Akumakaji
Akumakaji
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3162729#Comment_3162729
clown pfp talking
Dang. I fell didn't into your pfp's trap ;D
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3162668#Comment_3162668
Yeah you don't mind the new RPD because PH has zero loops where he has to use his brains on there.
99,9% have the most direct line of sight or are just -3cm long. It being really easy to win on, isn't a good thing, y'know.
Oh, I hadn't realised that you were one of the survivors who got rekt; silly me, but that's what happens when you get fall into the habit of not using your brain.
:P
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I actually don't mind player RPD now as the killer. I haven't internalized the new design and sometimes run into a dead end, but way less then before. And earlier tonight I must have had my fastes game ever and it was on this map; really, it was a true DBD speed run.
I played as Pyramid Head and with Lethal Pursuer saw two survivors immediately jump on the gen on the marble platform next to the library. So I went through the library and hit both with my POTD! In the ensuing chaos I downed the first survivor right then and there and had my first hook at .. 41s into the game. From there it was just short chase after short chase and hook after hook, ending with a 4k just a smidgen over the 6min mark.
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Just to chime in. During the day I had some 2min queues for killer and a +100% BP bonus for survivors.
In the evening I had instant queues for killer and 50-70s queues for soloQ survivor with a +100% BP bonus for survivors.
Its the same as the first time they introduced it, but you know what? Keep it that way ^^ This will placate the somewhat miffed survivors a bit and keep my killer queues short again :)
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I have never heared of this.
Just out of curiosity, what am I missing out? I got a feeling that it is about the Viggos apprentice and Blight cosmetics in order to get different vial charms that glow different colors? I have seen these on some hooks, but always thought that they were from past tomes.
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@brokedownpalace said:
How many do you guys have?
You have 314 charms ... and yet just absolutely inadequate means of sorting through them. I would LOVE a way for sorting by tomes, ie the 4 different versions side by side, for example. Or just a search bar.
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I will copypasta my complaint from the feedback section here, as its about this same issue:
"For real, as the titel says, "Outbreak Breakout" is one of the worst designed achievments in the whole game, and thats something when you got contenders like "From the Void she kills".
Lets look at it "Open the exit gates and escape from Racoon City Police Department 20 times in public matches."
So for you to get some progress on this achievment you need to play on one of the two RPD maps; 2 maps out of 39 is a bit better then 19/20, so roughly 5%. In only 5% of your matches you actually get a shot at this ... that is unless you are burning an RPD offering, which has probably the highest rate of killers mysteriously experiencing connection problems during loadup.
Then you have to be one of the survivors who make it to the end of the match. My own survival rate is 43% now. I know that many soloQ survivors have some rates in the 30%s, while some SWF have it better. Lets be generous here and say the survival rate is 50%. So, in only 2.5% of the matches you make it to the end.
Then you need to be the one opening the exit gates! You can't have your buddy open the gates and then slip through the killers fingers, no, you must be the one pushing down the lever. You could manage to split up and be at the other gate, you could be lucky and always bully your way through, so lets be even more generous and say that you get to open the gates in 2/3s of the instances you make it to this point, and lets ignore any blood wardens and other shennanigans.
66% of 2.5% equals 1.65% So each time you queue up you have 1.65% chance to grind out one of twenty pips needed to get this achievment ... if we are generous. The numbers could easily go down as low as 1% or even below that. So at best you would need to play over 1200 matches to get this done if no offerings are used. I thought "The man behind the bush" was grindy af, but here you can at least expect to get 2-4 pips per match.
This is really rediculous. I know that we have an increased chance to be send to RPD, but that can't be the solution for people who don't play right now. I know that its very hard to change achievments once they are out there, as the playstation network only allows changes when you can't physically get them anymore due to gameplay mechanic changes, but oof. I know that grind means content, but this is definitely a step in the wrong direction."
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@EldritchElise87 said:
I just miss when you could zone survivors out. I never clicked with him after that nerf.
He was a rather steep learning curve and not gonna lie, when you stick that sword into the ground it feels overtly clunky and not very fun. But if you keep it up you will eventually be hitting some very cheeky and corny shots and better anticipate where to aim when a survivor turns a corner etc.
And no matter how clunky he is, you can still prevent survivors from actually using this aweful, short, round loops and greeding that palette there, just stick your sword into the ground and they will run straight through the palette, so zoning still works pretty well.
And some survivors will take PAINS not to step into goo on the ground, letting you easily gain distance on them. All in all, Pyramid Head is a very rewarding killer, once mastered and pretty strong and its actually lore accurate to tunnel the living daylight out of survivors, because he is "a sadistic monster, obsessed with enacting punishment through pain", buuut don't do that, you can do fine without.
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The @GoodBoyKaru approved go-to Pyramid Head build is CallOfBrine/IamAllEars/LethalPursuer/Deadlock, as you all might know.
With the release of Wesker I have played around with Awakened Awareness, and I really like it. It was nerfed so that it doesn't leave a lingering afterimage for Lethal Pursuer to extend, but it gives a lot of map awareness and allows some cheeky POTDs against sneaky survivors in the vicinity. I switched it in for CoB, I always loved the extra pressure that CoB generates over time, but AA is really good, not only allows it some fun snipes, but sometimes you will notice a survivor who is minding their own business just at the edge of it or at another floor or you see someone slowly moving into locker and all of this allows you to quickly get into the next chase, often with the survivor who was actually preparing to do the unhooking.
Awakened Awareness might be my new favorite perk ever and I highly recommend it to my fellow Pyramid Head connoisseur. Have fun and happy hunting.
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@prion11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3161544#Comment_3161544
the jewel beetle means that you get less distance after grabbing to slam them into a wall
Thanks. Thats basically what I thought ... hmm this is not one of the fun meme add-ons, just straight hard mode for more capped BPs.
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BTW, what exactly does his meme add-on, the jewel beetle do? The extention mid grab, is this how far away a survivor can be to grab them? Or how far you will slide after a grab in order to push them against a wall?
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@n000b51 said:
Somebody tells me survivors are toxic with the tb-word since 2k16. I think it's that: 'to carry on the tradition' because they have to do it... ?
One player here told the story, and I legitly believe it, that he got introduced to the game by a friend and while he showed him the ropes his friend explained "and here at the exit gates we wait for the killer and do this little victory dance, as its tradition." That person didn't know that it was called t-bagging and was a rude guesture, he just mimicked what he had seen all around him.
Honestly, there must also be a ton of these persons, ie super casual gamers who don't frequent forums or watch hourslong youtube videos about their games, just so that they can learn some sick new tech. Casual gamers sometimes just play a couple of hours per week and thats all they invest in gaming, so not everything is a slight at your honor ... buuuuut at the higher ranges everyone knows what they are doing, so I have zero qualms at tunneling the mean t-baggers and disrespecting BMers, while letting the others live scot free.
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@Grum said:
You know the killer is comboing it with Pentimento.
You know you aren't going to bother remembering where the totem was after the killer sets up Pentimento there.
Please stop screwing your teammates.
Please stop educating our survivors in such a despicable way and filling their heads with dangerous ideas and nonsense, otherwise you will get mail from our lawyers. Thanks.
Sincerely
Your local Killer Association
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3161118#Comment_3161118
Agreed! So much this!
I think the win conditions for survivor and killer should be tweaked. If anyone walks out the exit door its a survivor win. Half of everyone's points should be based on the team's result. Slight survivor win of one escape, 2k bloodpoints for everyone. Major victory for survivors with 4 escape, 16k bloodpoints. No escapes out the door, 0 bloodpoints for killer and survivor for the team portion. All the rest of the blood points should max at 16k for solo contributions.
So you want sweaty games every game, even at mid and low MMR? Gosh ... at least now I can just 8 hook the survivors and let everyone escaoe if I feel like it and still get a decend payroll. But the thing with the shared BPs for all survivors is a good one, I think.
Afaik BHVR is working on something like this for the MMR system, ie when its done the game doesn't consider every survivor a seperate fight against the killer with their MMR going up or down, but the number will be the same for all survivors depending on how many life or die, ie when you legitly loop the killer all game and then die on your first hook because everyone just leaves, your MMR will go up for the three that escaped.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3161256#Comment_3161256
People affected by FOMO dont react to this stuff the same way people who arent react, sometimes FOMO people cant help themselves, like people suffering kleptomania cant help themselves either, its an impulse control problem.
Well, yeah, you are right. This is no conscious decision, but more base parts of the brain take over ^^ Whatever, sometimes you gotta pay your dues in hopes that you might learn for the future. I was a bit miffed and confused myself that we already got update and could see all the new characters, but there was no new chapter, but guess what? I watched an episode of something and BAM there it was ^^ Best trick in the book.
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@HugTheHag said:
Isn't the point of the perks to have some great combos sometimes ?
Plus if you're not in a small map / against a killer with a large terror radius, you'll actually have to work for those great skillchecks, which not everyone can hit consistently.
Yes, I think so too. Sure, sometimes a combo can be busted, but I am against nerfing everything just because someone found a clever way to get value out of a perk in another way then what was originally intended. Survivors are much more easy to monitor, because they are all just skins and have the exact same abilities. With killers it is a bit trickier and I think BHVR should just ban certain perks on certain killers, instead of nerfing the perk itself. This will lead to much more design space when you can play around with some fun combos for the weaker killers without always having to take the Nurse into account.
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@AndyKuky said:
This is why there’s a delay between when they’re available in the game versus the cheaper store bundle. To get the FOMO crowd. It’s a common tactic.
How can you FOMO in this situation, though? Someone fear that they can't use Reassurance for 3 games or something?
They didn't announce the puctual arrival date, but is was pretty clear that once the update dropped it was just a matter of a very, very short time.
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@Sonzaishinai said:
Temperory solution could be to tell the people you are queued up with that you have red herring
More long term solutions could be colorcoding the aura's but that kinda screws over colorblind people
Having a little symbol of the perk that allowes you to see the aura could be nice. Is a little nerf of ToT though
An even better solution would be to just give the gen a red aura ... easy fix as that is already in the color palette and the perk is just called red herring.
I have had some medium success with Blast Mine, Red Herring, Quick and Quiet and Head On. Basically I would work on my gen, if the killer would come my way I would drop down the mine and in the best case scenario (that happened this way exactly one time) run to a strong tile with the killer in pursuit, jump into a locker, lure the killer back to the gen, thinking there was somewhere there was an easy target and then get rewarded with the low-pitch rumble of a blast mine and some very angry, babylonian swearing.
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Thanks, kind stranger.
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You need to realize, though, that in Jills case, thats her actuall outfit from the first game (or the remake of RE1, to be precise), while in Fengs case, its a cosplay. Feng is an avid cosplayer and has done all sorts of cosplays in the past and even encouraged her friends to do so.
ACTUALLY, if you look at the details, its amazing. The two outfits are NOT the same; Jills outfit looks like its a real military or special forces outfit, with usable AND well-used pouches, clips and whatnot. Fengs outfit looks like a well made costume. The pouches all look a bit inflated like they are only there for show and there has never been anything stored in them, just like real costum accessory look and behave. They even look artificially aged, drybrushing the edges with some light white etc. Also the rigging is faux lether and not the real deal. Its a very, very good costume, but you can actually see that she is just cosplaying the part, and thats some amazing attention to detail from BHVRs part.
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@Pyrosorc said:
His power is basically nurse - practically no recharge and covers the same distance just as fast. It can't go through walls, but with the buff it still hurts you over pallets and vaults, and he doesn't even have to have the skill to land it on you, you just need to be in its path.
In addition to this insane power, he's a full 4.6ms killer. On indoor maps it's nearly impossible to locate him due to his insane terror radius so he gets quasi-stealth on those maps, nullifying his disadvantage over nurse's ability to go through walls on those maps. And he gets a fun little minigame with infection too, adding a little bit of inbuilt slowdown on top.
You won't see sweats playing Blight anymore, that's for sure, Wesker vastly outclasses him.
See you guys in a week when hopefully this killer is being played less because facing him is utterly unbearable. Plus I have noone left to play with because my whole friends list already just dropped the game from this update.
We have a couple of threads were people complain how weak Wesker feels and how his power got nerfed at launch, and here we have others trying to convince us that good boi Wesker casually dethroned Blight. What a time to be alive.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3159646#Comment_3159646
don't get them started all we'll hear about is the damn rocket launcher
Maybe we could give him a sword? That would be dope, wouldn't it?
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@TheDarkTyrant said:
It's out. It's finally out. And it's just sad to see. It's a waste of a license just like the first time. I hope it flops but obviously it won't because gaming's BIGGEST horror game franchise's name on it. People shouldn't spend money on it though. It tell them we want more of this just... Badness.
I saw the skins. They look bad. Wesker's looks weird, Leon's looks terrible, Ada's looks good, Rebecca's looks fine, and Jill's looks fine. Carlos and Sheva look fine. So does Hunk. But then we get trash like Feng and Felix? Why would you make those? It's insulting because first off, absolutely no one is buying Feng's because you made the genius move of also releasing it on Jill at the same time, and second, Felix's is insulting because why is that just not on Chris himself? You spent precious time making crap instead of something that makes sense. I don't think anyone is buying those. The look bad. Especially Felix's.
Hunk shouldn't have been a killer skin. This is just stupid. Sure he's not a "good" person. Sure he works for Umbrella. Ada also worked with Wesker though and obviously she shouldn't be a killer. Hunk doesn't fit the killer DBD role. He's not the same as a Wesker or a Nemesis. He should've been a survivor skin. It's just dumb. Looks cool, but makes no sense to me.
Obviously, finally, Wesker's power eats toe nails.
You need to realize, though, that in Jills case, thats her actuall costume from the first game (or the remake of RE1, to be precise), while in Fengs case, its a cosplay. Feng is an avid cosplayer and has done all sorts of cosplays in the past and even encouraged her friends to do so.
ACTUALLY, if you look at the details, its amazing. The two outfits are NOT the same; Jills outfit looks like its a real military or special forces outfit, with usable AND well-used pouches, clips and whatnot. Fengs outfit looks like a well made costume. The pouches all look a bit inflated like they are only there for show and there has never been anything stored in them, just like real costum accessory look and behave. They even look artificially aged, drybrushing the edges with some light white etc. Also the rigging is faux lether and not the real deal. Its a very, very good costume, but you can actually see that she is just cosplaying the part, and thats some amazing attention to detail from BHVRs part.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3159472#Comment_3159472
Only thing Im disapointed is reassurance being nerfed to ground. I agree it was bit too strong before but now it's useless. I know campers complained lot about it but camping is unfun playstyle for survivors. You could make the reassurance timer be 60s and the activation range bigger that could make it already usable. I think it would be fair to deactivate in endgame.
My fix: give the perk three charges. So one survivor in a good spot could burn them all on one survivor on the hook in one hook state, or spread them around. But there is a hard limit and no one can be held hostage against their will. Bam. Done.
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Damn you, Karu! I am so jelly of your upvote farming skillz! I am literally sitting here in front of my PC, malding like mad!!111
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3160691#Comment_3160691
It really isn't. The devs would be shooting themselves in the foot metaphorically if they ever decreased it again. People are clearly frustrated with tunneling, so this change was absolutely necessary.
10 seconds is more than fine.
I reluctantly have to agree. Tunneling had become really bad this last month, showing once again that we can never truly have a nice thing, because the lazy or less stelar parts of this community will always abuse or weaponize it and twist it in ways that were never intended, ruining it for everyone else.
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@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/3160691#Comment_3160691
When killer perks get buffed, they go up by 2-10%. When survivor perks get buffed, they get doubled.
That's just the state of the game.
Smh. Its always comments like this that take your spirit and just crush it and throw it on the ground and then trample and grind it into dust.
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@Adjatha said:
The effective area of his power was halved after the PTR expired so nobody could actually, you know, TEST it to give feedback.
With zero buffs to any other part of his kit to compensate for the 50% nerf.
But people will buy it all the same. They always do.
And so the cycle continues.
But don't worry, I'm SURE they'll get around to "taking a look at his power" in some future Mid-Chapter.
Just like Sadako.
(Ya'll killer mains should get Steam to refund your purchase)
So whats your problem? That people support the game they love by buying the new content and thus paying the developers and that said content is tweaked and fiddled with as new data comes in?
I mean, you can always wait and buy new stuff a week or month later or maybe only buy the killers that really interest you, but I fail to see the "crime" or "despicable action" at hand, here.
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@kingcarl2012 said:
I would just love a buy all to get from level 1 to 10 since the entity is sleeping anyways.
This! This! A hundred times this!
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I had over 3million BP saved up in order to whip Wesker into shape. Got him to P2.5 and Ada and Rebecca both to lvl 15, so that I got my 4 perk slots unlocked. All this took an astounding 45min of constant clicking and minimal thought process. Luckily I could watch some youtube on my second screen, but dayum, that was some mind numbing clickety clicking, no flashlighti involved.
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@Marik1987 said:
Time for my 3.000.000 BP to spend. I have tons of rewards in the archives waiting + the 2.000.000 anyway.
I got Wesker to 2.5 and Rebeccand Ada to lvl 15 for their 4th perk slot. But spending all that BP took some 45 min :V
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@ThiccBudhha said:
He is not weak just because he is not Nurse or Blight.
I mean, you like Huntress even though she is not as strong as Nurse or Blight. So you know, the proof is in the pudding.
and sruvivors. Thats were all the salt comes from .. sometimes it seems too much to bear, but its rather nutricious and helps the body to digest blood points more efficiently.
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@Ayodam said:
https://forum.deadbydaylight.com/en/discussion/comment/3158803#Comment_3158803
Teamwork is dead. It’s every survivor for themself now—just the way BHVR intended it…
Well, if you say so ... of course, you will always have the occasional potato or Meghead, but I get my fair share of surprisingly brave and daring survivors and try to repay them in kind. Sometimes I die, but sometimes we all live to tell the tale, and that is beautiful. Try it out sometime :)
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3158662#Comment_3158662
50% is still way too high for how unreliable Blast Mine is and how short it lasts. With this change, 20% would be fairer.
I use(d) Blast Mine a fair bit and I can't understate how unlikely it is to get value on any given placement.
Blast Mine is in my regular go-to build. When you are using Blast Mine you don't expect it to be of much value, as in "it will help you win games", but its more in there for the fun and you giggling to yourself when you hear that distant low-pitch BOOM.
In most games I would maybe get two chances to use it, but this always depends on the killer to actually kick the gen, so you won't be throwing a mine on a gen with only the first cylinder moving, you just use it on a 65%+ gen if the killer drives you off and scares you away.
There was this one game were I had both meme resident evil perks, Blast Mine and Flashbang, equipped and blinded that poor Trickster 6 times! But that was a one of a kind, two trapped gens is the max you could hope for, as most games there just isn't enough gen time to generate more Blast Mines.
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@dugman said:
The big things left on the fiscal 2022 roadmap aside from the next full chapter dlc in December are
- Custom matches versus bots
- Automatic mori on the last dying survivor
I’m really looking forward to both of those. 🙂 With any luck we might even get both next midchapter, who knows?
Aside from that, once those above things are in the game, they’ll probably be getting back to working on the new HUD action icons for solo survivors and on doing a balance pass on Sadako and some other characters.
The mori thing will be fun, as most of the time I don't bring mori items and chances are high that I have no idea how my killers mori looks like.
Heck, I had totally forgotten that Pyramid Head has a really, really cool mori besides his Final Judgement, I was just so used to that that his actual mori kinda caught me by surprise. I had run a Devour Hope build for fun and was expecting him to slam down his big sword on the hapless chap on the ground :D
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@BuffWesker_Seriously said:
Remember what happened with Ghostface, or even with some of the past killers after Ghostface
Wait for BHVR to make any last minute changes to the killer, wait for even a day or two.
This isn't a post to force you not to buy him, this is just a slight warning/advice post. Spend your money wisely, don't get riped off
Some players are something of a completionist and want to have access to everything. Some players don't just want to strongest options in the game, but also some fun ones. Some players don't care for last minute changes today or in the next two days, as they dig the core concept of the new killer.
I got all killers and survivors unlocked, and while I don't have all of those in my regular rotation, I like to play every killer when I feel like it, even the Twins, Freddy or Trickster on occasion, and Wesker looks like he will be a hell of fun to play. But thanks for the warning/advice ^^
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I am hijacking this thread, in order to talk about some other perk of this category.
While doing one of the more grindy tome challenges, I played around with different off-meta builds and stumbled over Steves old perk Second Wind/Renewal, that I had never used before. I played around 10 matches with it and got it to proc 2 or 3 times.
Its not even OP or anything, its just an auto heal 20s after you are unhooked, but in order to activate it and get that auto-heal you have to heal another survivor for one health state. This perk really baffels me; why is it so limited? Why does it have such a long-winded and complicated activation requirement? It could just activate after you unhooked someone and would still be questionable choice in your loadout, but as it stands you have to jump through to many hoops in order to heal back ONE health state. Inner Healing for example is a much more reliable method of healing: you most often stumble over totems just by chance, you can store them in advance and unless you are versing the Dredge, most lockers are pretty save spaces for 12s.
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I would have opted for a token system, ie the perk starts with 3 tokens, you spend one each time you extend the timer and once they are all gone the perk deactivates. Thus a single survivor can only extend timers that much and when they focus on one survivor they will burn through their stack.
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@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/3157893#Comment_3157893
In about 10h and 30 min.
Thanks ! I actually meant exactly that time, but somehow bamboozled myself :P Whatever, I did some last minute challenges and hit the BP cap. Now I have exactly 3.050.000 BP at my disposal to whip best boi Wesker into shape!
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@JoByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/3143564#Comment_3143564
Comment of the year 😂
Oh dear! Yeah ... the auto-correct was obviously set to the wrong language :P Thats what you get for not checking your post before posting it ^^ Have fun with that one :D
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@Chocolate_Cosmos said:
https://us.v-cdn.net/6030815/uploads/OCT0UWQ0GSP8/wesker-resident-evil.gif
My wallet is ready and so am I. It's almost Weskin time!
When will it drop, in about 7.5h?
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@C3Tooth said:
You now can watch killers suffer with friends
That's soke genius level trolling. As an avid blast mine Chad I am highly into this and will wire tap/blast mine ASAP.
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@pseudechis said:
That's because the unique draw to DBD is the killers.
Survivors are about team work, they are just generic skins. Pick your favourite skin and load them out with the build you like. I don't have to play david if I want dead hard, laurie if I want DS etc. One might say the customization of build across characters was great but the flip side is survivors are just skins nothing more.
The idea is survivor game play gets mixed up by responding to varied killer play styles but we all see how that goes, everyone bemoans different designs because they can't be looped the same way as a generic M1 killer.
But then survivor game play is samey and dull. I guess you just can't win eh.
Look at all the nurse complaints and why because she can't be looped in the same braindead manner as trap less trapper can. While there are a lot of gamers whom appreciate mixing up how to respond to varied killer powers, there are a lot whom want the game to be as dull and repetitive as possible.
I'm one of the former I like that looping some killers is really hard, spotting stealth killers should be harder, killers should also have less tells telegraphing their powers so that they are more unpredictable and exciting to face, like old spirit.
Its these elements that make survivor gameplay interesting, the less of them there are the more samey and dull survivor gameplay becomes.
After writing my piece about some more unique survivor abilities I read this one and yeah, I guess you are mostly right about this, I really like this perspective.
And survivor game play is still pretty varied, it all depends on your build. Of course, if all you did ever run was DH, DS, IW, BT (in the old meta) it probably was pretty boring and all samey-samey pretty fast, but if you mix things up with something fun like the Houdini build (Overcome/Quick n quiet/Lucky Break/Inner Healing) or a my favorite Nuisance build (Blast Mine/Head On/Quick n Quiet/Windows of Opportunity) or even an soloQ info build (Bond/Kindred/OpenHanded), then you got some pretty varied playstyles.
If your survivor gameplay gets boring then you are probably not leaving your comfort zone, perk-wise, and should try something off-meta, but fun. There is a reason that the most meta builds are often the most yawn-inducing ones, so be open minded and try something new.
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@feffrey said:
Dead by daylight has been around since 2016 and it has been 6 years now and survivor game play feels the same . They do not have the same options as killers who can swap up their game play based on killers ability . So something like they can play a killer that incredibly fast pace or a stealth killer taking it slow. They can play killers with a mix of game playstyles
While survivors are as is sure you survivor has a neat cosmetic or just look more appealing than one other but that is it. There is literally no difference between a David and a Jake . They lake something that make their characters unique different and more standout is.
I'll put it in prospective give all killers the same ability and animations
It will feel as if you're facing the same killer every game with the same build every game
Yeah, that has been bugging me forever: survivors are just skins and packaging for 3 new perks. By now that the game is so old, it is pretty hard to implement a new system for this, though.
In the past I got several ideas and posted some of them in the feedback section, but non got really much traction. Stuff like passives for every survivor like something about healing for Claudette, maybe better vault speed for Meg and the like. Or working with the survivors perks so that they always had to slot in one of their starting perks, or that their starting perks got buffed if they used them themselves, or maybe they got an extra perk slot for slotting one of their own perks.
But frankly a system like this would be the biggest new thing since they started the game and it would be such an ambitious project that its nearly impossible to conceive and implement without half the player base crying out that their favorite survivor became unplayable or something.
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@Rise432 said:
yay, 2 more indoor maps in the rotation, as a Huntress and billy main I am super thrilled
Cudos! You can't get more old-school then that!
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Ah yes, Feng Min and Meg, the undisputed villains of this story.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3156653#Comment_3156653
Consoles explode worldwide as new Resident Evil Chapter releases on Dead By Daylight.
"Surprise. Surprise. We shadow buffed Eruption and argumented it with the latest immersed and X-Box busting technology. We hope you like it. "
-BHVR Twitter account
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Okay,you mean his optics. Yeah, he looks somewhat derpy and I wouldn't mind a glow up.
A lot of players also seem to hate his power and call it weak, while I myself "admire its purity ". Its deceptively simple, but bypasses a lot of the survivors defensive techs by putting then directly into the dying state.
The only thing any his power that I really despise is und juice mechanic. It would be rad if survivors regenerated their stalk juice slowly over time and especially if a sacrificed survivors stalk juice would be distributed amongst the remaining survivors.
Losing a pretty full survivors to a hook suicide or their "buddies" unwillingness to save them can screw you over big time.
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@VikingDragonXii said:
The thing is you have to have proof they intentionally knew how to do the bug/exploit and used it vs some random player doing it unintentionally.
Like I swear, all those Pigs two patches ago were just chilling out in front of their boxes by pure coincident after a Youtuber made a meme video about this tactic. So if any number of Sadakos are doing this now, its just bad luck and a dumb coincident. Sad times :V
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I am soooo frigging hyped! I wanna main Wesker, but I also wanna P6 kewt Becci! Ahhh, decisions!