AggressiveFTW
AggressiveFTW
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@Neaxolotl said:
You don't always need a strong mobiliy, all that slowdown powers are also pretty good
I mean, you'll just get all those killers with mobility or teleport, or maybe pinhead box
I agree slowdown powers are also pretty good. If we look besides performance wise tho, mobility powers nowadays are just copies of each other with just a different visual to it. It's a lack of creativity, I wish we got more slowdown Killers instead of the simple teleport ones.
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@Blueberry said:
I don’t think they necessarily have to have mobility. What they need is map pressure, that is what they’re getting from map mobility. You could hypothetically have a killer with no map mobility if they had like a built in game slow down that put survivors on side objectives. This would give them pseudo map pressure. Think Pig with her traps, but if her stealth and ambush were actually good.
True, I feel like they need to do that as well. I'm getting tired when there comes a new Killer with a teleportation ability. Not all Killers need to have that, just built-in slowdown in general, don't have to be mobility in that sense. If the solution is to give all Killers teleport abilities, there would not be any unique Killers left lol. There is also room for more creativity with built-in slowdown rather than teleportation.
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@Choaron said:
Every single killer in the game is viable. Next question.
In your level, sure. Also it wasn't a question 👍️
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@Choaron said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754569#Comment_3754569
They have gotten noticeably worse, yes. They don't even look "official" anymore.
A petition to get them back would be great. I think many would sign it.
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@Beaburd said:
I'd prefer a rework.
Below is a rework I would love to see, but doubt will happen.
- Bring back a variation of his old sleep mechanic
- Cannot hit awake survivors
- Awake survivors cannot see nor hear Freddy at all (completely invisible)
- Asleep survivors can see Freddy and hear his lullaby only
- Survivors that are half-asleep can see Freddy intermittently
- Improve sleep mechanic by making it feel like survivors are in a separate world when they fall asleep
- Once asleep, the survivor's avatar drops down in one spot and cannot move until awake
- Only awake survivors can see this sleeping avatar, its aura, and can interact with it to wake it up
- The aura reading and ability to wake a survivor up can only occur after ~30 seconds (time TBD)
- The asleep survivor(s) are transported to a dream world where they cannot see with nor interact with awake survivors; but they can see and interact with Freddy and other sleeping survivors
- Only awake survivors can see this sleeping avatar, its aura, and can interact with it to wake it up
- Once hooked by Freddy in the dream world, the asleep body will levitate as if it's been hooked
- Allied survivors therefore unhook where the body originally fell asleep, not where Freddy hooks it on the map
- Once asleep, the survivor's avatar drops down in one spot and cannot move until awake
- The rate at which survivors fall asleep passively is based on proximity to Freddy
- Alarm clock stations remain the same in the dream world to wake you up yourself, but are replaced with sleeping pill stations in the real world
- This way you can choose to enter the dream to help an ally who is otherwise isolated vs Freddy
- Freddy now teleports freely to any object on the map on a lower cool-down
- Blood gushing from generators is now replaced by blood creeping up/down nearby objects
- Survivor sleep gauge fills up faster if near an area Freddy teleports to
- Replace Freddy's blood puddles with a real chase ability that makes him a threat in his dream world, to encourage people to wake each other up
- Example: Phasing/walking through walls/loops/objects at a slightly slower movement speed (actual power TBD)
I just want Freddy's identity as a dream demon to come back, and make putting survivors asleep a meaningful and threatening mechanic in this game.
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Note:
Gave Freddy plenty of teleports to handle the fact that people can wake up a survivor and basically teleport them to safety. This lets Freddy keep up with them. Freddy also has the option to camp a sleeping body to force others to fall asleep and enter his world if they try to wake them up. Gives him plenty of distraction tools and the ability to juggle survivors.I'm sure there's some kinks in this idea, but I'd still love something like this.
Honestly, most suggestions about different reworks to Killers often have something that I don't like. Everything about yours sounds really fun. It sounds like he would be a very unique Killer if he would get those changes!
- Bring back a variation of his old sleep mechanic
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@Nun_So_Vile said:
I mean have they really gotten noticably better/worse?
Many argue that the new ones are worse. I recommend you to check this Reddit thread, that's where I began thinking and made this forum thread: https://www.reddit.com/r/deadbydaylight/comments/1dut1hg/biggest_downgrade_in_dbds_history/
When they compared the old vs new ones I think the old ones has that old DBD gritty style and the new ones look so "commercial" and too "modern" looking if you will. Even tho the game has lost the horror aspect pretty heavily nowadays, having the old ones would still feel good I think and would suit the game better.
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@Thusly_Boned said:
Part of me doesn't care so long as they leave Scratched Mirror Myers wholly intact. It's one of the few things in the game that is always fun, and the closest thing to actual tension/horror DBD has to offer.
I don't even play to win as SM Myers, really. As long as I can make a few people absolutely crap their pants, I've gotten when I want out of those matches, lol.
With the amount of complaints about map offerings over the years, I don't think scratched mirror Myers has a promising future. Either they will rework the offerings to block maps instead of sending you to certain maps or just remove them.
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@jesterkind said:
This is a perfectly fine mindset to have, as long as you don't get mad at stock answers. If they don't have anything already to share, you're just gonna get a "no plans but we'd like to" or a "soon tm".
I don't really care what answer we'll get regarding questions about health/balance, at least an answer would be good, so we'll get some update or whatever.
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@GentlemanFridge said:
For the third time today…
It's Ask Me Anything!
It's not Ask Us About Things We Cant Talk About!
The entire concept of an AMA is that there's supposed to be wild questions you'd never get answered otherwise.
I hope you see a lot more of messages like my thread, because I think many people share my opinion.
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@Mooks said:
I will be there!
Any important questions i should throw in for people that don’t have/wanna create a Reddit account?I will ask questions myself. But I would appreciate the spread tho lol.
I'd like for you to ask about when we will receive more SoloQ qol improvements. Such as:
Showing on the hud when your teammates hide in lockers. There's no reason to hide this.
Showing the progress on the hud when your teammates open exit gates, heal, unlock chests, bless or cleanse. There's no reason to keep hiding the progress. They already show progress when repairing gens, recovering when downed and starting invocations.
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@oreoslurpee said:
hopefully just big adjustments to make his playstyle and abilities up-to-date. he doesn't at all need a new power or ability, just big enough adjustments that make him feel rewarding, lore accurate, and overall just try to aim at his early game capabilities.
an example being the stalking penalty he receives from stalking far away. that, makes no sense to his lore/character in the movies, so just switch around how the stalk penalty works. currently, he receives a stalking rate penalty when stalking players from far away. so, swap it and make it so he receives a penalty when stalking too close to a survivor, but builds it very fast whenever hes stalking from far away. obviously tweak the numbers if that happens, but i believe it'll feel better since it'll be easier to 99% tier 3 on unsuspecting survivors.
another big thing would be to force survivor's stalk limit to deteriorate overtime. a big thing michael suffers sometimes is if he manages to fully stalk all survivors til their red, he legit is unable to use tier 3 until the match is over. dont get me wrong, its genuinely pretty rare for this to happen, but just because its rare doesn't mean it doesn't suck when it happens.
also buff tier 1 a bit, at the very least just his movement speed (to 4.4) and his lunge (to 0.25 or 0.3). tier 1 just makes him feel sluggish, so making it feel a bit faster overall will definitely improve the experience.
(also lastly, remove tombstone piece and replace it with a new addon. its overpowered and nobody likes using it besides the person playing myers.)
I think it could be fun if you wanted to be lore accurate, to somehow incorporate the hide and reappear ability he does in the movies. When he stalks someone and then vanishes, then after a little while shows up again and jumpscares. Not required this change tho but I think it could be fun.
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@Junylar said:
They already ran out of ideas. Oni is Billy with better collisions but an extra condition for the power. Chucky is Blight, but without the requirement to bump into a wall. Trickster is Huntress, with more hatchets, but with less damage. Xenomorph is the Dredge, but with tunnels instead of lockers and with the whip of the Nemesis, and the Dredge itself is the reworked Freddy, but with lockers instead of gens.
Do you have any ideas on how to not run out of them? Do you need to add more side objectives or something completely different? I think Vecna is one of the more fun ones we have. Fun gameplay on both sides imo, very interactive.
League of Legends is a game with EXTREMELY many playable characters and still, they seem to make many of them pretty unique. How is that possible with it's simple layout? Being hovered over the characters, not in first person.
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@scoser said:
The last time I remember the devs discussing it, they said something along the lines of it being nearly impossible to do so without having to rewrite a bunch of the game and/or causing a ton of unrelated bugs in the process. Hence, they went with the P1/2/3 = that level of perks on all characters solution instead to the hellgrind.
"causing a ton of unrelated bugs in the process" they already do that without the removal of perk tiers, so that makes no sense.
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@Krazzik said:
I'd love for them to remove perk tiers but it's not gonna happen. They WANT there to be a longer grind, not to mention the first 3 prestige levels are tied to the 3 tiers and I can't see them changing that.
One can dream :(
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3751348#Comment_3751348
Yes please, it takes ages to spend BP, just so annoying... But I would like to have an option to priorities certain things...
An in-depth QOL improvement update for the bloodweb would be good. Having multiple different options on what you want to do with it.
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I've had the idea to make Freddy invisible to survivors who are not asleep, I think that could be interesting. I think it would be good if we removed the ability for survivors to use teammates to get awaken. Only using the alarm clocks. Remove passive falling asleep, adding back the old Freddy ability to manually get survivors to fall asleep. I think stuff like that would make a big difference just that, to make it feel more interactive for both sides.
More stuff need to be added tho to my idea. I like the concept of old Freddy. I'm not sure if I enjoy your version, that pretty much all types of interactions can be delusions, eventually that kind of gameplay would get pretty old imo.
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I don't want a "reduce gens repair requirement" perk trend. It's so risky to change gen numbers on the survivor side, those type of perks will show their true potential especially in high level gameplay where survivors are very efficient (even if the killer is also very efficient, gens can fly by regardless). Plus, gen buff perks are just boring in general (gen nerf perks on killer side as well). That's my take.
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The only viable solution: add a bleed out faster button, when pressing the button you crawl slightly faster and bleed out faster. This could make for more interesting gameplay, it could lead to Survivors getting to a safer position for increased survival chances. With the risky thing being you bleed out much faster. This would also be effective if the Killer is slugging for toxic reasons.
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Blight as a character just feels so unknown and secret almost, so seeing where he would operate or whatever you call it, would be really cool!
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@BlightedDolphin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747968#Comment_3747968
He’s very outdated and poorly designed.
Tombstone Piece makes him broken but without it he’s arguably bottom 3.
He needs to lose his Insta-kill add ons and have some more power shifted into his base kit.
I would love it if they reworked his power to be like how he is in movies. Where he can stalk a survivor and then just disappear and show up unexpectedly somewhere again lol
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@glitchboi said:
Out of curiosity would this allow Knight to unleash a patrol guard and switch to the chase guard and unleash them with two guards running around at the same time? Because I think it’d allow for more multitasking potential for Knight and it’d be pretty cool.
Ooh I didn't think about that, but yeah that would be cool. Great idea!
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@Deathstroke said:
I agree it's super annoying and simple bleedout button could solve it in 2vs1.
Scott Jund's idea is the best I've seen so far.
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@humanbeing1704 said:
exhaustion perks just make the game significantly more easier to play id say the best thing is learn how to play without them some people never do
I never feel like I show my true skill when I use exhaustion perks, I feel like they are so strong that it looks like it's carrying me in one way or another.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747578#Comment_3747578
Maybe an in-game option to disable the auto-aim would be nice just for that challenge.
But yeah I agree, Singularity is a damn unique killer and anniversary worthy for sure. I love the camera-based ability and his M1-based anti-loop.
I agree fs. I would really appreciate if you would leave a comment on my latest thread, I hate whenever I create a thread and it gets no replies.
@AggressiveFTW said:
I think it could be better if you would add 2 different modes you can choose between when sending out guards. One where you use the guard in chase and the other one when you just want to find Survivors and patrol an area.
Now this would mean that when you are about to send out guards, you can choose between slaughter time (chase mode) and hunting time (patrol/tracking mode) by pressing a button, same as switching Clown's bottles. If you choose hunting time, you can choose how you want the guard to patrol. There would be like maybe 3-4 presets of different patrol routes.
Some examples of how those presets could look like:
Plus - this would make the guard go left, right, up, down, as in a plus formation. Maybe the guard's movement speed would be slightly decreased to not make this the absolute number one choice all the time.
Forward - this would make the guard keep going forward, the guard would go the way the guard is facing (same with the other ones as well). The movement speed could be increased to allow for a more aggressive search.
Diagonal - this would make the guard go in a diagonal formation. Maybe normal movement speed? Idk
Standby - this would make the guard block Survivors from being able to work on a gen if you would place them on the gen. The guard would be in a stance where they lean back against the gen. The guard would stay still there until they no longer can (I'm not good with number balancing). You would have to choose patrol mode if you want to use this. No damage would be done to the gen.
I think it could also be cool if you could recall guards when half of the duration has gone by, both when in chase and in patrol.
(I have no suggestions on how to improve chases, I just named the chase mode so we could differentiate. Kicking gens, breakable walls or pallets with a guard would not require to choose between modes)
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I think general perks should not have any tiers at all. There's no reason to have it like that for general perks at all imo.
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Once he gets his changes, I think he will be solid. Hopefully they don't keep auto aim for PC and instead just keep auto aim for console after PTB. I really like his power, he's unique and no Killer in DBD do as he does things.
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Honestly, I just want a rework. There's no things you could do with his current kit that would make many put him into a fun category.
There should not be a passive falling asleep for Survivors. I want the old Freddy way of getting players to sleep by manually doing it to them when close. The old Freddy wasn't perfect, but we need to go back a little to that. Make tweaks, make it viable and add some new things if necessary. That way it would feel more interactive to play Freddy and would be more fun to verse him.
Make him totally invisible for awake Survivors, only being able to see him while in dream world, we need new aspects like that.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747136#Comment_3747136
You think when devs put out blogpost with rundown of big changes that will be tested (and possible be in Live game in future), that people will just be silent or don't express their opinions on them? If you see a change that you are pretty sure its bad, you should be silent just to wait out on PTB? Come on now.
That's not what I'm talking about. I'm talking about the "oh this Killer will be dead, RIP bla bla bla".
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This community is so dramatic. It's a test server for a reason. Stop crying and instead make a thread in the PTB Feedback section after testing the PTB and share your opinion. These type of threads needs to stop (I'm talking about the "oh this Killer will be dead, RIP", not the actual constructive criticism).
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@FrenchBagels said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747093#Comment_3747093
This seems like a loaded question. If you ask something like this then it always points to Nurse.
I'm just saying that no Killer that doesn't have mobility have poor chances to win if the survivors are very efficient on gens and in chase. The most obvious ones who has best chances to win is Blight and Nurse. But Deathslinger and Huntress are both slow AND doesn't have any mobility ability. The Killers who has mobility has best chances to win because time efficiency is key in this game.
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@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747079#Comment_3747079
It would make her a little more viable especially against better teams
Huntress is already a perfectly viable killer?
So you're saying that she is a good choice against a really efficient team?
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Not a Huntress main, just want to say something random. But I would love it if Huntress could throw fully winded up hatchets at breakable walls and instantly destroy them. It would make her a little more viable especially against better teams, she would save a little time and time management is very important for a Killer with no mobility ability and her movement speed.
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Interesting how different your opinions are, great ideas tho!
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@IlliterateGenocide said:
we can hope :3
I saw this interesting comment on a Reddit thread, that's why I began wondering.
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I don't know why it even has 60 seconds, should never break in the first place.
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@Rumble said:
Most killers don't have the mobility to figure out which gen is regressing and where the survivor js.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744757#Comment_3744757
Wraith is one of the very few Killers that Dragon's Grip works well with.
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I'm not saying I don't agree with you or even agreeing. But whatever changes BHVR makes to Trickster, he's always going to be a Killer who players have quite mixed feedback and view on his power.
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6 years for such a simple change, absolutely crazy. Still good tho.
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Try playing Wraith against a high level team, you would start to question if they have "too many counters" against you lmao
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The hindered makes no sense to have. It just feels like a filler kinda thing, why am I not awarded, especially for hitting it directly at them which can be harder? The hindered is also very bad and barely does anything. I think what you're saying should be base kit.
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@Coffeecrashing said:
Can we please normalize giving people a written summary of a video, instead of expecting them to watch an entire video?
No sir
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Would make PH's cages meaningless.
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@jesterkind said:
Its main effect does.
The Deliverance effect is a niche extra. The main draw, the reason you'd run the perk, is the whopping twenty seconds of killer aura reading after both unhooks. I run it myself, it might not be top-tier meta but it's a really solid perk that helps you avoid any opportunistic tunnelling from killers.
I love that it lets you know for sure whether you can heal under hook or not.
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Yeah, maybe in 2030 we'll see this happen. There are more important things to fix right now for a long time going forward.
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@hermitkermit said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738957#Comment_3738957
If it's giving value it's not a waste. There are plenty of individual players and individual killers that beneift greatly from aura. Slowdown does not just have to come from gen regression perks.
It's still a waste no matter how you look at it, in what world against good teams would this combo be worth running instead of slowdown? I don't know how this combo would be considered slowdown. The slowdown in that case would be F tier. Oblivious and the Killer knowing where you are does not automatically mean slowdown. Yes, they could just lose their toolboxes, gens go quickly anyway. It would just be finding a new chase. Also I never said anything about gens.
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Omg, stop with these "pls nerf this generic combo" threads. The Killer wastes 2 perk slots for items instead of slowdown. It ain't that serious.
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Trapper needs some grass for god's sake, almost every map feels like you're playing on the moon. Obviously a bunch of more changes but it's a trap for crying out loud that's supposed to catch survivors off guard.
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Devs, please don't listen to this guy.
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@SoGo said:
I would love to see Tar Bottle getting reworked into an add-on that changes the colour of traps based on the floor under them.
It's sad that almost every map in the game right now barely has thick grass anymore. It's like they forgot he still exists. I think we need to add a lot more thick grass to all maps. Both because of the balance for certain Killers but also because it sometimes feel like you play on the moon. The maps feels so unrealistic, like why are there barely any grass? There are spots where there are tiny spots of grass and then nothing and a couple meters a little grass spot. Makes no sense.
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@VantablackPharaoh91 said:
Myers and Freddy badly need an update. Ghostface NEEDS his Reveal mechanic made less janky, and maybe given some more QoL or small buffs so he doesn't struggle as much. Knight, Singularity, and Doc need various kit aspects fixed. Xeno needs tail jank fixed but isn't high priority. Dredge has needed help involving how bad locker placements on maps can be for years now, but isn't high priority. Both Sadako and Xeno can have their TVs/Tunnels spawn in ways that can get them trapped in some maps and that IS high priority. Pyramid Head and Nemesis have trash addons save a couple. Wesker has a collision glitch after throwing Survivors sometimes. Nurse needs a total rework; her power is too strong and breaks the rules of modern DBD too much. Legion still has a "stuck" glitch involving Frenzying and pallets. Pinhead still has a camera FoV bug with his chains.
In short? A lot of Killers need QoL or some love.
It's honestly laughable that we have a Killer power in 2024 where survivors can take away their power by simply just looking at the Killer.
