Akumakaji
Akumakaji
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301258#Comment_3301258
Honestly, I've never ever understood why BHVR is so damn gun shy about even just tweaking numbers
Not every change has to be some grand sweeping epic. Bump a percent up or down a bit and see how it works out. If it doesn't work out, bump it back up or down.
At the very least, you'd think PBT would just be constantly open with them farting around with perks and whatnot..
Maybe the code is so Spaghetti'ed that they can't touch stuff like that. If they make Self Care healing go up by 10%, it makes The Clown's yellow bottles stop working *shrug*
For real. Tweaking should be done constantly and regularly and hotfixes can always revert something. Just get in there and finetune the stuff without fear of breaking it (unless the code would really break down ;P).
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How to rework hexes:
1) let The Entity sustain all of the killers hexes at the start of the match for 1:30min. In this time all totems are dull.
2) Survivors can interact with all totems any way they like: cleanse them to power their Inner Healing/Overzealous, boon them, make a note about them, cleanse them all to prevent NOED etc.
3) after 1:30mins The Entity moves all hexes to random dulls on the map, starting from left in the killers loadout to right. If not enough dulls remain in the game, the rightmost killers hex perk stop working now.
This will give a killer 1:30min if guranteed usage of their perks, while not interfering with the survivors portion of dealing with totems. Quite contrary, this will put totems back on the survivors secondary objective menu, as Hexes become viable again, some survivors might want to cleanse 2 or 3 dulls in order to prevent hexes to spawn in.
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@tippy2k2 said:
I was a lot more hopeful after the big perk meta shakeup but my optimism from that is slowly draining. I was hoping that maybe, just maybe, BHVR might finally be ready to make some changes and make them at a speed that wasn't a tortoise with three broken legs but that hope seems to have been misguided.
The game is still going strong and I'll likely keep playing until the game itself goes down but it's incredibly disappointing that after they did the huge shakeup, they still seem absolutely petrified to do any kind of changes, even when about 97% of the forum agrees that something is a problem.
I wish they would just do that what a lot of the mobas are doing: look at what are the most played options, in this case like the top 5 perks of each side, and just nerf them in some way and buff the 5 least played perks of both sides. Do this every 2 weeks and thus keep the game and meta ever fresh, ever evolving. Sometimes they might mess up, in that case give us a hot fix and revert the buffs/debuffs, but for the most part just stick with it.
Peoples favorite perks might eventually get nerfed, but they can find something new that would be then strong that they had never ever considerd.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3301080#Comment_3301080
"If Survivors can do gens as efficiently as possible; Why should Killers be punished for doing the same?"
What options do survivors have to do gens 'inefficiently'?
Well, there is a noticable difference between survivors who split up to four gens at the start and stick to them, no matter what, or those that roam around, some doing gens, some cleansing totems, some opening chests etc.
With the latter I usually get into a chase, down the survivor and on gen pops, or maybe I am lucky and interrupt a gent being repaired at 90%. In this case I will get into the chase with the new survivor and usually hook follows hook and gen follows gen.
In the first case though I down my fist survivor and then 3 gens pop in unison or in a machine gun manner. Now the gloves come off and I play as scummy and "unfun" as possible, tunneling, slugging and showing no mercy.
As crazy as it may sound, but the way survivors tackle gens dictates a lot of the killers options and behaviour. If you take away all the options they are backed against the wall and will lash out.
The problem is that both sides will encounter the so called "unfun" playstyles and after one genrushing/tunneling n camping game too much might change their loadout to a full genrushing // Eruption/CoB/Overload build themselves, just because they feel they need to do this.
BHVR never imposed many restrictions on players loadouts, besides the shared exhaustion timer for exhaustion perks, but maybe its time to implement a coupld of restrictions or caps on slowdown, regression and rushing power, ideally with diminishing returns if certain perks are chosen multiple times, but also informing the players what is at hand.
By taking the hyperefficiency out of the game, the game will be more fun for everyone. But people play hyperefficient builds, because they feel like they have been backed into a corner.
One thing that a lot of people seem to overlook since patch 6.1 is BBQ. Many survivors stated that they hated seeing BBQ every match, but it was actually one of, if not the most healthy perk in the game. Nearly every killer had it equipped for the BP bonus, and as if on accident it also showed every killer all kind of opportunites after hooking someone, peeling them away from the hook without forcing them. Yes, camping occured back then too, but BBQ gave a killer a new target, showed them opportunity and thus kept the game going.
I would propose to find some way to punish killers for camping and tunneling, but also giving them a snol BBQ basekit, ie show them the aura of one survivor when hooking someone and giving them a speedboost of +15% as long as they are moving in the general direction of that survivor, outside of a chase and 16m away from their targeted survivor. This would give killers a big incentive to go hunting instead of camping and even allow slow non-mobility killers to do so without hurting themselves.
Also, maybe we could give killers a one time score event when they hook all four survivors, making this a sort of secondary objective like back in the old days of BP BBQ, and maaaaybe give them a small 15s Entity blocks all gens once every survivor is hooked once and another time once everyone is hooked twice with everyone being still alive, rewarding the killer for spreading the love instead of focusing one down.
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@proxy_taxfraud said:
As a Bubba main, I usually run lethal so I can immediately start slugging all 4 survivors. I then proceed to tunnel the ones who have unbreakable. It's a pretty effective combo. Kills = Skills
This man will go places.
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Yeah, this sounds about right. To be fair, I guess a lot of the Knight hinged on the bot AI and how to integrate that into the game, and all the shortcuts that had to be taken with that one, but besides that, the whole chapter didn't feel that great.
I said this in the past about other Original chapters: most often the original killers are really cool and I as a killer main would love to buy the chapter with money instead of shards, BUT I am always miffed about the content: one or two recolors for the survivor, nothing in it for the killer. Some custom item and a charm would go a long way to sweeten the deal and easily convince me to dish out some money. Or here is a wild idea: those that buy the killer with real money get the option to bloody all different colors of the base outfit, so all the red, green, yellow and blue outfits and the frosty eye series of heads. I often would love to buy one of the differently colored base outfits but finding out that they are just the base outfits and not the bloodied P4-6 versions is a real downer.
Circling back to your post, OP: custom versions of hooks, the basement and moris would be really cool and this offers a lot of potential. The same could be said for item skins etc, BUT I think that BHVR made this one of their sorta fundamental design choices to not mess with the basic appearance of killer powers and items. The event items are all just very slight variations of the basic item design and I don't think that they would stray further from that, even though I like this.
Maybe we could get buy slots for charms, though? Imagine a cute Claudette puppet dangling from the tailend of the flashlight or a medkit with them soothing "BP gummies". That could be fun.
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@ChurchofPig said:
Why does this achievement even exist? I decided "I've been losing a lot of games as Myers recently trying to meme around with Scratched Mirror, so maybe I'll be able to get Evil Incarnate?" I thought, maybe... yeah no. I'm not having many issues with getting to Tier 3, but survivors still just like "Oh someone died, better jump in a locker or snowman to protect myself." Which is the dumbest thing on the planet. Why can't it just act like a normal mori in those cases? Probably because the add-on would actually be broken with any other add-on. I also really hate it when survivors are like "Well I'm making you work for the achievement." YOU MAKE IT HARD ENOUGH GETTING THE TIER 3 YOU ARE NOT JUMPING IN A LOCKER TO MAKE ME "WORK" FOR THE ACHIEVEMENT. Seriously, does anyone who's done this achievement actually believe survivors are making you "work for the achievement" when they jump in lockers? No, they know what you're doing and want to be an a-hole about it. Why can't the achievement just be "4k in one cycle of Evil Within 3" or something like that. That way the moment someone decides to start locker jumping it won't effect your achievement, they can locker jump all they want, I'm still getting my achievement. Or let bleed outs count if you were in Evil Within 3 at the time they went down.
This achievment was the bane of my existence for the longest time and there really is no easy way out. Many said already that the only counter on the survivors side is to jump into a locker and I agree on that, but once you killed off 2 survivors, the last ones are just doing it to spite you, often jumping in and out of lockers fast. There is no way that they will make it out of the game alive, but they prefer to waste everyones time, instead of losing this one game with dignity. If more players weren't so deadset on spiting the killer, we probably would have less Myers players trying to get this achievment for the 20th time, but thats hard to prove without some data.
Whatever, tings are as they are, just try again and try to go for the hard to catch and clever survivors first. Don't kill of the obivous baby survivor first, just because they kept running around like a headless chicken, try to keep them for last, chances are they they don't know how do counter your special Mori via lockers. Also, some survivors are sympathetic and give themselves up. This is a cointoss: they might genuenly want to give you the achievment, but also don't want to be stuck in a lost game longer then needed. You could keep them alive, just like the baby survivors, and try to hunt for the tough survivors first, but that could still be a futile attempt.
This achievment is one of the really true "achievments" this game hast to offer, but its probably also the most frustrating and infuriating one. Good luck on your quest!
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298836#Comment_3298836
The difference between 3 and 4 is kinda why i said there might be extremly livid debates about it. It's also about the binary nature of survivor ( dead or escaped) and killers variable killcount.
Personally I tend to agree more with the 4k crowd, but if killers think 3 is fine too, good for them, even if the game doesnt give a win-bonus.
My problem probably is that Survivors tell Killers to be happy with doing 75% and then letting the last go. Now, Imagine the outrage if killers decided to start telling survivors to be happy with only doing 6/7 (85.7%) or 5/7 (71.4%) of their objectives. Well, hatch exists so screw survivors doing their objectives or die trying anyways.
It's a weird debacle, how can one make the" chance to escape" for an individual survivor the same as "the chance for 4 (or 3) not to escape"
The equivalent that I always tried to face survivors with was "why don't you guys are happy with the 3E and let the killer have their 1K after a long and fruitless game? Just because you can swarm the hook easily and escort everyone to a 4E doesn't mean you have to", but sadly no one seems to be on board with that one :)
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@Johnny_XMan said:
Right now for me the meta goes as follow:
1/2 Anti-Camp/Tunnel perks
1/2 Gen rush perks
Because the devs increasing gen times while only scratching the surface of the glaring issues with Camping and Tunneling, has only encouraged those who heavily rely on these playstyles to do it even more. Even winning sometimes doesn't feel 'fun' anymore because you feel as though it is a finish a gen for your life or else... time. How is that even fun? It's the same as the boring people who slug at 5 generators, as if all will suddenly pop if they don't. All while having the same 4 slow down perks.
It's insane how longer gen times = Let's play even more scummy and bring all slow down perks to slow them down even more.
And then you got me, a killer main who loves to play chase oriented, nearly caving in under the constant pressure of gen rushing and DH being strong again to just give in and equip CoB/Eruption on everyone, because every thing else gets laughted out of the door.
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@WesCravenFan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300619#Comment_3300619
Hey man, when life hands you lemons, you make lemonade.
Or Instructions-aid.
Or something.
Unironically, instructions are also one of my go-to toolbox add-ons. Embrace the true hold-M1 lifestyle, don't just pretend you do!
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@WesCravenFan said:
https://forum.deadbydaylight.com/en/discussion/comment/3280429#Comment_3280429
Hey now, Instructions let me eat a sandwich while doing a gen.
This one has the right priorities
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Wait, even Clowns santa outfit? Jeeeez.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300052#Comment_3300052
While we would like something like this, we might want to add something that encourages safer saves or at least take agro for the unhooked. Most times when we tunnel, it's due to unhooking in my tr (or line of sight) then leaving them to our lack of mercy. True we CAN go for the unhooker who ran to super safe zone, but we want the easy prey who ran to the dead zone injured.
This is also a problem that a lot of the playerbase fail to gasp: if you do an unsafe unhooking, then you need to stay and take off the heat of the unhooked survivor. If you just vault away and disappear, well, then I only have one target, ie the poor sod you just unhooked. Thats not tunneling, thats "having only one option"
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No, we can't have that. Would make doing builds waaaaay too easy :P And what would I do with all my fine tuned build building skills? "I know that perk is somewhere on page 4 or 5 on the right side .... ah there it is! ... dang, now its one row down and to the left, due to the new perks :V"
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@Xendritch said:
Reverse the distance to evil gained values. It's kinda silly you get more evil standing right in front of a survivor compared to watching them from behind a tree or a window from a farther away and you're ya know, actually stalking them.
Honestly, this seems like the most effective "one line tweek" that I have ever seen. Just do it, BHVR!
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3300021#Comment_3300021
What if it was like Myers, and had to tier up from nothing. You spawn in as a Facehugger, have to impregnate a survivor, and after one signature mori you have to run away and gestate until you're an adult?
It would make for a very unique gameplay loop. You spend the first part of the game running around like Victor until you latch on to someone. Survivors then get a limited time free of danger to do objectives, but then one is instantly removed. Survivors who are now down one member get a little extra time, before a killer who is about as lethal as a perma tier III Myers with Demo's shred is unleashed.
We'd finally have a new killer who was as unique as Nurse.
Ngl, as ludicrous as this sounds, it also sounds 100% awesome! I wanna try this!
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@Seraphor said:
Yep. Survivors get tunnel vision, and if they get chased twice, they seem to be completely oblivious to anything else you may have done in between.
I've even been hit with the "you tunnelled me and my friend at the same time," as well as being accused of tunnelling when the freshly unhooked survivor baited the BT, and then proceeded to body block the hook (while injured in deep wound) of the now downed hook trader who rescued him.
In my experience, accusations of tunnelling are almost never actual tunnelling, and by contrast, killers who actually tunnel have no problem admitting it.
Thats actually the best one, ie the unhooked survivor bodyblocks and then gets hooked again. You bring this up as a defense and they lash out with "no, thats a normal tactic, but tunneling is scummy af". Sometimes you just can't win
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@MaTtRoSiTy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3298326#Comment_3298326
Fair point but I think most people are just casuals who want to play the game and not be tunnelled off hook. I don't care if other changes are added but there really needs to be more of a disincentive for tunnelling off hook. I understand it is a valid tactic but it is also a very nasty one that sucks the fun out of matches and creates a whole bunch of negativity and toxicity DBD really doesn't need
Edit: I think the changes did make it anti tunnelling though, it was definitely abused before with survivors doing gens in your face etc... but they sorted that out imo
Give killers a basekit mini BBQ that shows one survivor AND give them a speedboost as long as they move in the general direction of that survivor and aren't in any chase. The beauty of the old BBQ was that everyone had it equipped for the BP bonus and, as if by accident, the main portion of its effect showed killers all kinds of opportunities and thus peeled them away from the hook.
The speed boost would be needed to sweeten the deal of chasing after some survivor, and to give non-mobility M1 killers an opportunity to do so without shooting themselves in the foot.
In the same stroke, BHVR could do something to punish tunneling, like if you tunnel someone and try to hook them within 45s of them getting off the hook there is a 33% chance that The Entity itself sabotages a hook. Not totally invalidating it, but enough to make going for someone else the correct choice.
Of the carrot and the whip, the first one is the more effective one, and people will react much more favorable to it, while the whip will often make them stubbornly stay in their old ways, just to "stick it to them!".
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What happens a lot is that you let the last one go, and suddenly the chat explodes with "why did you let that Claudette go? She literally did nothing the whole game but hiding! D: D: D:". Happens all the time. I then explain that I nearly always let the last one go, unless they tilt and/or BM me, but its surprisingly often that I get salt even just for giving someone the hatch.
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Just a quick update: I finished the challenge my very next game. In hindside it was sorta obvious, but the wording was ambigious. So everyone, have fun and thanks.
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Oh! That makes so much sense! Thanks everyone ^^" See? It always counts to ask before you waste an entire evening chasing some elusive challenge :D
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@tippy2k2 said:
Yay! Free BP!!!
Oh no, I have to now spend BP...
Well see you all in a game in like...40 minutes! :D
That's so true!
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@BenOfMilam said:
Imagine if you checkmate someone in 12 turns in chess, and they call you a sweaty tryhard loser.
I feel about the same when I see three injured survivors cluster around the hook and all go down within seconds of each other and they say the killer is sweaty. The truth is, those players made an embarrassingly bad mistake and lost the game for it.
Wow, this resource is so cool! I'll make this my standard reply to this tryhard accusations.
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@sizzlingmario4 said:
- Chain blinks become special attacks. I think it’s ok for the first blink to remain basic though. Weakens Exposed (and Starstruck in particular) but doesn’t completely eliminate perk variety. They shouldn’t nerf Starstruck just to address Nurse; Exposed as a whole is too good on her and Starstruck isn’t overpowered on any other killer.
- Change almost all of her addons. Her best addons are too strong but almost everything else is just bad. Her addons shouldn’t be strong, but she doesn’t need like 3 different addons that are debuffs. Recharge is too strong, range and 3-blink shouldn’t exist at all. I would be okay with even reducing the base recharge slightly (0.15-0.2 seconds per blink) provided that yellow recharge is removed and green recharge is nerfed, because admittedly it does feel quite slow without recharge addons, but you shouldn’t be able to recharge 2 blinks in 4 seconds. It doesn’t punish mistakes enough.
- This might be an unpopular opinion, but I don’t think she should be able to see auras of survivors while blinking. The two most important counters to Nurse are breaking LOS and keeping distance from her as much as possible. Aura reading perks heavily reduce LOS counterplay and the survivor typically can’t predict that until it’s too late, unless they have something that gives it away (eg. Object or Distortion). It’s okay before she uses her power, but it should stop when she’s ready to go for a blink.
- Stuns reset blink charges (and they don’t start recharging until the stun ends). Pallet stuns are rare against Nurse and aren’t rewarding enough, and it would make DS give the survivor more of a fighting chance against her. Right now DS is pretty useless against a good Nurse.
I wanted to write something similar, distilled from all the countless "Nerf Nurse" threads over the years, but you beat me to it. Yes, this here essentially says it all. Just do it, BHVR!
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@Blueberry said:
Better than the last version for sure, but still not good.
It requires much more skill now but is still too unbalanced at higher level play.
Essentially there's enough time to hit it before a lunge so in order to land a hit you're required to do a fast hit (non lunge). Here's the problem. This essentially lengthens the time to hit since you have to get right up on their back before you can swing, meaning more time to reach the window/pallet essentially giving them the extra dash distance old DH gave. So you're skill here as the killer is irrelevant, you're just hoping they get nervous and mess up by clicking it too early instead of waiting for your swing animation.
Then there's also the factor not relating to power and simply fun. Is it fun now that every single time a survivor is injured you have to get up on their back and play around the fact that they may have a single perk? It also makes it so that you can essentially no longer ever use a lunge attack on an injured survivor as killer because of that perk simply existing. Because of how long the lunge animation is the only time you are ever getting a lunge hit on an injured survivor that is running DH is if the survivor simply messes up, nothing to do with your skill as killer. This isn't even getting into killers that non lunge m1 hits are even rarer on such as Twins or Huntress for an example who rarely tap m1's, meaning their hits will be hit with DH almost 100% of the time being completely reliant on if the survivor just messes up.
That is straight up terrible design.
In high MMR DH single handedly wins games with how long it extends chases. One perk shouldn't have as large of an effect on a game as this one does.
This is so true. The last couple of days I had just aweful game after aweful game, forcing me to do what I actually didn't want to do: playing CoB/Eruption/Overcharge. This way I still have to eat every greeded palette on the map, get run for ages and DH x-times, but at least I can stall the game long enough to actually have a fair shot. And while a super strong combo, it didn't feel to me like I was handed a win on a silver platter. Yes, against weaker survivors it will leave them absolutely no chance, but against the murder squads that I was up to in the last couple of days, it felt just barely adequate.
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The exact mechanic is kept a company secret, as not to let people exploit it, but right now we have an actually very lenient system. The first two DCs are just a 1min ban, the next two 5min, and then it escapates to 15min, 30min, 1h, and I guess 6h comes next? But I have never seen it myself. AFAIK every day that you don't DC you drop one tier, till you are back in the clear, and the longest is either 48h or 72h.
Moral of the story: if you are up against REALLY obnoxious opponents who just want to be jerks, you can effort a DC, but you shouldn't ever DC just because things are not running your way, as you will rack up a sizable penalty really quickly. And belive me, once you got your two 30mins DCs that are bearable full, you will 100% get a legit DC :)
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@ElodieSimp said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295303#Comment_3295303
Not like versace is wrong. Hear it time and time again from a lot of killer mains "play in a SWF if you keep losing" but then are shocked when they play a SWF. Forum banter won't really stop that fact or "cure the divide".
So you do the flip side argument "Yeah, yeah we know, Survivor good, killer bad". That doesn't make this sort of one-liners anything approaching an argument, least of all a good or valid one. Really, the best cure for ugly behaviour is playing both sides. There is a shockingly large number of survivors who basically never play killer, so its really hard to empathise for the other side, if you never wear their shoes. The same is true for a much smaller portion of the killer playerbase, where a lot more also play survivor. Bad and obnoxious persons exist in droves on both sides, but by stoking the fires of hate we will never get anywhere.
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@JPLongstreet said:
The supremely coordinated SWF that take things too far with gameplay that actively squashes the fun for the killers is the problem.
Ideally those groups would only get matched with veteran high skill killers that can handle them. However both mmr that prioritizes queue times and the self-inflicted harm from lobby dodging results in matchmaking that can serve up quite the lopsided trial.
With abuse breeding abuse and the toxicity that results, those groups have poisoned the killer players against all SWF groups. The fear if not paranoia of going against them leads to detective work, and lots and lots of lobby dodging, which is why showing them up front can't happen. Too many play in SWF now it's too late.
But I confess I don't have any easy solutions either. Can't stop comms, can't ditch SWF mode. So the devs are attempting to slowly bit by bit get solos the info to make coordination possible. Then maybe most killers can be rebalanced around that new state of affairs. Might work I dunno, but that seems to be the plan.
The point is killers often go into matches in full sweat mode expecting to get sweat thrown at them, and the cycle continues.
I think showing who was in a SWF group with whom AFTER the trial would help a lot to show killers that 2/3 of all the goofs and potatoes they played again were SWFs who were no Seal Team 6s. It would also do away with this situations were someone is clearly in a SWFs, but they claim in the post game chat "lol, we are jsut some randos who never played before. Stop being salty about nothing."
Yes, in theory you could write down their names and dodge their lobbies, but its so rare that I even recognize a player from an earlier game, yet alone would go through the hassle of keeping a list, that I don't think that this would be a big problem.
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Its leagues and miles better then the old DH, were I got to a point were every game felt like torture and I died a little bit every time a survivor DHed to a palette or window, but after a somewhat long adaption period the new DH actually isn't that far off, again.
DH is miles ahead of every other exhaustion perk, is still (AGAIN) the most played survivor perk, you AGAIN are facing regularly 3-4 DH users in a single match and AGAIN the perk is sucking the fun out of the game. The short period directly after the 6.1 patch was SUCH a breath of fresh air. As the killer, if you cornered a survivor and caught up to them in a chase, you could just swing at them. What a novel, fun concept! The killer could just swing as survivors, so strings attached. Swoosh! And down. But alas, it didn't last long. At first it was just the obvious "180° turn into the killer" that you soon wisened up to, but over time a lot of survivors got the timing right and now we are basically back at step zero.
Well, its a bit better then old DH, ie you can't use for distance just like that anymore, and you can bait it out in certain situations, especially when you caught up to someone in the open, but most good survivors will use it skillfully in loops or to force the killer into lose/lose situations.
Two times, count it, two times, I was able to predict a survivor using DH before they vault and got them, but this is just opposed by probably hundreds of times were I got rekt by it.
In the past I was always defending the change they made to DH, claiming "wow, BHVR pulled off the impossible: they nerfed DH while simultaneously not nuking it form orbit, but making it fun and fair! Bravo!", but that was before savvy survivors learned how to use it correctly and now it just feels aweful again to be hit by it.
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@tippy2k2 said:
Being in a SWF gives a team a very clear, very decisive advantage
While I don't think that's a reason to hate people playing in a SWF, that's why many killers do hate going up against them. Even if a SWF is not a Seal Team Six Squad playing like their lives depended on it, the advantage SWF gives you is still high just because of the information you get
Not to mention that, while you (hopefully) do not do this, many killers deal with Bully Squads, which are almost always going to be 4 man SWFs. The kind of players who go out of their way to not only win but to make the experience as unfun as humanly possible for the killer. So a lot of killers who hate SWFs think of all SWFs as that kind of bully squad, regardless of whether you were part of one or not.
@versacefeng said:
Because SWF bad Killer good.
There you have it: one regular forum member giving a well though out, relateble answer that explains both sides of the coin, and another regular giving just an inflamatory one liner only stoking the fires and widening the divide.
Thats actually all we need to go even, we can stop now.
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@RiskyKara said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294685#Comment_3294685
Nah I'm on steam. I use the name Hex: Horny ***** (But not asterisks. Dunno if I can swear on these forums and don't wanna risk it.)
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294700#Comment_3294700
I look forward to it. I only hope I can make the anticipation of hooking me worth it. I wouldn't want to give it away too easy, right?
You're a clown main, right? I'm still dreaming for the day they let him go without his shirt on. Absolutely OP.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294644#Comment_3294644
I get that. Luckily I've taken the mindset of "If they let me die then I can move onto the next game so much quicker."
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3294707#Comment_3294707
I really like going against Nurses too. It's like challenge mode. But I normally get decimated by any good one especially on solo queue. I used to love going against artist but lately it seems like I''m not good against her. I keep going down to the dumbest and most predictable birds.
"I look forward to it. I only hope I can make the anticipation of hooking me worth it. I wouldn't want to give it away too easy, right?
You're a clown main, right? I'm still dreaming for the day they let him go without his shirt on. Absolutely OP."
I enjoy a couple of Clown matches every time I play, but I am a ... Pyramid Head main, and have done some sickening blind hits through walls and especially the shack, in my time. Maybe our dance would be much shorter then you anticipated? :(
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@RiskyKara said:
For me at least there's some Killers that I actually loathe. I feel a lot of their mechanics are 'meh' and in the past I used to sweat really hard to 'show them' but even trying my best against them isn't fun. Spite can only carry you so far, and at a certain point I just get filled with apathy. It's not that I throw necessarily, but I just don't really put a lot of spirit into it. Where with some killers it's like "Oh dammit good play!" or "Crap I screwed up!" (Because I'm in the moment) there are some killers where it's like "Yup you hit me." or "Camping with power? Yeah." Neither said with scorn or malice, but rather "This was a risk when I queued. I'd like my 10 minutes to be over so I can go to my next game."
Alternatively there are some Killers where I'm just absolutely in love with. Killers that I just hear their terror radius and it's like a flutter in my heart and a spring in my step. I hop off that generator to greet my aggressor and I get all sorts of excited. Like "Oh my god! It's you! I've waited so long for this reunion. Please please. Chase me! I'm such a good dance partner, I've practiced these steps so much that I've had dreams about this moment. And it's finally here!"
It's almost like going on a first date, because obviously they don't know you. But you know them. You know exactly what they want, what they're capable of, and hopefully like any good relationship you're going to help each other grow into better people by the end of those 10 minutes. Sure you test the waters a bit, standard fare. "Do they respect pallets? Do they mind game? How do they like their steaks served?" You try to sus out their power, are they aggressive with it, do their perks synergize, how long does it take for them to give up a chase?
Then they learn from you too. They see how you hug the loops so tightly (Maybe wanting the same tight hug around their firm body?) They see how you fake out pallets or loops, and more importantly start learning how to use their power around you. It's a beautiful frenzy that hits a perfect harmony when they flourish with their own brand of punishment. You get hit, you scream in pain and get a burst of speed. Oh man it's like heaven. You're out of breath from exhaustion, bleeding, and leaving a trail like rose petals straight to you and you just can't take it anymore. You're so close but you've still got a little bit left to give. It's easier for them to hunt you now, not only from reading you from the first encouraging painful drop of their weapon but because of how loud you're wailing in anticipation.
You dodge a few hits, stun them once or twice more. God that vault was close, they were robbed! You're running out of options and it feels so great. There's a rush of wind, chills run down your spine as the overwhelming presence becomes so close you can almost hear them lick their lips at the potential of their first hook of the game. And what a well earned hook state it's going to be! Nobody will ever be chased as good as you are. After all. You love them. You'll treat them with more care than anyone else ever could.
And then they leave. The second generator ding told the Killer that you were a waste of their time. They've lost all interest in you. Now for the rest of the game they want nothing to do with you, even so much as letting you work on a generator right on their path. You start to desperately make an easy target for yourself and they just...
...keep walking.
Like a stranger on a sidewalk, two ships in the night that will never see each other.
He just lets you go.
GG's.
I guess.
You'll always have a place in my heart Pyramid. I wish you'd have given me another chance.
Do you also have a Killer you long for?
Kara, I knew it was you, without looking up to verify. Next time we meet I promise to not let that second gen popping dissuade me from this dance. You earned it, at least this one time. Let the others slam their gens, we will smash this hooks together!
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@BenSanderson55 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3274578#Comment_3274578
Usually that killer is camping that survivor and willl tunnel off hook because can't take the L, git gud scrub.
I guess you totally missed the point, mate ^^
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@MisterMister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291052#Comment_3291052
Lol, the snowmen kinda stand like a little teapot. 1 arm is sticking out parallel to the ground, the other kinda curled up. Just get close to another survivor and rotate your camera until your hands slap each other. If you do it right it’ll make some lights and sounds
@Raccoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3291052#Comment_3291052
I just rotate/360 into another snowman and it makes a celebratory sound :3
Thanks! Thats so cool, lol. Now I just need to play around 4 disappointing matches in which I will get t-bagged and BMed for no reason at all and not take it out on the innocent 5th group, to just fool around with them ;)
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@MisterMister said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3290917#Comment_3290917
I just finished all the new survivor tomb challenges, and those were some of the most hate filled games I’ve played on DBD yet. Quad Gen regression po ju finger clowns, camping/tunneling, it was awful. Not a single person got in a snowman suit. As soon as I finished survivor I switched to killer and played dredge. I really wanted to know what dredge was like in a snowman suit, and as soon as I hopped in, all the survivors surrounded me in snowman suites and we slapped hands making sparkles for a solid 3 minutes. It was all good fun, and the next match the same thing when I played Nemo. Idk why killers are running full tilt so soon, but lately I guess they have been
How do you ✋ high-five, just touch each other? Or is there a prompt? Gosh, I so want to try this.
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It's OK, just some harmless fun. Let them enjoy their diet insidious with slow movement speed. It's the Holiday Season
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To tell the truth, I didn't find the link to this forum and still thought that everything was down because of some mishap ^_^""
Good to finally be able to mingle with you folks. And gg Karu!
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@BougieBlackChick said:
https://forum.deadbydaylight.com/en/discussion/comment/3289691#Comment_3289691
LMFAO!! I’m a self-admitted loot goblin. When I bring an item and it gets knocked out of my hand, I DO question all my life choices. “Is surviving really surviving if I don’t make it out with my item?” 🤣🤣🤣
You ain’t wrong there at all.
Awww, you have my sympathies :) I love you loot goblins, and stepping on your items is nothing personal, but one slight sadistic streak of mine ;D
When I play survivor I mourn every single event toolbox that is lost to the void, never to return.
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@BougieBlackChick said:
I’ve been playing this game since June. I have nearly 1100 hours. In this past week I’ve had more killers bring franklins and cut coins than I have the entire time I’ve played this game. No exaggeration.
Not only do they want to take your item they don’t want you finding items either. Just saw another thread with people mad that franklins didn’t make the item totally disappear. 🤣🤣🤣
Is the flashlight change really hurting y’all that bad? I mean damn.
im not a flashlight saver so I don’t care, I just think it’s funny. 🤣 Not to mention all the killers now running franklins and lightborn
Are they really mad, though? I have been the victim of successful flashlight saves since the rework a staggering 3 times, maybe 4. Getting flashlight saved is still mostly an issue of comitting to an unsave pickup or some very questionable angles ... and sometimes you honestly get outplayed by a sneaky survivor who saw the down of their teammate comming, but its not a big deal in my games.
Still, I often pick Franklin as one of my perks, as with the cheap items you are hardly pressed to not see lobbies with 3 items, often 4. Thats not in itself a problem, but survivors are often goblins for their precious items, especially their beamers, and will go to great length and risky plays, to recover them. Its this missplays and anger from the survivors side that is the biggest value of Franklins imho.
I have slapped an event beamer out of quite some survivors hands and then casually stepped onto the thing and they just stood their, questioning their life choices and pointing at me accusing ;D
On a sidenote: I think that cut coins are counterproductive for killers, just like the veil that seperates survivors. More chests in game mean more survivors opening chests and not doing gens. It might just be a few seconds, and they could also get a medkit that gives them a much needed heal, but in general chests are benefitting the killer just as much as they do the survivors.
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I still think that they should assign one TV set to each gen and have her curse protect the gen. In order to start repairing, you have to remove the tape from the corresponding TV set.
BAM.
In one fell stroke survivors are forced to interact with her kit and play with tapes and carry them accross the board, giving her some slowdown. This still won`t give her many condemnation kills, but thats ok, her curse would still be a looming threat, like Pigs RBT, that can't be ignored, but won't happen too often.
I also think that she should have a weaker version of her Iri tape as basekit, ie the last TV set that was shut off turns on again on a sneaky hit.
Lastly I think that its utter bogus, that the survivors have full, miniscule info of the status of their curses, whilst Sadako only has binary info, ie curses/uncursed and cursed/fully condemned. On most killers this feels dumb, but manageable, but with her it takes away any feeling of urgency or pressure to get rid of ones condemnation.
She is a cool concept, but her execution is so lackluster, its really sad.
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Pure comedy.
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@GoodBoyKaru said:
Knight and Twins players reading this post:
9 people reading this post feel a slight annoyance.
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I have a simple rule: when you are unhooked and I interrupt the party, you are free to go.
But if you insist on staying and bodyblocking your unhooker, then you agree to stay in the game then and there,instead of getting to safety and heal up, so you will go to that hook again.
Same if you jump on a gen within seconds of getting unhooked. Basically anything that takes away OTR will also void your claim for moral protection. So, make your choice, but then don't come cringe when your actions carry consequences.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3284690#Comment_3284690
They will not become purchasable with shards, these themed seasonal outfits are exempt from that.
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3284690#Comment_3284690
Mandy said elsewhere:
https://forum.deadbydaylight.com/en/discussion/comment/3284669#Comment_3284669
So they are confirmed to be auric only at the moment
Well, thanks you two. While a bummer this is at least now known and no sudden disappointment.
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What I would want to know and getting confirmed, though: will the seasonal outfits become purchasable with shards during the last 4 days, or is the 4 weeks thing not a hard timer?
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@Remedicist said:
Sadly, they have not stated if these cosmetics are seasonal or leave entirely. However, judging by them stating at the last possible moment that the Halloween cosmetics would come back next year, I can only presume this is the case with these holiday cosmetics. Otherwise, there'd be a massive backlash.
Edit: nevermind, it is confirmed that they are seasonal and I just found out
Just as a side note, I haven't seen a single TP Mummy Dwight since Halloween, during which he was semi common.
For all the fuzz, not a lot of people seem to be in the mood for seasonal cosmetics outside of the season. Interesting :>
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@Toaster427 said:
It's a fun temporary event, chill...
If you're this upset about it then you should probably step away from the game a bit, you're taking it way too seriously
Just hypothetical, would you just take it with a laugh if we had a 4 weeks event were red pillars of light could be run through by the killer that exposed all survivors for 10s, no strings attached?
The first 8 times you go down you would receive a mask or charm, after that it would be just 3.8 weeks of random exposed downs.
"That's just a change of pace. Enjoy the ride and chill and don't take it so serious. "
I am honestly curious.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3283866#Comment_3283866
This is one of my favorite DBD phenomena. The more lazy, boring or low skill the killer tactic is, the worse it makes you look for dying to it. And yet in post game, you see the killer getting lambasted for being "trash".
It's like losing to in Street Fighter to kid spamming one button but then ripping on them for being bad.
Or my absolute fave, survs saying GGEZ after getting 4K'd. Priceless. Just quietly leave, you're just making yourself look ridiculous.
I had such a situation yesterday on Dead Dogs. Got a very early down, then got a hit on another one, who then fled into the main building. I abandoned chase because I didn't want to spend half the game there, and on my way back I interrupted another survivor going for the unhooking. The game then basically unravelled and after each hook I saw another one hiding nearby and soon I had three survivors hooked.
The last one hid untill they all died, then camped the hatch just so that they could t-bag me and then wrote in the post game chat "gg ez. stupid killer. lol." Like, how deranged can your perception be? I am not even angry or something, just amazed at some people.
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@HaunterofShadows said:
https://forum.deadbydaylight.com/en/discussion/comment/3283893#Comment_3283893
Dbd Mario kart crossover when
Boosette Spirit legendary cosmetic when?
Bowsette Clown legendary cosmetic when?
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Yeah, thats probably Lethal Pursuer. Of course, with you suiciding on hook you will never know, as you won't be seeing the killers loadout.
But for real: I got more games then I can count were this happened to me, and you know what? In 90% of the time the killer didn't camp, because they obviously wanted a fun match and I just played a bit more carefully. Sometimes I later died, sometimes I escaped, but besides giving the killer a leg up in the early game, the games played pretty much the same.
So next time, why don't you try to swallow your pride and just continue the game? You could be missing out on the most fun game in ages, just give it a chance.