Avatar

Akumakaji

Akumakaji

About

Username
Akumakaji
Joined
Visits
0
Last Active
—

Comments

  • I really asked myself what's the point of playing Sadako now? Yeah, she was way overtuned during the time of easy condemn and teleport frenzies around he map, but when BHVR reworked her that last time, they came so close to genius with that "locking condemn in" mechanic, bit failed so spectacular by setting a limit. Two secures condemn stages per hook still means nothing, as at that point they are an deathook anyway.

    Things would look differently if you could lock them in at 4 or 5 condemn with the first hook, it would change the way that player played the rest of the trial massively. I also think that Sadako should see condemn stages, it's her curse, ffs, and locking in condemn stages doesn't really work if you don't know what you got.

    Also, holding tapes shouldn't be free, it should hold some kind of inherent danger and doom.

  • @WolfyWood said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3683092#Comment_3683092

    Killer role was literally, without any exaggeration, unplayable. I remember that I lost exactly more than half of the matches (or somewhere around 80%), and each of them was unbearable and very stressful.

    You say matchmaking should work by giving killers what you also describe as unplayable matches. So I'm confused.

    Calling me biased is just being dismissive, I've never advocated for killer being unfun to play.

    You called killers who don't want to sweat "entitled" and them not sweating as "slaughtering survivors". This two statements are colored in a quite non-neutral way, and even though you might have meant so differently, it comes off as severely biased and antagonistic and I can totally get what @fussy might feel like this isn't the beginning of a fruitful discussion.

    Maybe take a step back and really try to put the colorful biased-colored adjectives aside for the time being, you can still be mainly on the survivors side, without it coloring every statement (just like I with killers).

    I remember that time, playing killer back then was literally a chore and drained my energy. It wasn't just challenging matches, each and every match felt like you played the championship finals, but it was just a regular Tuesday match. You never got a calm second, were constantly stressed and on the lookout, and everytime you cornered a survivor, they just DHed to safety, extending the chase further. It was soulcrushing and drained your spirit and more then once asked myself, why I was still playing.

  • Especially during Events I play rather chill and try to somehow interact funny with the survivors, occasionally, but this event seems that survivors are dead set on leaving in 4min, if they can manage. Sheeesh, never saw the gens fly faster before.

    And the SWFs also seem deadset on not allowing a single hook, if they can prevent it. Even the first hook gets saboed and body blocked and protected by layers upon layers of survivor flesh with 🔦 flashlights. Dayum.

    This kinda games also have a tendency to snowball in the killer direction, when the first hook ends up with three hook stages on the survivors side, or with one hooked and two downed survivors and the last one wounded and on the go. Really, what's up with them this particular event, that they fight tooth and nail over the most insignificant aspects?

    Just in one of my last games of the night I got a quick down, picked the Elodie up and a Felix instantly got I my face trying to blind me (too late) while I saw a Nea with background Player zoom off toc the next hook. On my way to the next fairer off hook I was shadowed by Felix and a Mikaela and just barely got through, because they had expected me to that saboed hook. Afterwards they instantly unhooked and the unhooked Elodie bodyblocked my attempts to go for Felix. Needless to say that after that I tunneled her, because it was obvious that I wouldn't be having the any fun the normal way in this trial.

    in Rant Comment by Akumakaji
  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3682399#Comment_3682399

    The current meta is silly and bordering on eruption levels of absurdity. If the killer wants to stack four slowdowns in the current meta then there really isn't anything you can do unless your team has comp level efficiency. There's just so much gen blocking that you can't ever get anything done. I know because I use four slowdowns when I play killer. The only game i've lost in my last 20 matches was against a cheater who I found out just got banned. It's pretty much impossible to lose if you play in the sweatiest way imaginable. I think it will get nerfed but it will probably take them another six months to do it. At the very least something needs to be done about DMS. I think this specific perk is the root of most problems with the slowdown meta. There are just too many no win scenarios that you can't really counter because of this perk.

    I get it that stacking 4 gen slowdown perks is really sweaty and mean, but that part about "Eruption-levels of absurdity" robs your comment of all credibility. You sound like you were around the Eruption-meta time, so have you forgotten how it was back then? Such claims are just utterly rediculous.

  • Bad sportsmanship should affect everyone deeply, its rude and only works, because of the anonymity of the internet as a cover allows people to live out their base character traits.

    I want the general killer perk "Just Leave" so bad and would equip it on every killer first slot permanently, because I am so sick of the exit gates shennanigans. Yeah, both sides can be aweful to the other side, but the ammount of BMing that a typical killer gets subjected to in any casual game stands in no proportion to the ammount of times that survivors are left on the ground to bleed out. And I am not talking about "they crawled into a dead zone repeatedly".

    Scott Jund had a pretty good idea for a bleed out mechanic: when downed for 5-10s the survivors can hit "E" and enter desperation mode. They now crawl at double speed, but also bleed out at 400%. Its much faster, but not so fast that you would do it on a whim as a rage quit, and even if you did it you might still reverse the effect by shutting it down. And it can also be used as another layer of strategy to crawl far enough away that the killer loses the survivor in normal slugging situations. The delay is there so that SWF can't abuse it easily to crawl under the next pallet asap.

    On the killer side I would wish for the aformentioned perk "Just Leave"

    Just Leave, general killer perk. Effect: when loitering at the exit gates for longer then 15s, the gates get blocked by The Entity when the survivor tries to leave and the survivor gets exposed untill they move 42m away from the exit gates. The killer gets killer instinct while the survivors are exposed. I would also love to get the option to mori the survivors at the exit area, even with no mori equipped, but I would be happy with the other effects. This perk could work sorta like Blood Warden, just the danger of it existing would change survivor behaviour and make many of them leave when they have won, without wasting everyones time by loitering at the exit gates, just so that they can rub their victory.

  • @GeneralV said:

    Ah, I know this feeling, my friend. Awful, isn't it?

    I was having an AWFUL streak as Freddy before the event started. Wasn't managing to kill more than a single survivor, it was actually the reason why I started playing other killers a bit more than I used to.

    Unfortunately, with MMR being awful as it is, there isn't much we can do. But I hope you get better trials soon.

    LINE_P2024322_154248.jpg

    I guess its time to try Freddy out, again... wish me luck in the fog.

    in Rant Comment by Akumakaji
  • That's, the ago-old adage of "we are not genrushing/tunneling, but just doing our job".

    At its lowest level, that might be true, but the game is much more nuanced than that.

    Actions have consequences and ultra-efficency is often contra to a fun game, where both sides have time to do some fun stuff.

    @CrypticGirl Yes, the world for the killer doesn't end when 3 gens pop first chase, BUT all leeway with the survivors instantly end, and this could potentially be right at the start.

    Last game I was completely in control, I chose the right gens to patrol, won many mindgames, ended chases quickly and managed to chase survivors to gens that were worked at. Thus I had 3 hooks and only one gen done, when that girl that already got hooked twice stumbled into me and threw down a pallet from the wrong side. I downed her and left her slugged, but didn't seal the deal. Had I been down to 2 gens at this time, I would have killed her.

    Many survivors favor gens over friends and this greatly flavors the matches and alters how quickly sympathetic killers might be backed against the wall.

  • I would love for that bloody eye offering to be functional again and working as intended. I love playing The Unknown at the moment, but of course that one can only use whatever Bloody Partystreamers that I found up until now, and they are all spend. I know mostly use Moris to compensate all those Sables map offerings. And thus we have a selffullfilling prophesy.

  • Just on a sidenote, I had the strangest lobby occurence as a killer today. I joined a lobby of 4 survivors already waiting, one of them being a mighty p100. Nontheless, I ready up imediately and after a couple of seconds the p100 survivor lobby dodges. After a short while the vaccant spot gets replaced by another, but different, p100 survivor. They assess the situation for a while ... and dodge ... only to be replaced by YET ANOTHER p100 survivor! Dang ... this one also assesses the situation and then ... switches to his p1 Alan Wake last second. Everything was reversed this match and it hadn't even started yet :P

    Well, they took me to Lerys and it was rather tough and I barely managed to kill one off before the last gen popped, but during the EGC I managed to shoo one out, and down the two wounded survivors, resulting in a last minute 3K.

    But really, three p100 backfills back to back, only to switch to a p1 in the last second ... shows again that p-levels mean basically nothing, UNLESS its a full group that look like a well oiled SWF, then it means trouble.

    Not exactly on topic, but it is a kinda rant ;D

    in Rant Comment by Akumakaji
  • Playing killer sure isn't easy or braindead or a piece of cake from my side of the screen. The survivors i usually verse are using every trick in the book and play as BP to the walls as possible and give not a single quarter ... until the next game, where suddenly one DCs 40s into the game, because they went down to a basic mindgame and the next unalives themselves on the first hook.

  • It depends on the stage of the game. If its at 1 or 2 gens remaining I would slug in order to generate pressure, but if it happens at 5 or 4 gens? Yeah, I'll just hook you, you basically gave myself either a free down or went at least down next to a hook. In the early stages I don't care about the self unhook and dwelling on it won't better my lot, so I go hunting asap,

  • @Nazzzak said:

    I've been trolled when using locker perks (ie Built to Last, Inner Strength, Head On) before. I actually avoid using them for that reason. I feel like this would exacerbate the issue and just cause fights in endgame.

    You might be up to something there. When I first skimmed this topic I thought "yeah, that would be useful", but I am pretty sure that the peeps at BHVRs also thought and discussed about something like this and they also had second thoughts about endgame or trolls and survivors in lockers.

    That being said, a lot of perks could actually use some indicator ... like Steves Cameradry, if that one would show an icon or something, even soloQ survivors could do a little drivebye and waste a proxy camping killers time, but right basically never gets value with soloQ players.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677593#Comment_3677593

    I mean this could be really funny, but it would require a heavily cordinated SWF, to keep all the gens at 99% since the Killer would probably just kick 'em and mainly not die haha, also having one person doing the invocation at the right moment because it can regress 💀

    https://www.youtube.com/watch?v=CsYXfLssq0I

    Here you go, fren.

  • One quick idea: I actually like Weaving Spiders and want survivors to play it, so that I can find them in the basement, but right now this perk has too many downsides. One of the biggest is the vulnerability to aura reading and screaming perks, so here is my quick idea: make Wicked suppress screams and aura reading while in the basement. Its already extremely limited, so this could actually make it worthwile to combo with her other two perks for an complete basement care package.

  • There is the very, very, VERY niche case of 99%ing 5 gens and then complete then all in one fell swoop via the perk. Combos well with the otherwise mediocre Rockie Spirit

    Because no gens are actually done, the killer never can reduce their patrol route and might get confused on what to do. But well, its extremely niche

  • 1) every map Trapper plays in also spawns patches of grass as a sort of his Killer trappings. Really, this alone would alleviate his game play by a lot.

    2) start all traps opened, not closed.

    3) spawn all traps in dangerous places, like around corners, in patches of grass, behind windows, before pallets etc. Basically, even traps at the far reaches of the map could potentially injure and capture a survivor, even without Trappers intervention.

    This three changes would do SO much to make him viable at higher level.

    Beyond that, we could do this

    4) start him with 3 traps and let him carry 3

    5) reload traps at a locker. This despawns a random trap/ the most far away trap on the map.

    6) (my favorite, but I know that BHVR doesn't like a mystical twist on Trapper) looking at a trap anywhere on the map, Trapper can prime it or collect it with the secondary ability buttons. The ability goes on a 60s cooldown after use.

    Also, it feels really punishing that survivors can disarm traps without any danger and just a little time investment. Disarming a trap should carry some risk, like a skill check or getting injured/deep wounded.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3677310#Comment_3677310

    "On the other hand, do you guys have any idea how much of MY time as a killer main has been wasted by survivors waiting at the exit gates with the sole purpose to rub in that they won and twerk mindlessly? Yeah, I could scare them out, but I would rather not face that humiliation and keep a small sliver of dignity after a crushing defeat. Bleeding out as the last survivor is nowhere as common as BMing the killer at the exit gates (I know that this is a bit whataboutissm, but its still a fact that killers get BMed way much more)."

    Not really compareable and a very weak argument. And not only "a bit" whataboutism, quite a lot.

    First of all, waiting for Survivors to leave takes only half the time it takes for Bleedout. And well, you can do anything you like during this time. Like breaking Pallets or just using your Power to get some more BPs. What can a Survivor do while on the ground? Recover for a few BPs. Great.

    And, as you said correctly, you can force those Survivors out. If you dont want to deal with the "humilation" (lol) and "keep your dignity" (lol²), this is a you-problem, nothing else. You have the option to force them out to end the game. The Survivor bleeding out on the ground does not have that option.

    Well, for ones, thanks for taking my concerns serious and not making fun of me. Second, while it is a bit whataboutism, it still stems from the same root: players being aweful to each other just to griev. And claiming that waiting at the exit gates only takes half as long is about as ingenious as you can get: I might have bleed out inentionally as a survivor probably less then 5 times total, yet I would be hard pressed to remember 5 games as a killer, where survivors didn't wait at the exit gates for extended periods of time; the two aren't in the same ball park, not by a mile.

    But you are also mistaking me, I am not advocating to keep bleeding out just because I want some revenge on some bullies, I just wanted to raise awareness at this isses that basically every single killer faces oh so regularly. The survivors time spend bleeding out purposefully is but a minute fraction of the time survivors waste of killers time, so it would be pretty nice to change both sides ability to BM. (Hint: even though I identify as a killer main, I play a good portion of my time as survivor, too, somewhat between 65/35 and 70/30% ... shocking, I know).

  • I am not endorsing this kinda behaviour, but I have done it a couple of times to real mean bully squads, because I know that they were a team and were all waiting to get into the next game and my standard response in the EGC is always something "sorry, I thought you guys like bullying so much". But its a really douchebag move when done to regular survivors.

    On the other hand, do you guys have any idea how much of MY time as a killer main has been wasted by survivors waiting at the exit gates with the sole purpose to rub in that they won and twerk mindlessly? Yeah, I could scare them out, but I would rather not face that humiliation and keep a small sliver of dignity after a crushing defeat. Bleeding out as the last survivor is nowhere as common as BMing the killer at the exit gates (I know that this is a bit whataboutissm, but its still a fact that killers get BMed way much more).

    I am still advocating for a general perk called "Just Leave" that exposes survivors who stay in the exit gates area for too long and errect the blood warden barrier for them alone, until they move 42m away from the gates.

    Also, there is this one corner case: the killer won fair and square, the survivor didn't play in any charming way to win over the killers heart, but even BMed them during the whole trial, but due to unlucky hook spawns the killer can't hook the survivor. The survivor could accept the L and not crawl into a comp corner and struggle ... but most won't, so in such cases, its bleedout for them.

  • I must say, in my games as killer post-AFC I was rather scared to linger around the hook for too long, unless there was another survivor. But having it experienced as a survivor, it sure fills up much slower then expected. I literally had a game with a survivor called something-something-facecamp-enjoyer, and when I found that one first, I hooked her in the basement and stood there for a good while staring into her eyes, then left. My plan was to face camp her for fun and then let her unhook herself, but I didnt want to throw and wait out the whole 1st hookstage -2s --- well, turned out that I only sorta 85%ed her unhooking progress and by then the other survivors were too scared and she nearly died first hook, even when I moved over to the other side of the map.

    I kinda get it, AFC should only punish literal face camping and then some, but I honestly think that the game would benefit from making the bar fill up a bit faster, but everyone seeing the bar, fellow survivors AND killers. A lot of my paranoia as killer stems from the fact that I have no idea how the AFC bar actually works, its like a total mystery to me and a too far bar could feel really unfair and punishing. But by making it faster during real campy situations, but transparent for everyone, the game could be much better.

  • image.png

    I got the charm and the badge, but the banner just won't unlook for me.

  • @Clinton said:

    It's just obnoxious playing against at this point.. I had to turn off DBD for the night after getting five straight killers using Ultimate Weapon. If you are gonna play locker simulator at least play Huntress, Trickster, or Dredge. I am putting on Distortion and Calm Spirit until it gets reworked into a healthy state hopefully.

    April cannot come soon enough

    Its getting nerfed, soon, but just for fun, imagine that it stayed unchanged in the game for literal years and people defended it by claiming "lol, its just a perk in the game, git gud" or "if you outplayed them, but they DH to safety, did you really outplay them? smirk"

    I still think that, while UW is strong, isn't THAT overtuned (it is overtuned, though): UW only gives a momentary scenic view of where everyone is, it doesn't help with chasing anyone down or looping any better.

  • @Hex_Ignored said:

    No mither and weaving spiders are the worst perks in the game and both of them are survivor perks

    99% 6 gens, killer gets confused what gens to defend, then seal the deal with the person in the basement, finishing all gens in one fell swoop.

  • Unknown_Speedrun_3min45.jpg

    Just a little humble brag here: I had this game not 5min ago and it had all the ingredients for a bad match in it: high level prestiges - check, dedicated flashlight player - check, dedicated sabo player - check ... and yet they went all down to greed to use all their abilities and the 4th survivor died on the hook at 3:45min. What a speed run, which I had streamed it.

    I suffered a lot at the hands of premade bully squads, but sometimes they just as easily mess up. NGL, seeing such a lobby gives me that short itch to dodge, but in the end its better to rise to the challenge and maybe learn some new tricks. I second this: show who was in a SWF after the game, hide prestiges and names, but maybe give the icons some different tints, so that the killer has some means to distinguish between different survivors, if they happend to all play the same one.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673436#Comment_3673436

    Legit, you try and loop he drops a trap, hooks survivor, he drops a trap so he can get straight back. Well done behaviour another brain dead killer with crappy gameplay style 🙄🙄🙄🙄🙄

    I guess everything is "braindead" to some of you guys, these days 🙄

    Do people even care what the definition of brain dead is? Or are they just happy to throw buzzwords around?

  • Wait, was this actually Mikaelas third strike? I hope not. I had a one month forced sabatical myself and it helped mellow my stance on this forums. I still make my points and defend my positions, but I also know now where to draw the line and where not to thread. But yeah, at times its a bit sad that so many long time forum regulars get the axe, but it is what it is.

    As a good rule of thumb, when tensions fly high, before posting a big, juice respond, take a step back, take a swig from your baverage and look that post over again. You might find that you don't feel the spur of the moment anymore and take the sting out of that post. And thus live another day to post here :)

  • Its basically my most used info perk at this point. No one expects it, survivors often have no idea how I got wind of them and you often get notifications of survivors that you had no inkling of that they were there. The perk often works as eyes in the back of your head, like you suspect a survivor is somewhere, but they evade your gaze and leave no scratch marks, you want to leave, but a crow notification goes off behind your back: boom! There you are.

    I honestly can't fathom why so many forum users consider this perk outright bad, I guess they only theory-craft and never used the perk anytime after they "graduated" from being a newby. A lot of criticism stems from the fact, that the perk offers inaccurate info and is not an aura reading perk, and thats true, but its also basically free and has unlimited uses. It helps in finding sneaky survivors, during the exit gates phase and a myriad other situations.

    Its only countered by Calm Spirit, and since the short lived mini-hype around Ultimate Weapon died down and survivors decided that Calm Spirit isn't worth the perk slot to counter UW, I have seen it being used maybe trice. But I am totally fine with Spies being an underrated niche perk, thats just suiting me and my playstyle, you guys can all play Nowhere to Hide or Ultimate Weapon, why my Crow spies rat out hundreds of survivors each week.

    EDIT: anyone of you played Alien Isolation? In that game the alien has two AIs. One normal everyday AI that reacts to sounds and sights as you would expect, but also an instinctive director AI that always knows where the player character is and that occasionally gives the other AI tips, like "hmm ... maybe go look in the kitchen" or "why not go check out the vents?". Spies in the Shadows is basically this instinctive AI for killers, if feeds you constant hunches of where to look, without stating the survivors position outright, like aura reading, but this hunches are pretty solid, because this birds where agitated by a survivor who was definitely there.

  • The realms are made from the thoughts and memories of the survivors and killers, but slightly changed due to crooked memories or emotions.

    For Mikaela and Sable, the theatre at the edge of town basically was their hidden spot in the middle of the forest, that's what got the highest emotional impact, and that's what The Entity is mirroring and letting the trials take place in.

  • @OrangeBear said:

    The timer nerf was not the problem. It was the removal of jigsaw box auras. She will be a worse killer.

    No, this is a good change. The aua of the boxes was alway the problem, in that Pig could just decide to hunt for a trapped survivor and catch them between a rock and a hard place and tunnel them out without so much as a chance to get rid of their trap.

    This would have been a suitable change to her head traps together with her buffed ambush, but the increased timer took away too much pressure. Before, a trapped survivor was hard pressed, if they had a 4 box search before them they could not effort to waste time and were on a tight timer, essentially taking them out of the game until they got rid of their party hat. The +30s gave them too much leeway, though. A survivor with an active trap could comfortably finish the gen they were at, heal or help a fellow survivor and still take care of their own trap.

    With this change we will hopefully hit the sweetspot of Pigs traps providing natural and good slowdown and pressure, while her chase power is finally useful enough.

    in OINK Comment by Akumakaji
  • @IamFran said:

    Because without that feature he were even more weak.

    The Trapper in maps without grass like Eyrie of Crows have a guaranteed defeat unless survivors are bad enough. Also in closed maps he is awful, because the best places for putting a trap are also detrimental for you because make you transverse larger distances for surronding the traps and also very visible of course. The only exception is maybe Midwich.

    I once played Trapper on the eyrie, a they found our every single trap in the open map, ao I trapped the main building up under the roof and chased them over there.

    I trapped one, downed another and trapped a third flashlight safer, spiraling the game out of control. This is the classic Trapper maneuver, and your only chance of winning on this map. I then chased the last, but one of the downed survivors had Unbreakable and picked everyone up.

    That was my one chance for winning amd it slipped away. There was no second chance, the survivor saw to that. Had I hooked the three survivors one by one, the result would have been the same. Trapper often gets this one, big chance and either seal the deal or become the punching bag.

  • @Hannacia said:

    Never thought someone would complain about trappers....traps... That day has finally arrived.

    When versing him I habe constant anxiety every single vault, lol, but that's about it. One misstep can spiral the game out of control, but if he doesn't manage to finish the deal, survivors can reset and that's most likely it.

  • I never understood the vitriol and hatred that this mechanic incited in players. I always saw it as a certain threat that leaving gens can be dangerous. Without it everything would be completely known and up to players input. Players beyond a certain experience and hour level rarely miss skillchecks at all, so the mechanic is quite the dozer, but leaving gens still has this 10% chance to miss a skill check.

    Its basically the killer equivalent of a 4% unhooking: its tragic, but not the end of the world, though it can still cost you the game.

  • One of the reason daily rituals are as they are is, that you are somewhat forced to go out of your comfort zone and play something that you might not normally do; like Jill is my survivor main, but I recently had to escape as Quentin, and I don't know when I last played as that poor guy.

    Same with the Killers and especially players who predominately only play one role, the rituals might at least tease them to try out the other role once in a while.

    That being said, it can sometimes be extremely frustrating, when you can't seem to get your favorite role at all. I don't like the idea of always having survivor and killer rituals available, I think thats part of the design that you sometimes have no choice but to play killer, for example, but it would be nice if the system would change at least not give you the same role 3 days in a row.

    ALSO BHVR, please make rituals at least 100k. 30k to go out of my way and play something that I normally wouldn't is hardly an enticement, sweaten the deal a bit, so that even those hardcore survivor mains might get tempted to try killer once in a while and walk a mile in the other roles shoes. 30k is just one extra match and barely qualifies as a log in bonus, least a real task that you have to do.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666317#Comment_3666317

    You need to elaborate on how this is the case... Because I find this hardly arguable ^^

    "Something, something, M2 has absolutely no counter, something, something, braindead easy, something, mindlessly sawing for 2 healthstates, something, totally op."

  • @sinkra said:

    I forgot to mention Corrupt Intervention. 3 GENERATORS BLOCKED FOR 120 SECONDS?! Then the killer can simply patrol the few gens remaining AT THE START. This is absolutely ridiculous. It's not even interactive, these perks passively prevent survivors from doing their one objective.

    These days I really can't distinguish between irony and something said with a straight face. This community is at a point, were everything is possible, nothing is sacred.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666372#Comment_3666372

    I feel having more meaningful healing slowdown that isn't insanely uninteractive is the better solution than applying a blanket debuff which makes so many niche perks further useless (Resurgence and reactive healing).

    By making it more enticing to heal as a meta, you will have people risking less time to be on gens and heal, especially in casual games. It also makes games less snowbally, the likes of Spirit making the perks extremely toxic honestly.

    This perk needs to go to make way for better killer healing slowdown, we still have gift of pain, blood echo, leverage, coulrophobia. None of these perks compare to sloppy, infact so many addons don't even compare to sloppy's value. They even gave that explanation, it's just too good for what it does.

    You throw around terms like "uninteractive" like buzzword in an online lifestyle magazine. You called Billys "chainsaw" uninteractive. Not saying that your word doesn't count, but its so extremely biased, that it loses a lot of its weight, imho.

  • @Rokku_Rorru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664643#Comment_3664643

    I mean, he can't stay the way he is LMAO he is a better Blight and Oni now, with no power CD and higher reward with lower risk.

    Well, of course he can! Your claim, that he is better then Blight and Oni, is just laughable. He can be tweaked, but his state before his buff was just utterly sad and not worthy of one of the original three.

  • @xEa said:

    Blue.

    Are you tripping? It's clearly yellow

  • Just a thought, what if WoO worked a bit like OoO? Every 30s you are shown all objects for 3s, maybe even map wide so that you know exactly where the dead zones are, buts not constantly monitoring all pallets and vaults all the time.

    It would require again some game sense to interpret the info and play ahead, but still give enough info to get by. And the dreaded automaton playstyle of "beeline to pallet, predrop, rinse, repeat" would be a lot less aggrevating and viable.

    Just a thought that accured to me while killing some time doing my business.

  • @xerox8521 said:

    My pet peeve with Windows is that a lot people turn off their brains and just run from palette to palette like a bot. No attempt of mind games or anything like that. Just holding W+ Shift and pre drop everything they find. If the killer brings Ultimate Weapon the basically become headless chicken

    The real reason, survivors hate UW. Lmao

  • Well, this would feed into the new trend of giving every killer hard counters on hand. And I bet that Skull Merchant without a power will be soooo much fun to use.

  • Because of the link go self-harming and suicide. The Shattered Bottle is less problematic and controversial.

  • I love the idea, but then I am somewhat appalled by the thought of Shodans superior nanite metal body would get body grtting smacked by a pallet, priming her for some tasty tbags or a flashlight to the photo sensors.

    Dbd will always paint the perspective of all participants by its base mechanic

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/406954/option-to-change-name-within-the-game

    Yeah apparently those on Steam can change their name every match if they wanted to, while if I wished to change my Xbox gamertag it's like only once a month and cost money...

    For real, when I had a tough survivor challenge, I would sometimes change my username to something like "plsLemmyStun5T_T" and eventually some killer would take pity on me.

    For a while I ran "DH is so cringe" and tried to influence other survivors to play something else and prove that you could do well without it. But eh, my results were suppar and I would be surprised if I even got a single survivor main to reconsider using that busted perk. Lolol. Later I would start the anti DH alliance and was the sole member of it, and even later change DH to MFT.

    Changing names often and in response go the change of seasons is fun.

  • @MechWarrior3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665157#Comment_3665157

    I agreed with every word on what you said except for “along with making most of the killer roster useless. “

    This just isn’t true. However, I’ve been preaching this for a while. “Survivors tunneling gens” vs “killers tunneling survivors” an objective is an objective.

    In order to stop the tunneling, keeping survivors alive and spreading the hooks needs to be more valuable and worth the killers time.

    Right now, a killer who mercifully keeps a survivor alive and doesn't seal the deal when he could, at say 4 gens left (but behind the scenes, of course 2 are at 80+), us shooting himself in the foot, as that survivor on deathhook can just as efficiently hold M1 at a gen in the last phase of the game.

    Something like old BBQs BP bonus mechanic as basekit could help a little bit, but only symptomatic, like give killers this bonus but only increase the multiplier as long as all survivors are alive. This should lead a lot of killers to at least postpone the first kill till they have 3 different survivors hooked.

    But the problem remains: 4 alive survivor's are a problem for a killed, you can't defend 3 gens against 4 alive survivors, but tunneling early is seen as despicable; and of course I don't like it myself in my survivor games.

    Some sort of debuff could be set up for keeping survivors on death hook alive, while strengthening survivors repair speed for every dead teammate, but all this need to take into account hook stages vs gen progress.

    Also, just do a hardcap with certain perks, like only two regression perks, and how big the bonus to repair speed can stack etc. There are too many moving parts in 2024 to have everything work with everything else without a hitch. Remember how Awakened Awareness had to be held back because its OP on Nurse, so eben Trapper can't use it properly.

  • @glitchboi said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659171#Comment_3659171

    Honestly bringing back launch PH as an iridescent add-on would be sick and having it limited at the same time as compensation is nice.

    For real, at first it was meant as a kinda joke, but actually, why not? I think that this would work pretty well, and a time limited ressource like this could always be tweaked up and down, as needed. It definitely checks the gold standart for Iri-add-ons: it changes the way the killer is played in a meaningful way, is interesting and not a straight upgrade of something else.

  • P3 Rebeccas facial blood splatters make her look more gothic then Sable.

  • @[Deleted User] said:

    I think people are way, way, way too caught up in what their expectations were vs what the character is. My opinion: players are discontent for the sake of being discontent at this point and feel like they should be upset, so they are. The design is awesome IMO.

    Just like with Skull Merchant. From the trailer I was expecting a 40k Tech priest hellbend on bringing fire and brimstone to the heretics with their Servo-skulls. Imagine my severe disappointment.

  • Just some food for thoughts:

    Releasing Chris Redfield as legendary skin for Leon came back to bite them when they get greenlight for a second chapter. Chris would have been perfect for this, but was already used up.

    I guess they are now carefully thinking about other characters potential of chapter survivors vs legendary skins.

    So theoretically, a 3rd RE chapter is still in the realm of possibilities. And why not? Make it a yearly event, ffs :D

  • @apathyinc said:

    Maybe they DC'd because they are tired of being found right away with Lethal and saw spammed, then having to do 6 gens due to Pain Res, and and then be locked out of doing gens due to Grim Embrace. Just a theory.

    At least its a legit Game Theory

  • I honestly don't think that WoO will get nuked. There are certain aspects to it that feel very unfun when you are at the receiving end, ie it feels like the game is on autopilot and the killer are just an automaton, and thats kinda miserable. You know instantly when a survivor is guided by this perk, they will bee-line to a pallet, predrop or greed it, depending on skill level, and if done right, you got no option but to smash the pallet and they bee-line to the next one.

    There was zero interaction in this, zero skill, zero fun, just running after the survivor like a mad dog and smash pallets, rinse, repeat.

    BUT of course, its also an awesome info perk to know where dead zones are, whats happening in other parts of the map, who the idiot was that threw shack pallet just like that (hint: it was me). This are all legit uses of the perk that don't feel aweful to play against.

    There might be some way to nerf the really unfun parts, without killing the perk outright, this would be somewhat optimal, like the perk going on cooldown once you drop a pallet, but in the end, its really just a QoL perk that feels good to many players, and the 40% pick rate in this case isn't problematic. Facing 4 WoO is just a run of the mill Tuesday in the fog, facing 4 DH pre-nerf-nerf felt soul crushing. They are not the same, despite the 4 in the pickrate.

1 … 11 12 13 14 15 … 102