements to the Unfun Random Perk Mode

    Until now, game balance has relied heavily on perks,so when perks become random, it naturally creates a number of problems:

    • Killers can’t stop gen rushing, leading to camping and tunneling,
    • Survivors lack healing options, making Med-Kits almost mandatory,
    • Eventually, there’s no reason to play Random Perk Mode over the regular mode.

    ✅ Suggestion

    Random Perk Mode should offer a new kind of experience that you can’t get from standard gameplay.

    To make Random Perk Mode more fun and chaotic,we suggest increasing the number of usable perks from 4 to 6 or more.

    This change would:

    • Increase unpredictability,
    • Encourage experimentation with less efficient perks,
    • Improve gameplay variety and replayability.

    P.S. Please lower the probability of getting No Mither as a perk.

    The point of Chaos Shuffle is in the name. It's Chaos. That's the entire point of the mode and the whole reason to play it. You're not meant to have a full meta build that encourages 5-gen looping or complete gen slowdown. The fun comes from the fact that you probably won't have a meta build and probably will have to play differently.

    I like the idea of a six perk game modifier, though. I also like the idea of Chaos Shuffle being integrated into it. But don't change the current Chaos shuffle.

    And don't remove No Mither either. It's meant to be a challenge perk. If you don't like the 1/149 chance of getting No Mither, play the regular mode.

  • @Callahan9116 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3907966#Comment_3907966

    I'm not pretending. Yes, if a product is materially different after service than it was advertised, it can be considered false advertising because the product no longer matches the description or representation made in the ad. Simple Google search. SM 100% here.

    Ignoring your ignorant dismissal of EULAs… here is BHVR's advertised description of The Ghoul: https://deadbydaylight.com/news/tokyo-ghoul-new-dbd-killer/

    "Superhuman abilities can certainly come in handy – especially when it comes time to pursue your prey. Feel the tear as your gruesome Kagunes spring from your back-flesh to propel you forward, teeth gnashing in anticipation.

    Not only is it an effective mobility tool, but a well-positioned strike can net you an effective grab attack. Successfully drawing blood will drive you into a fearsome Rage, pushing your strength and speed to inhuman heights. Survivors will be snatched up and squealing for mercy before they even know what hit them..."

    Boiled down, his power is: High mobility to grab and injure a survivor to put yourself in a rage state, thus increasing your action speed. This is the power that was advertised. But you're not buying the power. You're buying the license to use the killer. So, get that out of the way, too.

    And, if you pushed your Google search even a little further, you would see that buffs and nerfs to powers in video games do NOT constitute false advertisement. In no way was The Ghoul advertised as a fully finished product that would never be changed in any way. None of the killers are, licensed or original. That's why we can still get changes to some of the oldest/original killers. That's why we were able to get a rework to Myers a few months ago. I would be able to see your point if they completely changed his power and character and lore and everything… but that's not the changes/nerfs people are calling for.

    Interesting you're having this huge conniption about what people are (imo, wrongfully) saying is an S-tier killer. How do you feel about them buffing Freddy through reworks? He is arguably much stronger than he was before. His power now isn't what was advertised when he first came out. How do you feel about a complete Skull Merchant rework? That wasn't originally advertised. What about the original Legion ad, where The Legion was portrayed as a survivor running alongside David King? Does everyone who bought The Legion deserve a refund, since that's not at all what the power was?

  • @Callahan9116 said:

    He just came out. Nerfing him now is 100% false advertisement. Players bought a product and then it gets made of less value?!?!?! That is nonsense, and if it happens I hope judges tear those ELUA's to shreds.

    I don't think you understand what false advertisement is. They never advertised Ghoul as being a killer that will never be changed in any way, shape, or form. They never said he would never get any weaker/stronger. All killers get (and need) some tweaks at one point or another.

    Also… "adapt your playstyle to stealth" ??? The fun from the game comes from the chase/chasing. Nobody wants back the 30-40 minute games where everyone hides. They literally added a function for the killer to abandon a game if a gen isn't completed within 10 minutes.

  • @ShanoaLegendaryPlz said:

    The worst part of legion in 2v8 is their pickrate. You could go 20 rounds and 15-18 of them will have a legion. Nobody in this game loves to play against legion so much that they wouldnt mind seeing them every time.

    Tbh this might be one of the worst parts of 2v8. I'm tired of almost every game having a Legion. It's so, so boring. Hit, mend. Hit, mend. Hit, mend. 400% isn't/wasn't nearly enough to make me want to play Legion game after Legion game. Maybe they could add some "no repeat killer next round" mechanic, but that might mess with the already long killer queues.

  • This sounds more like a skill issue. Out of my first 10 games, I managed to escape 7, all with 2 bots in lobby. 2v8 is extremely survivor sided, especially with the new herbs that let you remove cage states (assuming a greedy bot doesn't get it first.) Legion is probably the weakest killer in 2v8 as of now, barring RPD w/ Billy/Blight. The killers are definitely stronger than before, but it's definitely not too hard to escape imho

  • Definitely agree that 2v8 is a fun, chaotic blast, but The Legion is new to the mode, and iirc, they're one of the top 10 most played killers in general, so not really unpopular. More people are going to be picking Legion/Nemesis/Mastermind because they're so new, at least to start, which will inflate queue times for them versus someone using Trapper or Billy.