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AGM

AGM

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AGM
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  • It's like you've never heard of compromise before.

    DBD is its own unique game. Resident Evil is it's own very different set of games.

    Bringing a character from one property to another means making compromises.

    Ranged explosives and bullet-shooting guns are not part of DBD's core gameplay nor its aesthetic charm.

    If you want to argue he should have a cosmetic rocket launcher on his back, because it's iconic to the character, sure, why not.

    If you want to shoot people and things with it, go play any of the hundreds of games where you can and it makes sense.

    DBD is not that game.

  • Not going to main Dredge, but I'll probably add him to my rotation. And Haddie... is not for me.

  • B-b-but someone said a mean no-no word to me on the internet in the chat box!

    God forbid they actually put some effort in, instead of a band aid that doesn't work right and just pisses people off.

    Too bad actually doing something tangible about player toxicity that doesn't screw over normal people doesn't make them any money.

  • That's not true at all. Pyramid Head is stronger than Nemesis if you put the time in, and Freddy, Bubba, Pig, Demo, and Pinhead are all decent to good, just like most of the rest of the cast. Myers and Ghostface are probably the two weakest besides Sadako but not unusable by any means.

    It's really just Sadako that really needs heavy buffs, especially compared to Dredge.

  • @Chappy04 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2954243#Comment_2954243

    how is this a buff, i suggested that the perk wouldnt activate if the player is exhausted

    I apologize, I misunderstood your post. My bad!

  • I would prefer if "gift glyphs" were used after the game, where if you give someone props (thumbs up) they get a small-ish (8k?) bp bonus for that game.

  • Adrenaline is already amazing. It doesn't need a buff.

  • @AnchorTea said:

    What does this community even want anymore.

    Idk if you've ever seen a post by TheDarkTyrant, but literally all they do is complain about Nemesis in every post they make. Best to not really pay attention. It's not "the community". It's just them.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952618#Comment_2952618

    I'm all for Blight not sliding all over terrain - but that might take a lot of work to fix all the terrain in the game because one killer slides (sometimes). It's likely not a priority.

    You guys are acting like Blight is losing a core mechanic or as if he were losing his super strong addons. Neither is the case.

    At high level gameplay, like competitive for example, it very much is a core mechanic, especially where add-ons are restricted. In pubs, I doubt it would make a huge difference, but I dislike the removal of any hard-to-master technique that lets players demonstrate skill and mastery.

  • @DBDVulture said:

    Blight is supposed to bounce off walls and use that to hit people. Sliding is an unintended mechanic. Abusing the slide to hit people in ways your power was not designed for is just nuts.

    Go back to 2016 and we had the ability with billy to make your chainsaw attack players at 90 degree angles from the direction of your chainsaw sprint. Many people wanted this to stay forever - because it made Billy WAY too strong.

    I'm all for keeping strong killers Strong. You will be fine with the removal of Hug Tech. I feel certain you will learn new bounce methods to beat the very best loopers. And if you can't well you're still playing a killer better than every other killer in the game aside from Nurse.

    Blight will still have:

    1. Very high mobility
    2. Very strong Anti Loop
    3. Very high chase Lethality

    If unintended sliding is such an issue, that means they're going to fix all the parts of maps that can't be bounced off of for no reason, right? ...Right?

    Of course not. It's been over a year and a half since release and they haven't done anything to fix all the things Blight slides off of, with Ormond, Swamp, and many new killer shacks on redone old maps being some of the biggest offenders.

    Make that aspect of Blight work correctly, THEN remove the bug that makes up for it. Not the other way around.

  • My theory is because you usually know you've lost well before the game ends, but can do very little about it until it's finally over unless you want to be locked out of matchmaking for days.

    As a survivor, when you know you're gonna lose, you either get camped and tunneled, or your teammates can't last in a chase/aren't doing any gens while you're getting chased. So you either spend your time sitting on the hook or cursing to the sky about your awful team.

    As killer, you struggle to get any downs or hooks, and 3 or 4 gens get done so fast that, unless you get lucky because the survivors massively screw up, you're just fighting for scraps at that point while it feels like the survivors are taunting you (even if they aren't really).

    Keep in mind I'm only talking about games where you lose, and lose badly, which isn't extremely common.

  • @Lx_malice said:

    So to the people saying that Nemesis's tentacle functions like a push...can you explain this?

    https://youtu.be/xa-0iRrtPgE

    The only theory I have is that, since the hitbox is made of a bunch of smaller vertical cylinders (which we do know), that, MAYBE, the higher a cylinder is, the earlier it travels forward (otherwise every hit over a pallet should have broken the pallet instead of hitting a survivor over it), and so, since she crouched, the highest cylinder of the hitbox made contact with the wall before the lowest piece of the hitbox that could contact her touched her, and since you can't break and hit at the same time, it just registered as a wall break.

    Again this is just an educated guess, given what we know about his power and how it behaves. I could be wrong and it's just a bug, or latency or something else.

  • According to another report I saw supposedly gens blocked from Merciless Storm still were prevented from regressing due to Ruin. Don't know this for myself though.

  • Honestly I'd just decrease the TV recharge time to 50 seconds (regardless of why it was turned off) and make the Ring Drawing add-on base kit.

    Since her power isn't oriented to ending chases quickly, she needs more game delay. Forcing survivors to deal with tapes could be that game delay... except that giving survivors a threatening level of condemned stacks takes way too long. So, we lower the cooldown on TVs (which also improves her mobility), give an alternate base kit way to give survivors condemned stacks, and then reassess.

    I think that's pretty fair. That way, like Pig, being condemned isn't really about getting a kill through that method, it's more so about slowing down the game for a killer that needs it.

  • @Viskod said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945419#Comment_2945419

    This is the kind of mentality that is responsible for the current meta. You are not at an automatic disadvantage. They are not must haves to escape a trial.

    Of course they're not required to escape; you're the one assuming people think like this. But you can't honestly say that choosing not to include at least one of a type of strongest perk in the game in your build doesn't put you at a disadvantage compared to the survivor that is using an exhaustion perk.

    Choosing to bring weaker perks puts you at a disadvantage. It's not rocket science. Doesn't mean they're necessary to win all the time, but not bringing the strongest perks undeniably makes it harder. And whether you choose to run strong perks or not, it's perfectly fine either way.

  • I like the new version quite a bit!

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941113#Comment_2941113

    So you’re ok with a status effect having zero potential value for an entire trial? Ok. I’m not even proposing anything crazy my man.

    In this case, kind of, yea. A survivor is already at a small "disadvantage" by not using an exhaustion perk in the first place. That, in my opinion, makes up for the killer not getting any value out of any exhaustion-causing perk or add-on they might bring. But the reality of the situation is that the vast majority of survivors use an exhaustion perk in their games (going against 4 survivors without an exhaustion perk is astronomically rare), so even if a killer goes up against the occasional survivor with no exhaustion perk, the killer will still probably get (rather exceptional) value from their exhaustion-causing perk or add-on against the other 3 survivors.

    That's why I don't think Exhaustion in particular needs a secondary effect. However, I believe Blindness is a good example of a status effect so weak that I'd be in favor of making it do more, but that's not the topic at the moment.

  • I think Pyramid Head and Freddy are tied for most useless add-ons. They all literally only have one or two that even do anything actually helpful.

    For Pyramid Head it's range. For Freddy it's his teleport recharge. They both need a good add-on pass imo.

  • I've actually had some decent success with it on Artist and Doctor.

    On Artist I already use Pain Res, so I figured I'd try it with Gift of Pain and it worked decently well when I could interrupt the healing (and still got some benefit out of it when I couldn't due to Gift of Pain).

    On Doctor I went with Sloppy + BBQ, and between the aura reading of BBQ, the tracking of Static Blast, and locking people out of being able to heal with Tier 3 Madness I interrupted quite a few heals after survivors had invested considerable time.

    Though, to be fair, there was no CoH in any of the handful of games I tried this.

  • I mean if they don't want to remove the map from rotation at the very least make it bannable if someone submits proof of a survivor abusing the exploit...

  • Well if they are aware then what possible reason is there for leaving the map in rotation? I had a match as killer today on Midwich after the offering was disabled and one player knew about it and abused it changing the entire course of the game. I don't know if the other survivors knew and chose not to abuse it or just didn't know, but the fact of the matter is, this is going to ruin any game on Midwich, whether players intend to play there or not. I really don't get the resistance to kill switching the map entirely, as they've kill switched maps for less, like when Dead Dawg had a chance to spawn a single uncleanse-able totem. Meanwhile they won't kill switch a map that has an actually abusable gameplay exploit? Really?

  • @MandyTalk The problem is, the existence of this exploit is going to spread like wildfire, especially now that people will be asking why Mary's Letter was disabled. Y'all really need to kill switch the map entirely, because I guarantee survivors are going to abuse it even if they just happen upon the map randomly. Why leave legitimately toxic behavior available for players to abuse in any capacity? Please don't leave Midwich in rotation for now...

  • I wish they'd killswitch the map, because it can be used to hold the game hostage, but hey, that must not be important enough to them.

    I just had a game on Midwich where a Leon abused the crap out of the exploit and caused what would have surely been a 4k to turn into a 2k. And you can be damn sure that Leon was one of the ones who I killed. It's incredibly unfair if the killer gets this map randomly.

  • They've said they're "looking into it." Who knows what that means, but they're at least aware of the complaints.

  • I like Nemesis because I find his tentacle easier to aim than PoTD (and zombies add lots of lol moments), but Pyramid Head is definitely stronger. If you can aim with PyH, you can down in 2 hits vs (often) 3, plus your cages give you a way around a lot of strong survivor perks, which also has the unfortunate side effect of making tunneling someone out of the game much easier.

    One day I want to get good at PyH, but for now I'll stick with my boy Nemy.

  • Not worth unless you either want to cosmetics or plan to invest thousands of hours into the game, in which case you'll eventually get plenty of bp to p3 50 everyone.

  • Best as a whole probably Silent Hill. Best killer? Descend beyond. Best survivors? Stranger things (mostly Nancy).

    Worst as a whole... probably Darkness Among Us; broken killer, bad survivor, bustedly survivor sided map. Worst map? Resident Evil by far. Worst survivor? Probably Ash; MoM busted on release, then nerfed into oblivion, and now his perks are only used for meme/obscure builds.

  • @BronzeHandModel said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900931#Comment_2900931

    To get blinded easier? Nah, for newer players horrorible.

    True, I'd much prefer an FOV slider, but if the devs refuse then this is the next best thing imo.

  • My advice to you would be, if you see multiple survivors in the lobby with flashlights, and especially if you suspect they're in a SWF, when you down a survivor, just take a few seconds to look around and do a quick patrol of the area to see if any survivors are getting in position for a save, and then bait the first pick up so that they come out of hiding and send them away with a good smack. Do this multiple times if you know for a fact that there are survivors around trying to get the save. Other than that, just do your best to always be looking at a wall when you pick up if possible, and if not, then make sure you turn away from any survivors relatively nearby before you pick up so that they can't get the save in time.

    Personally, I don't find flashlights OP at all, but I sympathize with your frustration. Good luck.

  • And lastly I'd argue that ONE of the perks that have to do with kicking gens should be basekit. Either the extra regression part of Call of Brine, or Surveillance, or Eruption, or even Oppression. But not Overcharge, because it's a bad perk that needs an update and would do very little for the killer if made basekit.

  • Shadowborn could also work as basekit.

  • Guardian could work as basekit to help against tunneling without going with the abusable BT basekit.

  • And the totem counter part of Small Game.

  • Not a teachable but the teammate aura reading part of Kindred for one.

  • @Pulsar said:

    They've been asking the right questions for years.

    Whether or not they will come to a sensible conclusion remains to be seen.

    They always ask the right questions. But then barely anything comes of it. I'm not hopeful.

  • @Mandy said:

    I get the annoyance as I have my characters all over level 50 and I no longer prestige (have never prestiged my killers!).

    We will be addressing the grind in the future - no information available as of right now I'm afraid, so I don't believe anything will change with regards to removing this option constantly being available on the bloodweb for right now.

    Speaking of the grind, are you able to tell us if there will be cakes for the anniversary again? I know it's still a little bit of a ways off, but I don't want a lack of cakes to sour my opinion on any other cool stuff you might have planned and would love to get over my disappointment now if possible lol.

  • I feel like this is one of those problems that could be solved by the HUD icon system the devs proposed a bit ago. That way, you can see which survivors aren't doing a gen or something and are therefore probably going to get the box.

  • @Mandy said:

    What do you think the issue is, what suggestions do you have for improvement?

    1. Getting an M1 in Tier I brings Myers up to 99% Tier I (or at least fills his Tier I stalk meter by some amount, as getting a hit in Tier I can be difficult, and the killer should be rewarded for that).
    2. The amount of stalk on each survivor who has been stalked regenerates slowly over time.
    3. Decrease (but don't eliminate) the stalk penalty from stalking survivors from far away.
    4. Give him an add-on pass. Myers has some good add-ons, but many add-ons fall in three categories: extremely useless, frustratingly overwhelming, or add-ons that have wonky scaling. In the useless category: all the "Increases movement speed while stalking" add-ons, and Glass Fragment. In the overwhelming category: Tombstone Piece (and Fragrant Tuft of Hair for newer players only). In the wonky scaling category: Blond Hair, Hair Brush, Hair Bow, and Lock of Hair. Blond Hair, Hair Brush, and Lock of Hair all require too much extra stalk on first Tier III for the benefit they provide. Hair Bow is right in the sweet spot. Imo, it should be: 0% extra stalk for Blond Hair, 25% extra stalk for Hair Brush, and 50%-75% extra stalk for Lock of Hair.

    Part of the problem is, at least at higher MMR, it takes Myers too long to get into the thick of the action fast enough, and sometimes by the time you have your first Tier III the game is over. By allowing him to start to be a threat to survivors modestly earlier, he can pressure survivors off gens earlier (as opposed to needing to stalk to do anything useful) and he can start making survivors start having to use their resources more quickly, giving him an advantage in the late game when he is stronger.

    Don't get me wrong, Myers is by no means the weakest killer or anything. He's just a bit antiquated for the DbD of 2022, and could use some modernizing.

  • No offense, but I always found slenderman to be a bit... lame. :/

    I mean, don't get me wrong, if they add him and he's fun then I'll play him, I just don't really care for the character. Seems like there are bigger fish to fry, and slenderman (imo) went out of style many years ago. Not really "on brand" for dbd (again, imo).

  • No Way Out lasts for 12 seconds base, and the time increases by 12 seconds for each unique survivor hooked, so it can last anywhere from 12 seconds at minimum to 60 seconds at maximum.

  • @Okonar_ said:

    Have bhvr ever shared how map selection works on public matches? Is it a fixed % for every map or how does it work? Because it seems I always get the same few 3-4 variations during a session, I've been getting dead dawgs saloon quite often during my sessions.

    Yes, but it was a long time ago and could have changed since. The game selects a realm first, then a map within that realm. So you will see Dead Dawg more often than say, Thompson House, because there is only 1 map in the Glenvale realm and there are 5 maps in the Coldwind realm, but you will see Glenvale just as often as Coldwind. Some dev said it at some point on some stream (great source, I know), but just think about it: how else could the realm (a.k.a. map) offerings work if they didn't select realm first, map in realm second?

  • @danielmaster87 said:

    If the blinking in and out is synched on the killer and the survivor side, keep it. If not, there's no point in having the killer see it.

    It is.

  • @ThePolice said:

    Looks nice but wouldn’t love there cuz of authoritarian government

    That word does not mean what you think it means. This thread is about Canada, not North Korea...

  • To make it more of a team based perk instead of a one person perk that occasionally helps teammates. It'd also allow teammates to go to a boon instead of trying to find and/or staying near another survivor who is running Vigil, since sticking together is generally a bad idea. Plus it fits the whole "AoE survivor buff" niche that boons fill, and would synergize with any exhaustion perk and CoH. The numbers would probably have to be buffed if it was a boon though.

    And unlike Streetwise and Leader, the perk's usefulness isn't tied to any spread out objectives that would necessitate mobility; for Vigil, the mobility only matters to the person who has it equipped, and they could still make use of it in boon form.

    Though, I could be misunderstanding the point of the perk. If it works best as a tool to help recover exhaustion in chase then I could definitely understand why some wouldn't want it to become a boon.

  • @humanbeing1704 said:

    Unironically why not I could see future perk nerfs/reworks being put into a boon perk

    I'd love to see vigil become a boon now that you mention it.

  • @SkeletalElite said:

    https://forum.deadbydaylight.com/en/discussion/comment/2857269#Comment_2857269

    If they spend time on a permanant solution instead of a temporary one, which is what the devs have stated they are doing, it won't EVER grow back to the monster it is today

    Well then why didn't they start talking about a permanent solution years ago instead of just now? Because the grind was still atrocious back then too. But they only only started making fixing it a priority now, instead of the entire time we've needed it. So if they only care about making a permanent solution now, they should have made a temporary one earlier.

  • This is just silly. Just because something doesn't solve the grind forever doesn't make it not a good idea. There doesn't have to be one singular thing that fixes the grind; I know it's revolutionary but you can in fact do more than one thing at a time.

    The transition to removing perk tiers should have been started 2 years ago as the first (and not only) step to reduce the grind. Then, two years later, they do something else to reduce the grind.

    But this is BHVR, who works at the pace of an ice age glacier. So I'm not surprised that they don't give a damn enough to update the game systems gradually in a way that people actually care about in a timely manner.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848378#Comment_2848378

    See, that's the thing... these issues are NOT emergencies. So they'll get worked on when they're back to work, and that's it. Being inconvenienced is not an emergency.

    EDIT: but yes I agree it's ridiculous no one can killswitch Object to solve the bugs related to it.. but for other issues (like the rank reset not happening) it'll have to wait

    Maybe you don't consider it an emergency, but I consider an easily abusable exploit that allows players to see their opponent at all times to be literally game breaking and therefore an emergency. But whatever. They'll probably take care of it tomorrow so it's not the end of the world.

  • @Marcavecunc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848264#Comment_2848264

    See, the difference is.. in medicine, lives are at stake.. This is a video game. They'll get to it when they get to it.

    That's just an example. Pick apart the analogy if you want, but that's not the only industry where a skeleton crew is on call for emergencies. For an example within the same industry, TF2 had a crew ready to handle emergencies outside of normal office hours. And I'm sure many other software providers and games companies do too. Again, I don't disagree with devs getting time to recharge, that's not the issue. The issue is the attitude of "we'll get to it when we get to it" and the culture of unpreparedness.

    You're really telling me that they can't find a single person with access to the kill switch who would be willing to work Sundays instead of Wednesday or something of the sort? Really? Don't get me wrong, it's not the end of the world or anything. But it's just... unprofessional imo, on top of all the other crap they do that screams incompetence.

  • @VideoGameMage said:

    https://forum.deadbydaylight.com/en/discussion/comment/2848227#Comment_2848227

    Uhh..considering how bad the gaming industry is about overwork, bhvr employees being off on weekends isn't something we should complain about.

    Right, but to give an example from medicine, within a practice there is usually a rotation among the doctors of who is on call for urgent matters that may arise on nights and weekends. I don't understand why there can't be a rotation of a single person with access to the kill switch from home should any issues arise on nights and weekends, who can at least quickly kill switch problems until the team as a whole can examine the issue more in-depth when the team returns.

    To be very clear: I'm not asking for the whole company to be at work 24/7. Just a rotation of a single dev who can kill switch things quickly from home if an emergency problem should come up outside of normal working hours. I don't think that's an unreasonable request.

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