Akumakaji
Akumakaji
About
- Username
- Akumakaji
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3858984#Comment_3858984
Well seems to have diverged then as it's turned into being about 2 survivors hiding trying to get hatch.
We do got questions regarding something in the op:
Nothing is stopping that last survivor from just conceding up rather than stalemating the game and wasting everyone's time further. At best, you have a slim chance at hatch, while the other survivors sit there and rot. You're just as responsible.
Since the killer can kill that 3rd survivor but isn't how does it make that 4th survivor responsible? Also what makes the 4th giving themselves up in this scenario the reasonable course of action?
Sometimes the slugged survivor did something cute and I want to let them live, but can't risk the two of them slamming that last gen together and for them both to escape T_T I know, its sounds very specific, but I am kinda regularly in this situation :D
Bonus points, if the 4th survivor gives up when I find them and I then have a hard time killing them off (unless they BMed me all game).
-
@Phantom_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859658#Comment_3859658
Working with the killer is.
The thing is, there is no real evidence, not even anecdotally, of anyone getting banned or even reprimanded for working with the killer in this mild manners. Maybe if you ran around with Bond and let the killer to ALL the survivors, but in basiacally all other instances, I guess its filed as some "survival strategy".
On the other hand, I wouldn't want to be banned as the killer, just because a survivor pointed at ONE locker at the end of the game, and there just happens to be a survivor in that one. "Working with the killer" is pretty wide and undefined, so that it offers a lot of wriggle room, and thats probably so that some leeway is given, but at least in theory, the very blatant culprits could be banned, if needed.
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859658#Comment_3859658
While I would say it is bannable (working with the Killer), I am baffled that the solution of Survivors losing collision when they get AFK Crows was not implemented yet. It is the perfect solution for this and will not really impact regular gameplay at all.
Indeed! The loosing collision solution seems so obvious, that I am equally baffled by this. BHVR probably has their reasons, something along the lines of "this leads to more interesting plays" or whatever, but I still don't get it, and even after 3k hours of playing I can't come up with any situation that warrents the countless other misserable and vibe-killing moments.
-
Meanwhile, I am already down to the last one of earning two silver emblems … I was looking forward to the new page, but when it dropped, I just gobbled it up, instead of savouring it :V
-
My hot take for the longest time is pretty simple, and pretty beautiful, as it would only hamper the most organised and well oiled SWF, while hardly impacting fun-SWFs and absolutely not affecting soloQ. Perk up and listen to me wonder cure for the game:
- let every survivor see the other survivors load-outs in the lobby
- don't allow for duplicates within a SWF
Thats it. With this simple change everyone could guesstimate what the others are up to and maybe adjust accordingly or at least take a mental note, that that player has that certain perk equipped. And the most well organised SWFs could not abuse stuff like 4DH, 4 UB or even 4 Head On in liu with a Dead Dog map offering, while in the same vain only minimally impact the gameplay of run of the mill SWFs who only want to play with their friends. In my regular SWF we sometimes have some overlap, but most of the time we all do our own things, and if we knew beforehand, it would be easy to rectify. And soloQ players could always bring whatever they fancy.
-
@Equinox_One said:
https://forums.bhvr.com/dead-by-daylight/discussion/435224/plummeting-player-count
Been a while since I saw one of these posts. Short version:
- 99.9% of these threads boil down to 'x thing that I want changed about the game is why the numbers are dropping'. In this case, boilerplate balancing whinge.
- The player count is relatively consistent over time, but does wax and wane.
- DbD is basically 100 years old in videogame time.
- The cause is an aging game, the release of another incredibly successful PvP game (Marvel Rivals) and just standard fluctuation.
DbD will continue for a long time yet, but will eventually end. The sky is not falling.
You are a really good addition to the forums. I always like reading a new comment of yours :)
-
One small change that could help at least a little bit in this regard would be this: a hatch escape still counts as the kill for the killer, so that they can Adapt or claim a 4K challenge or bonus or whatever. It would take out a couple more of the driving forces behind killers feeling the tangible need to 4K.
The game could also acknowledge somehow that a 3K with hatch escape is a win for the killer, and instead of getting a luke warm reception from the Entity, it could give a "Entity sated", "Entity feasting on fear and despair" or "happy Entity" kinda post-game resolution, thus making the killers feel that they won. Yeah, it might be an ego thing for some, but because of the assymetric nature of the game, very often the survivor who got hatch will go to great length to gaslight the killer into believing that they didn't win. Its not a big thing for most, but it CAN sting, especially if the escaped survivor was a mean bully all game long, so the game acknowledging the win could go a long way into making killer players more content with what they got.
-
@jmwjmw27 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857906#Comment_3857906
imo when people talk about "chill" they are referring to macro gameplay and not micro gameplay like chase. On the killer end, not tunneling, camping, or slugging is enough to be seen as chill. On the survivor end, this basically boils down to "don't slam gens as fast as possible", but it's also really hard to show that you're chill given that how you spend your time outside of chase is not something the killer sees.
For me its pretty much this. Anythine that helps the game to not be over before the 8min mark (or actually 10min mark - but the forums already consider that a long game … ludecrous!) and giving everyone the room to play and even have a little fun on the side. Against gen slammers I can hardly effort to nod at a downed survivor who gave me a good chase, while today during a game that I was stomping, I cornered a survivor and let them get away that time with a phat snowball to the face.
Playing chill doesn't mean "throwing every game", even though some peeps like to spin it like this, but it also means not pursuing each and every opportunity to win, like when the unhooked survivor gets confused, pathes badly and runs straight by me, but I just roll me eyes and ignore that and chase after their unhooking teammate.
But if the whole game has been sweaty af and the gens were slammed hard, of course I won't ignore such a blunder, but capitalize on it. Today I had two very fun matches where I went for 12 hooks, because snowballs were involved and the survivors weren't hellbend on endinge the game on the 6min mark - two died, two escaped, but everyone had fun. The very next game, I had a 3 man SWF, with everyone running about with UB, Boil Over and sabo boxes. That was decidedly NOT fun and I instantly switched gears and tunneled one out. But I let the 4th one who wasn't in it escape via hatch.
-
Its good that you can chose when to apply it, BUT I think a case could be made, if it needs the double activation restrictions, ie 4 tokens AND only the first hook on each survivor.
While I understand the reasoning behind not wanting to facilitate tunneling through such a perk, I really hate the restriction to only work once per survivor. I would love to see the perk starting with 4 tokens, each time you hook a survivor a gen gets damaged and a token burned, and afterwards the survivor is immune to that scourge hook perks effect for 60s or something like that, but the killer could hook anyone they like on that scourge hook.
Another hot take could be, to give the perk 100 tokens, and each hooking event on a scourge hook, up to 25% on the currently most progressed gen get regressed, but if it hits a gen with like 9%, then only 9 tokens get used up. After usage, the perk goes into cooldown for like 30-45s, so that it can't be spammed easily or for dibilitating trading moves.
-
I kinda hate the creepy, moving Snowmen >___<
I think that the idea of them moving occasionally is quite good, as it allows for more plays on the survivors side, but they went a bit overboard with the movemnts.
During the first couple matches I would often mistake a creepy snowmen for a survivor awkwardly hiding and meme around with them, like slowly panning my camera past them and then suddenly snapping back and nodding at them. But when I slashed them to find them empty, I felt like a fool :V
Also, at times they played the role of survivors too perfect, instead of slowly and awkwardly moving around, they sometimes move purposefully towards a window or something, but turn out to be empty again.
-
You heared it, "absolute OP" if the user has "even a fraction of a brain cell". Gosh, how I HATE hyperboles like this, they serve absolutely no purpose, but make OP look like they are lacking a couple of brain cells themselves.
Also, the instant DC part doesn't reflect too well on OP, either; its the Skull Merchant situation all over again, where a mediocre killer gets unreasonably hated by a part of the community.
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853036#Comment_3853036
Hex: Two Can Play - Make it so you only have to get stunned/blinded once for it to trigger, extend the blind to 2,5/3,0/3,5 seconds and maybe fiddle with the respawning thing a bit.
Shadowborn - just give it a new effect, the current is dumb.
If Two can play got buffed in this way, I wouldn't play without it. Right now I love the idea of the perk, but it's not much then a nuisance to the survivors and that's just sad
-
@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828717#Comment_3828717
Baseline Second chance meta (DS, Unbreakable) is what it's going to take to stop it. Second Chance meta was the sole reason killers didn't tunnel for the most part or lost the game due to tunneling.
I don't care if you are "punished for doing well" maybe you need to slow down to allow the game to flow a bit more nicely, go kick some gens or eat the stun.
Such a no brainer move rn it's annoying. Yes these perks should be baseline as they were the backbone of this game for the longest time and it will just free up peoples perks to get new builds and have more fun.The thing is, that everyone is basically living in their own reality of the game: you, who feels that the game is way too killer sided and getting tunneled is uncounterable is just as true, as my experience, where survivors play it all nearly perfectly and the moment I even commit a single mistake in a chase, the game is basically over and I could roll on my back and admit defeat.
BHVR is trying to balance all experience levels and different commitment ranges with one set of rules, and this is a flawed approach, in my opinion. We have tried all kind of different balancing acts over the years, and every change in one way has caused a plethora of uproars in one part of the community or another, who felt it was a sorely unfair change.
BHVR should make MMR transparent and visible for all and then slap different modifiers to different MMR ranges, so that everyone knows whats in them for it. This way we could maybe get all this balancing issues done without half of the community feeling it anwarrented.
-
@Prometheus1092 said:
Just last night I swapped lightborn out for another perk because I always have it equipped and I saw no one had flashligh in lobby... That match I literally couldn't pick anyone up due to flash bangs and even flashlights that people found in a chest. Couldn't even drag someone out of a locker because someone would use flash bang causing me to drop them instantly.
That was 1 match, the first time in a long time I didn't use lightborn and it's the last time I go into a match without it lol. If people think slugging is high now, nerf lightborn and see what happens.
"They hated him, for he spoke the truth."
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3852043#Comment_3852043
Maybe, but I think the difference is that the Unknown's reveal mechanic isn't frustrating for the survivors, because it actually works.
I think its just as janky as Ghostface, but while Ghostface gets thrown out of his power from all kind of bad angles, Unknown only slowly ticks down their Weakness status effect, setting them on a very strict timer, so its not as apparant when survivors "reveal" it when they shouldn't.
-
@joel84 said:
That's what they're there for
First Genregress, than camping, than tunneling, now Totems. What's next? DS DH Windows combos are boring and if time is such a big problem for you, why do you play at all?
IT IS WHAT IT IS..... change my mind
Thrill of the Hunt probably is overtuned right now, I agree on that, but what I miss a bit about this whole conversation is, how all the complaints about how useless hex builds were in the past would just be deflected by one of the boldest and long-lived lies in DBD history: "its balanced, hexes are high risk, high reward. Just git gud".
Hex perks have for the most part always been "Hight risk, low or meh rewards", you either went 100% Hex totems with layered defense, or you shouldn't even bother. I vividly remember the discussions back in the day when Mikael dropped, and killers were complaining about how snuffed boons should stay destroyed, and how unbelievable many survivor mains claimed that they wouldn't consider boon perks at all, if they could be snuffed and they could end up with a dead perk. I learned back then that the concept of "high risk, high reward" was only applicable if it was imposed on the killer population, but the other was around wouldn't fly.
Circling back to the current discussion: now that hexes are highly viable, suddenly everyone is complaining about it and wants to remind everyone, that hexes shouldn't be this safe, but have a risk involved :D Pure comedy.
But alas, I think that Thrill makes hex builds, especially Devour builds, way too save and there should be other ways to buff hexes. For one, Thrill should have never lost its noise notification when a survivor touched a totem. This was so much more interactive and allowed so many better plays then staying on a totem for 45s.
Second: I still vie for my ultimate Hex rework
- At the start of the match all totems are dull, allowing survivors to interact with them any way they want: boob them, cleanse them for tome challenges or to power perks like Overzealous and Inner Strength or just to make a mental note where they are.
- For the first 90-120s (this would have to be tested out to find the sweet spot) the Entity sustains all of the killers hexes, so they get some guranteed value out of them.
- After this grace period ends, all of the killers hexes get transfered to dull totems on the map, lighting them up. If fewer dulls remain then the killer has hex perks, then the right most hexes in their loadout fizzle out, until all hexes can light up a dull totem.
-
Either this or it will take them 8 month like with Eruption. :V
-
@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847022#Comment_3847022
It's now the exact opposite.
Open maps with not a lot of clutter and vantage points are best atm.
Example: The Pale Rose
The Eiry always was a low-key strong map with Myers being able to stalk from the upper balcony, but with his new kit, this should be really good.
-
@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846901#Comment_3846901
To be fair, my friend, a character can be both weak and unfun to go against at the same time. They are not mutually exclusive.
Houndmaster just feels like a slightly less obnoxious Cenobite, in my opinion, and even if you escape every time the match won't be interactive at all.
I really hate that the dog is just a clunky projectile … of course it wouldn't be fair if he had a Knights companions-level chase potential, but he is supposed to be a mean hunting dog, and if he misses a survivor by 2 inches, he just stops in his tracks? Even though thats just the mechanical part of her power, thats so jarring…
I haven't played against her yet, but nearly every match as her was painful. The Adept was probably one of the most painful ones and defiitely the worst in a long while. Plague was somewhat tougher, because her power was detrimental towards gaining emblems back in the days, but oof, Houndmaster with only her three base perks was definitely no fun. I barely managed to eek out a 4K against a duo and two solos, where the first one found killed themselves on hook. It was not my proudest moment, but I just wanted to get the adept out of the way.
Though the amount of salt I garnered after that game was off the charts.
-
@angel_pellegrino said:
https://forums.bhvr.com/dead-by-daylight/discussion/433671/what-the-hell-were-devs-thinking
I see this killer as being one that is especially punishing on casual, solo and newer players, especially with looping being more challenging and the "merciless storm for healing." I've had multiple games against her, and while I didn't have a bad experience, I could tell some of my soloq teammates did. There were games where one of more people would dc fairly early, one person did so literally at the start of the match when they realized it was her. Made me feel like I was in a skull merchant trial LOL.
To me, her power is very similar to Pinheads. And a lot of killers are going to struggle to use the dog effectively. I think she's going to be one of those killers that will be low tier in the hands of the average player, but high tier near godlike in the hands of a highly skilled player. Just like how Shoulder the Burden will be next to useless in soloq, but powerful as hell when used by a well coordinated swf.
I wanna join in your optimism, but I honestly can't see any of this right now. I am ready to eat my words, if she should indeed turn out to be a hidden gem, but right now, her kit seems to be a really jumbled mess with no highlights to me. The doggo really doesn't feel like a dog, more like a projectile. While the dog shouldn't have knights companions level of autonomy, it just feels wrong that he will miss survivors by an inch and then just be standing there doing nothing. That doesn't evoke the picture of a bloodthirsty and dangerous beast to me.
But okay, thats just the mechanical part of her power, even if you diforce that from the lore or setting, she feels really underwhelming, undercooked and overtly clunky. Part of this is my own dumb inability to change her skill to chase, when a survivor turns up, but goddamit, the already tame dog turns into an outright plaything :V
-
Right now survivors having the time of their lifes, dancing on my nose and laughing their behinds off, while they "ggez" with their 4E. Didn't get a single kill with her so far, not to speak of a 4K with her adept loadout.
-
Lolol, DBD never ceases to amaze :D What a delightful stupid bug. But given the state of Invocations right now, that is truly rediculous and should hopefully be hotpatched out soon.
-
@NotAnotherDoctor said:
Dear Devs,
This killer is absolutely miserable to go against. Can you tell me why it's so necessary to have a teammate help you escape the hounds grip? This killer is gonna destroy what's left of solo queue.
Once again we have a situation where you appeal to groups that play together. If you're not appealing to these groups you're appealing to some silly made up comp scene or to sweaty players.
This chapter is the definition of the term "absolutely miserable"
What are you talking about? This killer is so weak, it aint even funny. What a failure of an interesting concept. Any survivor worth their salt will be dancing on the Houndmasters grave.
-
@GentlemanFridge said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3845903#Comment_3845903
I mean, I expressly do not tunnel. So, like, while I can understand the apprehension, it's not gonna affect me.
Of course its gonna affect you, even though in a much milder manner. while you didn't tunnel, survivors can now protect their weakest members and take one for the team, literally shouldering the burden.
If you have one god looper in the team, whom you never chase, because you can smell his skill from a mile away, that looper would normally be a pretty sad one, but now he can take the burden of anyone on death hook and still be pretty untouchable, with just minimally increased risk.
Don't worry, I am no doom and gloom cryer, but I have a feeling that many downplay or not really grasp the impact shoulder the burden will have on the game. It IS a gamechanger in the truest sense of the word, the change that Reassurance could have been, if BHVR wasn't so chicken back in the days.
-
The addition of Lara to DBD was such a GOAT move, I thought Sable would become my new main, but then Lara dropped out if nowhere.
I love her skins, but yes, she has a ton more and every new skin for her is just money laying on the road.
-
@Thusly_Boned said:
I'm feeling fatigue with some aspects of the event, mostly I am sick to death of the same killers match in and match out. Like I would be thrilled if Wraith were killswitched for like a year after this.
But I also love how simple, relaxed, and non-sweaty (relatively) the mode is, and I'll miss it when it is gone.
For me, a big part of this is the class system. No agonising about the intricacies of builds or meta, just chose a class and go.
I really love the class system and think it should be an option for regular DBD, when you just want to "play a healer" or "play chase".
Or imagine if, let's say P25, unlocked a characters class for themselves and P50 for everyone else
-
In cases like this, what should the best survivors in the world be matched against? While matches like this are very unfun (and probably unwinnable) for the killer, with 1500h you are a way better victim, then a 20h Nemesis, who just started their DBD career. A 1500h player is way out of the honneymoon period and knows the gritty parts of DBD and hopefully can deal with being thrown before the wolves for a match or two.
-
@Lixadonna said:
Who needs to patrol anymore when Killers have 500 Aura Perks to easily find Survivors.
Here is a challenge: try equipping more then 4 aura reading perks. Its quite the insane hot take, I know, but actually non of those hyperbole 500 perks beyond the potential 4 in the game matter.
Even if the killer got 2 add-ons that add aura reading, thats 6 sources of aura, max. And while figuring all these perks out is not an easy task, a killer who runs nothing but aura perks and add-ons will have a much, much weaker chase game.
I also know that you are most likely one of this contrary forum users, who love to incite the tread by throwing in such statements, so I am actually pretty counterproductive, writing long paragraphs to a 5s throwaway line, but who cares, thats just how I roll.
-
I am also in favor of removing MMR, it basically has done nothing but increasing the sweat when it works, but at times completely brakes down, which is also not what was advertised.
At one point this year I was matched against a 20h Nemesis, whom I could basically run circles around. Five days ago I was matched against a survivor group that obviously wan't prepared for a killer like me and I noticed and just 2 hooked everyone. Turned out that one player had a cool 112h in the game. That Aestri player thanked me with a live performance, which I always find endearing.
And yesterday, me and my 4 man SWF (granded, two if which have sub 200h, but us other two contributed 6k hours to the counter) were matched against a BLOODY beginner with just a single yellow perk.
If the MMR is that broken OR has to roll back regularly that much, in order to find lobbys, than its not worth all the salt its generating. Just use ranks again and have those players, who take the game seriously each month play together, that would be much fairer and fun.
-
@I_CAME said:
Killer mains really are desperate to get that extra ten seconds removed.
Well, yeah, some of us are (I for example). That change was poorly thought through and not in the least equal to the gentime increase, no matter what the majority of survivor mains seem to think. The math just doesn't support this claim and for many the +10s hook timer was the straw that broke the camels back and made hooks more detrimental to the killer then slugging.
But don't get me wrong, I am not one of the Knockout crew, I tried that build one evening and experienced how much more effective slugging was when compared to straight hooking, especially with all the dangers of picking up involved and how many perks get powered by being hooked, and vied for rolling the +10s hook timer back.
-
I personally really love the class system, it brings so much fresh air into the game, without having to deal with minutia. I really think that we should have a sort of class system in the base game, it feels so interesting and fluid and you know what to do. Playing with the classes alone makes it more interesting to me, but of course, the main draw of 2v8 is playing with two killers.
The experience is not the same by a mile! Going against two killers isn't particulate interesting or "lets see how I can outplay them both at the same time", its usually a lost situation, no matter what. But going with two killers against 8 survivors and see what interesting combos or situations you can solve, well that is something new and intriguing. So 500% BP might be the best incentive :P
-
@player131212 said:
Everyone was like add more killers to 2v8 so survivor is more interesting. This would actually worsen queues.
People said that they got bored from facing the same killers, but during the first week of 2v8 when it was still fresh and people weren't bored yet, killer queues were the worst. This means that even in the best case scenario where 2v8 is completely fresh, killer queues are still atrocious. I think adding more killers would actually worsen the queues for killer since it makes killer much more interesting to play causing more people to play killer. Also, the more survivors they attract to 2v8, the less survivors there are in 1v4 causing 1v4 killer queues to be bad too.
Not to mention, people mainly play killer because duoing as killer is a completely new experience whereas playing with multiple survivors isn't.
I don't think that the addition of more killers had this adverse effect on killer queues, but there is ONE thing that is, and you quite literally spelled it out yourself:
playing in co-op with another killer is STILL a novel experience and its drawing quite a lot of people to try it out. So even if it stayed at the original ones or if they added 12 new killers to the roster, I think the situation would have stayed the same.
-
@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3838940#Comment_3838940
We need a cookie counter everytime we see this
I am sorry for you regulars :D But I honestly think that this is what happened … sadly this isn't a short throwaway easy answer like "hurdur killers tunnel because its the easiest and most braindead strategy and playing killer is piss easy these days".
BTW, not implaying that you would ever say something like this, I know that you guys are about the most levelheaded peeps around.
-
For starters, we could roll back the +10s hook timer. That alone made hooking often the worst play in todays day and age and was the straw that broke the killers back. Many defend it as if their life depends on it, but I really feel the pressure, even if I aren't camping. Survivors can just happily sit on their gen, finish it and still got ample time to go for the safe. It barely takes more time to let a survivor bleed out on the floor, then let them go through all three hook stages, so why do survivors complain about one, but are fine with the other?`Because staying on the hook is a pretty chill and safe place, which will only be compounded, once Shoulder the Burden hits life.
I actually think that Shoulder the Burden will be a cool addition to the game, but it should come with some equal compensation for the killer: make hooks great again and roll back the +10s hook timer!
-
The games problem is much more nuanced and complex, then many players give it credit:
pre 6.1 killers was at its worst in sheer player experience. Most survivors had multiple levels of safety nets and old DH was so busted that nearly no one left the house without it, and it was so soulcrushing to do a good play on a survivor, but then "nah nah nah, did you really outplay when I can do this?" and dashed away, laughing in "skill issues".
Then the 6.1 patch pulled the rug out from under the collective survivor population and bereft of their most potent survivla tool, that many had started to rely on in a true crutch way, many survivors fell into a stupor. It really was as if nearly no one could play the game anymore, survivors ran around like headless chicken and many were too scared to even touch gens. I vividly remember that it felt like an all you can kill buffet, and in the games I played as survivor, there were matches were I finished 4 gens from start to finish, because everyone else was just too frigging scared to touch them.
It wasn't helped by the fact that many killers struck back with a vengeance and fell on the helpless survivor population without mercy. The stupor held on for two days, then many survivors started adapting, and adapting they did. They learned that, in order to survive, they had to stop wasting time and be efficient. This adverse conditions bread into the survivor population to split up and do gens seperately, and to at least pay a modicum of attention to the main gen and gen spread, while not doing too many totems or chests, if any at all.
Gens soon started flying off the shelfs and killers now really had to show what they got, but for a short while the game felt really fresh and fun. But new DH turned out just slightly less obnoxious then the old one and killers discovered that they had to defend their gens with all they got, so Overbrine and Eruption became the new killer meta, driving survivors nuts and pushing them towards gen efficiency and rushing even further.
Eventually all this tools were nerfed on both sides, but the damage was done: both sides had learned to play as efficiently as possible and to trim all unnecessary fat from their playstyles - all that was left were lean and mean surviving and killing machiens. You can change the game around survivors and players, but you can't make them unlearn what they learned during this times of suffering.
And thats were we stand now: both sides feel like they are backed against the wall before the game even begins, both sides have learned the most efficient ways to play to game and increase their chances and both sides basically optimised fun out of the equation. The game is often cited as a "fun party game about killers and survivors", but eh, its as competitive as ever, with the MMR system forcing survivors to play consistently well, unless they want to drop down into MMR hell (that happened to me once).
What could help to revitalize the game were a real and true health chapter: there is so much skill bloat, maybe it would be good to reevalute a lot of the skills, turn some into general perks and only give each survivor and killer only two perks. Also BHVR should think more about restrictions: while it was always a fun design choice to not limit builds, it now severely limits design space. Caps on certain maximum values like repair speed or limits on how many perks of a certain category could be taken would help to streamline certain aspects of the game. If we could only use one repair perk, maybe we could give them all a bit more interesting and unique additional effects. And with killer perks, one of the big limiters will always be Nurse: "this fun perk for Trapper will be utterly broken on Nurse, so we will artificially power it down" … Awakened Awareness could never show its real potential, because Nurse, just zooming off after a hook, was just too broken - so why not ban the perk on Nurse and Blight and thus free up design space for all the other killers?
Incentivice survivors to do gens together and give killers a true incentive to not rush the killing, but having it in their best intrest to spead hooks and not kill a survivor early, would help to give everyone time to play and time to shine. Maybe even set up a director AI like in many horde shooter style games, but instead of spawning specials according to how well the players do, let the Entity block gens or eat good pallets if the survivors are too good, and let it respawn a pallet or set up a medkit in the corner the survivor is hiding. Don't listen to the "hur dur why should they be rewarded for playing badly?" crowd, but give it a try.
By going back and redesigning a couple of the games basic rules and setting up other hard and fast limits, it would elevate the game play so much.
-
@UntilValhalla13 said:
The good thing about being an adult is being able to play games forever. I'm 42 and have no plans to ever stop. XD
Yeah! Same boat as you. I also surprised a lot of the regulars I play with, who are all in their 20s, because we so effortlessly mingle when it comes to just gaming. When I was rather forward with my age, they all went "no way, you are lying".
I recon that gaming will play no small part in the way future generations age. I have a background in health care and seen my fare share of retirement homes, and most old folks just sit there watching TV or occasionally go on a stroll, but when our generation hits that age, well, there will be some sick setups in some of those rooms, you can bet on that!
-
I made quite some friends through DBD, yeah. At first I slipped into the twitch streams of some Twitchers I versed and after the first round of "uh you suck because you tunneled my friend" they were actually chill and I joined them regularly on their ventures into the fog.
It really helps to walk a mile or two in the other rolls shoes to widen your horizon and see that they are just as likely just gooding off and doing dumb stuff then you are, so it helps to soften some harsh stances.
Every now and then I would have a surprisingly nice chat after a tough as nails round and me and the survivor vibed and send friend requests and when I played survivor I would look around and jump into anyones lobby that was open and over time got invited to a coupld of Discour servers where I would always find someone.
Eventually I met a couple of survivors with whom I vibed REALLY well and would hang out all the time with them or get an invite to a game when I was doing a couple of lazy killer rounds and switched rolls on a whim. Running with regular friends is really that much more fun: you don't have to worry about THAT survivor to be useless as a sack of nails and you can always count on them coming for your rescue. Sometimes we would do a tripple or even full four SWF, at other times we would do a 5er "Kill your friends" session where we rotate the killer role etc.
With my main DBD buddy, with whom I often duo, I easily make new DBD friends - I guess its just what happens when you run as a duo: you will so often do some nice play or safe someone in the nick of time and make a daring escape and someone will stick along for an evening or two.
While hanging out in our server, we sometimes switched to other games, like we played a lot of Phasmophobia or the occasional Overwatch match, when the killers seem too dastardly that day, but for the most part we just dig DBD.
So yeah, my experience was very positive and I made some real good online friends via DBD. That duo mate is from just a couple cities over and maybe we will meet up one day, I show my cooking skills or whatever.
-
@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833770#Comment_3833770
Id like to add to this and say the Weekly Developer Choice Bundles also could be the cause since their pricing is inconsistent and can vary depending on what items are in the bundle and what items you might own discounting the bundle.
https://us.v-cdn.net/6030815/uploads/WF70RSVE9Y64/screenshot-from-2024-11-04-15-21-52.png
1461 Auric Cells (for me) in this case. Auric Cell Bundles normally have extra Auric Cells so it could be that purchasing a bundle with the extra (and/or buying Auric Cell packs and using that amount directly) resulted in an odd ending number.
Could be! I bought a couple of charms bundles where I already owned a couple of charms, so this could explain the odd auric cells :P
@UndeddJester said:
Hahahahahahaha.... Please tell me you're not at the end of the rift and have the Rift pass unlocked... otherwise I might have to hit you with the:
Laugh all you want T_T
But I still got some 16 lvls to go till 70! Fufufu
-
@Shroompy said:
skill issue
T_T
-
@Rulebreaker said:
We'd throw PyramidHead in kinda. The trail and punishment isn't really a part of him but splattering survivors sure is and we get the devs had to give him something
Yeah … its not accurate at all from the games perspective, but if you think about it, its still fits the lore: placing trails of torments the survivors can chose the easy way and walk through, but literally "pay for their sins, when they are most down", even eventually their lifes, or they might soak it up and walk out of their way to take the pain, but keep their souls unburdened.
And the long arm of justice sometimes strikes out of nowhere and there is no shelter, no respite, only being constantly alert and on the move might save your — for now.
And if the Executioner choses to, he can make even one miss step, one sin, hunt you mercilessly for your entire (albeit short) life, by tunneling you off cage with no social security network.
(This is of course overanalysing his kit, but its fun and he is my main ;) )
-
Two years ago there was this cute artist called Kimjdav who did art with the roles of killer and survivor of the different chapters reversed. I think Spirit is like a no brainer!
But the Trickster chapter would also be awesome.
EDIT: Lol, I hadn't noticed that this was a necro thread and I basically had given this exact same response years ago ^_-
-
@Aven_Fallen said:
I think the one Vittorio-Head (the Jester-Headpiece) was 1 AC.
Ahhh! Thats a good call and probably the culprit! But for real, this is just the Entity messing with me and my hopes and desires.
-
Pyramid Head - Ultra Specific niche tip
Garden of Joy: when I come by the backside of the house, with the window vault from the main gen room, I draw a line of corruption there. Its always funny when survivors jump down and land directly in the gunk. Some even get confused and spin around, but don't bank on that.
-
@ĐĔĀṬĤ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833089#Comment_3833089
I regret making a forum account already
Too late, fam, we will draw you in with sweet words of community here and intellectual discourse there, but then chain you in the salt mines.
-
@ĐĔĀṬĤ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3833086#Comment_3833086
It was a bad joke. Don't worry.
No hard feelings then and welcome to the forums ^_-
-
@joel84 said:
The general forum is terrible. I feel like 90% of all posts are complaints about this and that. I've already caught myself doing it! It's become unbearable. It doesn't change anything anyway. The mods read it and put a check mark on it. That's it. But it doesn't change the game, no matter how many times you complain.
But what would be left of this forums, if we had nothing to complain about?
Its the same with German culture, really: you can roll your eyes at being grumpy and always complaining, but if you would take that away, my people would be without a soul.
-
@ĐĔĀṬĤ said:
Don't use cheats then.
What a useless comment. Is this Anticheat, that only keeps cheaters out of the game, while never flagging innocent people, with us in the room right now?
-
@manwemanawenuz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832705#Comment_3832705
Well i know how frustrating it is, really happy that i could help! go grind those event tomes!!
Done and done! Phew, now I can enjoy the rest of the event in peace and mostly chill. Thank you, kind sir, and best wishes to your GF <3 (in a wholesome way, of course, but I bet you got that ^^)
-
Interesting … I always considered 12min to be the sweet spot of a fun match that wasn't steamrolled and snowballed by either side, but seems that I am not the metric here.
-
Dayum! Yeah, the void seems to be the most likely culprit then. Thats a shame that be bleed out like that, it probably wasn't intentionally be the killer, who left Ace there for pressure and pickup, but thats indeed an unfortunate situation. I got quite confused a couple of times when I heared a down and couldn't see the survivors aura anywhere … and then saw no bubbel and hook and was all "huh?!? Whats going on here?" Classical void-induced madness :D
-
@smurf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3832799#Comment_3832799
Haha! That's fun!
I know a lot of survivors, including myself, linger around the gate region at endgame to heal and get other survivors out, but this could also encourage everyone to be smart and just hide near the gates instead. People hanging out to teabag, well... Maybe they get a lesson :)
Thats the whole idea about this perk ^_- It could also serve as a similar role like Bloodwarden, so that survivors always have to take it into account and we would see way less BMing and twerking at the exit gates, be it in play or not - but the fact that I would perma-weld this perk to each of my killers load-outs shows how often I encounter this behaviour and how much I loath it!




