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Akumakaji

Akumakaji

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Akumakaji
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  • It doesnt need much of a nerf, but that it is uncounterable when you are standing on it and even got blinded if you look straight up, that is just some BS that needs to go.

    Its not exactly "no skill", because you need to learn the 1.5s timer correctly, but thats manageable and opening up a lot of "uncounterable" situations that are just unbelievable frustrating.

  • I just want to chime in and want to suggest Spies in Shadows as a beginner info perk. When I started I always heared people say "once you learn how to read birds and notice them fly away you will gain a lot more game sense" and I could make no rhyme nor reason of it. I never saw any birds flying off and had no sense of them flapping their wings fer a survivor was in the area.

    People will tell you "hur dur, Spies is such a bad info perk, it never gives you a solid sign, but only vague maybes. Any aura reading perk is miles better then Spies." and this people are just mistaken. Spies is one of the most underrated info perks in the game and it comes for free with every killer.

    The hardest time in my life as a killer was when Ultimate Weapon, because no one would have run Calm Spirit otherwise, the only perk that counters Spies in the Shadows. I play it on most of my killers and it gives me unparalleled map awareness. So often my lil birbs act as eyes in the back of my head, noticing me of something behind me when I was already on my way to another gen, or they often help me to make this splitsecond decisions during a chase, left or right, especially when there are no scratchmarks due to a perk. And my little birbs also help a lot during the end game or when hunting for a single, elusive survivor. The options are endless and to this day I will never understand why so many killer players look down on this perk. But at least this gives me a pretty high chance that it won't get nerfed.

  • The most obnoxious aspect about Dracula is how depressingly weak he is…

  • @PuddleOfBludd said:

    The problem lies in the fact that we’ve created a situation where we’ve punished killers for playing strategically in every other aspect and the average killer is compensating for all of the handicaps by tunneling.

    The mentality has been that this game should be the survivors doing gens while the killer stands by and watches them. When you read through some of the things on this forum, I truly believe there are people who absolutely believe that is exactly how the game should be. Anything that prevents them from having a cakewalk is too OP and MUST be nerfed. Okay well we’ve gotten there and this is the result.

    You don’t want the killer to be able to hold a three gen when survivors don’t pop strategically? Done.

    You don’t want slowdowns to hinder your gen progress? Done.

    Now you don’t want the killer to chase you? Or better yet you want killers to throw games by not strategically chasing people to eliminate them from the game. Allow all four survivors to remain in the game as long as possible so that they can pop generators. When right now the only actual way to prevent generators from being popped, is to eliminate the number of people working on them.

    Also, this is not geared at the OP but rather the community in general. The OP understands both ends. As do I, I find it incredibly frustrating to deal with the increased tunneling, but I know how and why we’ve arrived here. And until we are willing to stop, pretending that we as survivors didn’t create this, then I don’t see a solution in sight.

    This! When I play survivor, sure I get as frustrated at being tunneled at 4 gens as the next person, but being a killer main I can also see what the killer is seeing: every generator that he passed while pursuing me was at least at 70%, so its not 4 gens, its "basically 2 gens left, while I have only one hook to my name".

    And at this point there has been no opportunity to eliminate any pallets, so it isn't viable to show mercy to that one guy on deathhook and go after someone else, at this point in the game that would mean throwing. Sure, some players are okay with that, but not everyone is. I handed quite a good amount of games to survivors who actually didn't deserve it and were I could have easily sealed the deal. And more often then not (really, WAY WAY WAY more often then not) I got paid back for that with a "ggeeeeeez hahaha so easy" and t-bagging and BMing and twerking at the exit gates.

    And now the +10s close off yet another venue of applying and maintaining pressure and giving survivors YET another one to have their cake and eat it, too, finishing their gens and still save their teammate. Killer might not feel as abyssmal as it did pre 6.1, but not both roles feel at their wits end and having to resort to unfun tactics. This games MMR breed and burned every ounce of playfulness out of the game, and all thats left is a mean, lean, efficient killing/gen-popping machine.

  • You look at this the wrong way: killers aren't slugging more and more, because there is no downside to it, they are slugging, because there are so many disadvantages to hooking and its by now more of a survivors tool to let the killer waste time, no longer a way for the killer to add pressure.

    The +10s hook timer was just a small change on paper, but it was the tipping point that convinced many killers ,me included, that hooking isn't worth their time anymore, for they have no time for such frivolities in todays day and age, where gens just fly.

  • To me the +10s hook timer is not a big change in itself, but it is sort of a tipping point for many killers. Tunneling and camping are a defacto unfun playstyle, thats true, but all the safety systems that got added to the game, ie basekit BT 5s, then 10s, Antifacecamp mechanic, buffs to OFT and DS, hook time wasters like Reassurance and Kinship/Comradery and Deliverance, easier timer for flashlight saves and utter impossibility to protect from flashbang safes, and the gutting of most gen-defense perks, all this together has now reached a tipping point were its more detrimental to hook survivors, then to slugging them.

    We talked a lot about this in the last couple of days and I tried it myself, and if my goal is just to win, its much more effective to slug everyone and force one or two bleedouts, then hooking, because hooking is such a timewaster. In essence, we would need an incentive to go for 12 hooks and keeping survivors alive for a while, so that everyone can have some fun at the game, BUT right now this is actively sabotaging your game as the killer.

    For example, if we had oldschool BBQ and Gift of Pain as basekit, what would he get?

    BBQ basekit: the killer gets +25% BP for every survivor they hook while no one died, ie as soon as one survivor leaves the game, the bonus gets frozen. After hooking a survivor, show the aura of a non-hooked survivor for a couple of seconds.

    Gift of Pain basekit: a hooked survivor gets a debuff to gen-repair speed as long as they aren`t hurt again.

    This would give the killer an incentive to keep survivors alive and not shooting themselves in the foot by doing so. Maybe the debuff could escalate the longer the game goes on with everyone alife and not death, whatever the specifics, but BHVR never really tried anything in this direction. Old BBQ was in every build because of the BP bonus and thats why BHVR wanted to do away with it, but it was also incredibly healthy for the game: it gave killers an incentive to hook everyone and even though if they had no idea what to do next, being shown opportunity and some auras pried them away from the hook. Win win for everyone.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789924#Comment_3789924

    UB was nerfed to no longer wake you up if you were in Freddy’s dreamworld, Head On no longer worked if you had idle crows, and Blastmine was nerfed when you’d lose it if the timer ran out. So yeah all of the survivor perks you mentioned have at some point been nerfed. I forgot about Franklin’s permanently deleting the items survivors had to buy. You’ve got me there.

    Oh well, you are also technically right, but common, you really call that change to UB a nerf? Technically yes, its taking away from its utility, but from a practical standpoints that is bending over backwards to find something. Same with Head On and the idle crows: sure, you could use it "tactically" to annoy the killer and then jump in their face, and that was now taken away, but that is such a niche case, and I would think that anyone can agree that getting idle crows is not an unfair condition for that perk to stop working.

    The Blastmine change, I actually forgot about, and thats one I felt severely, as I always was an avid Blastmine user. Yeah, the first change was really uncalled for, with it disappearing after just a short time, that was very frustrating. But right now, with the 3min timer, it is in a very good spot: you can't just mindlessly put it on the gen you are working on for the off-chance that the killer comes in for a last second kick, and not use its applycation for the next gen, but you also don't lose it easily to a killer being in a chase.

  • @AmpersandUnderscore said:

    Pretty sure I had several people tell me that hooks respawning would prevent this exact scenario.

    Good to know that was actually just a lie the whole time.

    There is a not so subtle line between "I couldn't hook them because they went down in a deadzone" and "I couldn't hook them because that dude with that juiced up toolbox and sabo perk was demolishing every I hook I went to".

    Give it a try, I am sure that you can figute it out :)

  • The loadup screen stutters and lags a lot. In-game it isn't any worse, but before I can see my killer for the first time, its kinda hell.

  • I tried it a few times tonight and its hit or miss, but survivors are definitely not liking it. But it really feels like its more effective then hooking, and that is REALLY bad and not what this game should revolve around.

    BHVR, please make hooks viable and strong again. But knowing them, they would sooner add another minute to the bleedout timer, totally misjudging the problem at hand.

    BTW, I got called a "true talent kinda killer". Lol, thats a new one.

  • @bjorksnas said:

    I don't think killers best perks would even compare to 4x survivors best perks it would pretty much just be a killer bully mode, unfortunately since its participate at your own will, almost no one would outright choose to play killer

    Ruin undying wouldn't even carry the killer side because it could still just be cleansed in 2 totems with any amount of luck vs

    4 dead hards (iframes) and all in every chase, 4 ds (that activate before even being hooked), 4 borrowed time (which give both players endurance), and most likely so you can't do anything about it, 4 unbreakables

    So as fun as 3 health states, 4 hook states, no choice to slug, and no win hook saves wouldn't be, ill pass

    While wer are at itm we could also bring back Endurance stacking and work through 3-4 different iteration of Endurance before we finally get a down; that was fun :D Oh, and no basekit BT, let killers sometimes just down the survivors the very frame their feet hit the ground after coming off the hook.

    Well, such a blast from the past mode would at the very least give everyone a perspective how good they have it today. But we might to have killers 400% incentive to convince them to come playing.

  • @GonnaBlameTheMovies said:

    This has been the case on the American servers for years, and probably the EU ones too. It's unfortunately not new, it's just a consequence of the game changing slowly.

    It's not "bad Killers", it's not problems BHVR created, it's none of that. No matter what anyone says, it's not ANY of that. It's the fact that this community has turned this simple little tag casual game with competitive elements, and made it into a super comp e-sport, and used that to create divisive us vs. them rhetoric, toxicity, and bred such distrust of the other side that it's entrenched now. The need to win on both sides outweighs the need to have fun, and despite what BHVR tries it's probably not going to go away quickly, if at all.

    Unfortunately, people like the commenter above show EXACTLY this issue I am talking about. We see it on the forums every day. There is SO MUCH loathing of the other side simply wanting to play the game as intended, everyone goes "I don't like that the other side can win. Better sweat, because I want to win." Which then makes THAT side sweat, in this case, when slugging happens Survivors sweat more with stronger genrush perks, and that makes Killers not even slugging sweat even more. It's a vicious cycle and it will continue until we all funally agree to a ceasefire and just… stop trying to win so friggin' hard every. Single. Game.

    BHVR can help by disincentivizing sweating for 4 man outs and 4ks. Reworking the emblem system. Making pips trivial so people feel like they are hitting a goal, but not having to GRIND for that goal by playing in an unfun way. Grades and Emblems need looking at again. BP gains across the board should be equal on both sides. And MMR gains and losses need to occur at a 1 to 1 rate, not this "you gain faster than you lose" crud that creates the very arguments people are having.

    At first I wanted to go all "nuuuuuu, you got it wrong!!!111", but then you made a couple of pretty compelling arguments and points and I tend to agree with you. Everyone seems to crave the fun, stupid and crazy games of the past, like 3+ years ago, but so few seem to be willing to not sweat and to not putting the win first.

    It has been shown time and time again, that humanities competitive nature usually prevails, you can't make people play the game like its intended, the community will always find a way to cheese it. And its true that we have a more or less clear divide in the player base, thats choke full of distrust and accusations.

    But I also got the feeling that my hooks feel less and less impactful and that I can't generate enough gen pressure against survivors who want to win .. which is most. So even if I start a match with the intent to play it cool and just have fun, when 3 gens explode into your face first chase, your good intentions so often get thrown out of the window.

  • Yeah well … I have had the game feed 3k me a 25h, 36h and 66h killer this week … and just now I got a game with 63h and 124h survivor in it and the two with the private profiles didn't play any better. It certainly IS a departure from all the sweat I was usualy getting, but this ain't the middle ground I was asking for ^_- If the game feeds me younglings, it should at least tell me. I would properly scare them and then send them on their way to tell the story.

  • @mizark3 said:

    It hasn't meaningfully impacted any of my matches yet. Anyone claiming it directly impacts the match, is basically self-reporting to crutching on camping too heavily.

    I've had to camp on occasion too, but I've never required it as a lynchpin strategy. It's kinda like the 8 regression limit mechanic and people saying they kept hitting it. They self-reported to camping 3-gens, and they could no longer win due to exploiting bad design.

    (I will say Eruption is the exception to the rule, since it effectively changes this to 4 regression events instead of 8, and I'd be fine with the Eruption pop not counting towards the limit).

    As long as Killers play more aggressively, and win through lethality (which is even possible on Ghostface), then they will still win. If a Killer is attempting to win through attrition, then it will be slightly more difficult. If the threat of 2+ people on hook isn't enough to force a rescue, then the remaining Survivors are simply ratting for Hatch, so the match is a Killer win regardless.

    What has happened a couple if times in my games is this: you hook a surviver, roam around the map looking for survivors, chase one off, but they run to a strong loop, meanwhile a gens gets done somewhere esle, and they even got time on the clock to safe their team mate, quite often its this 10s that lets survivors easily finish their gens.

    As OP said: its not a big, problematic change, but its a net loss on basically all fronts for the game: gens before friends and still go for the safe, gen jockeys can have their cake and eat it too, securing a second hook stage became much harder and it will force more killers into "tunnel or perish" situations, being backed agaisnt the wall with 2 gens remaining and just 1 hook.

  • I would love to have different personalities for bots, like "looper", "gen jockey", "hides a lot", "clumsy", etc. and when a bot is created it gets assigned a random personality.

  • I wouldn't apply logic to this one. The Entity has no fast and hard rules regaring its influence, some, like Trapper, have resisted for years, others, like Artist, who just got a tragic death, or Rin, just a regular school girl, succumbed to her influence just like that.

    Pinhead and Vecna are both extremely powerful, as is Dracula or even Sadako, and they all succumbed to The Entities power. So if we need Alucard to give in to his darkside, so that we can have a proper skin for Dracula, so be it.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790225#Comment_3790225

    Skull Merchant, new achievements/trophies for grabbing survivors during vaults, so Skully is not a bad should for that.

    I've also seen a fair amount of Nemesis, Dredge and Knight.

    I tried to get that one with Clown and in the end killed off two and let the last two go if they helped me to farm it. Got it in two games this time after I sat at 0/10 progress since Dracula dropped.

    Now the only achievment that I am missing is "Hero of Walachia", but that one is not half bad .. if I would get just one killer who doesn't respect pallets :P I am at 3/10 for that one right now.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3790164#Comment_3790164

    killer has never been "mainly" the role with +100% incentives in my experience

    it's always been fairly balanced until now

    There were some times when killer was nearly constantly +100%, besides during the school hours. Before 6.1 survivors were at their strongest and playing killer felt so masochistically and an uphill battle. Survivors had basically no fear and respect of the killer whatsoever and it was true that during this time no one wanted to play killer. Well, I and other dayhard killer mains did, but it was no fun at all and I sometimes questioned myself why I was still playing.

  • I was genuinely surprised by this, too. Of course, Alucard was always the hero and playable character and Draculas wayward son, but making him a survivor in this game just feels wrong, would have more liked it if it was something like "The Enteties has its ways to corrupt everyone." or "A pious life fighting against the Darkness is no shield against your own corrupted blood … The Entity will see to that" and boom, done.

  • Yeah! With a little work and finetuning that would be a really fun one. I always thought that Carmina would work pretty good, because she could start as an allied, sympathetic character, but then get her hands chopped off and come back in her vengeful form.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789924#Comment_3789924

    Here's the history of Franklin's Demise:

    Release: Hit survivor drops items and it loses 10% of it's charges. Really only hurt Med-kits that were optimized to contain exactly X heals. Overall a bad perk.

    4.1.0 change: Hit survivor drops items and if it stays on ground for 90 seconds, the item is gone. This was an improvement as now keys could be dealt with since keys could be used with 0 charges. Still overall a pretty bad perk.

    5.0.0 change: The current iteration. Was a straight nerf until keys got nerfs to not allow opening hatch at 0 charges. Still not a great perk.

    Franklin's honestly was never good and still isn't. It's annoying to face as survivor, but it's impact is pretty low unless survivors greed for the items.

    Honestly I don't think Weave Attunement itself is even a real issue, because as a standalone perk it's terrible. Without any way to force survivors to drop items all that happens is an item gets used up, it drops, survivor picks up item and gets oblivious for 30 seconds. Really easy to deal with.

    I don't have much hope that Weave will get changed in a way to make it a better perk and likely just end up with a quick change like Ultimate Weapon. Ultimate Weapon isn't bad, but the change makes it a good camping perk rather than a good info perk.

    Thanks for this info dumb, that clears up a lot. And yeah, Franklin is one of this perks that SEEMS strong and really annoying, but its actually not very strong. Its a buff vector for Weave Attunement, and once that is nerfed, Franklins will slink back into mediocracy.

  • I love working with ChatGPT. One of my obsessions of late has been to create funny and interesting scenarios for my tabletop games with its help. I made a Shadowrun mini-arc that featured Carmina, so if anyone of your plays the game, please give it a try and enjoy :)

    Campaign Title: Crows of Vengeance

    Campaign Overview:

    The runners are hired by Carmina Mora, a mysterious and enigmatic figure known in the shadows as "The Artist." She seeks their help in bringing down a powerful and corrupt official who has eluded justice for years. Carmina's motivations seem purely vengeful, but she offers the runners a series of magical paintings that can give them an edge against their targets. As the runners carry out her missions, they begin to uncover the depth of her hatred and the true nature of her powers. The campaign culminates in a tragic betrayal and a final confrontation with Carmina, who returns as a vengeful free spirit.

    Act 1: The Artist's Commission

    1. The Initial Meeting

    • Scene: The runners are contacted by a fixer to meet with "The Artist" in a dimly lit, art-filled loft in the heart of the city. Carmina is a woman of few words, her presence commanding yet tinged with sorrow. She explains that she wants to take down a corrupt official who has caused untold suffering, and she needs the runners to do it.
    • Hook: Carmina reveals that she has created magical paintings of the official and his associates. These paintings can be used to influence the targets or give the runners key advantages during their missions—such as causing the target to hesitate at a crucial moment or making them more susceptible to deception.

    2. The First Run

    • Objective: The runners' first mission is to take down a lower-level associate of the official—a crime boss deeply involved in human trafficking. Carmina provides a painting of the crime boss, which, when used, causes him to be wracked with guilt, making it easier for the runners to extract information from him.
    • Complications: The runners discover hints that Carmina's hatred is deeply personal, but she avoids giving any details. They also notice the paintings exude a faint but ominous aura, suggesting something darker at play.

    Act 2: Unveiling the Darkness

    3. The Second Run

    • Objective: The runners are tasked with sabotaging a lucrative deal between the corrupt official and a megacorp. Carmina’s painting of the megacorp executive creates an air of distrust, causing negotiations to fall apart.
    • Twist: During the mission, the runners find evidence that Carmina’s brother was killed by the official’s orders, which fueled her desire for revenge. They also begin to sense that the paintings might be affecting them as well—small hallucinations or unsettling dreams start to plague the team.

    4. The Revelation

    • Scene: As the runners prepare for the final mission, they are ambushed by a hit team sent by the corrupt official, who has grown suspicious. They barely survive the attack, but when they return to Carmina’s loft, they find it ransacked. Carmina has been brutally attacked—her hands severed, her paintings destroyed, and her blood smeared across the canvases. Crows gather ominously outside the building, picking at Carmina’s discarded hands.
    • Clue: The runners find a cryptic message left by Carmina, indicating that she will have her revenge one way or another. The official’s location for the final hit is revealed, but the runners are left to process the horror of what’s happened.

    Act 3: The Vengeful Spirit

    5. The Final Run

    • Objective: The runners infiltrate the official’s stronghold, prepared to finish the job. However, Carmina's spirit now haunts the location, and the crows begin to behave strangely—gathering in great numbers and attacking anyone who comes near.
    • Moral Dilemma: The runners must decide whether to kill the official themselves or leave him to Carmina’s wrath. Either choice will have consequences.

    6. The Boss Battle

    • Scene: Regardless of the runners’ choice, Carmina manifests as a vengeful free spirit, her inky hands dripping with dark energy, and crows swirling around her. She accuses the runners of either robbing her of her vengeance or abandoning her in her time of need.
    • Battle: The fight is brutal and surreal, with Carmina using her powers to summon crows, trap the runners in inky shadows, and manipulate the environment. The runners must use their wits and skills to survive this encounter.
    • Ending: If the runners defeat Carmina, her spirit dissipates, leaving behind a final, haunting painting of the scene. If the runners are defeated, they become part of Carmina's final artwork—a grim reminder of the price of vengeance.

    Epilogue: The Aftermath

    • Reflection: The runners are left to reflect on the choices they made and the nature of vengeance. The world moves on, but the story of Carmina Mora, The Artist, becomes a whispered legend in the shadows—her spirit lingering, waiting for the next opportunity to strike.
  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789873#Comment_3789873

    Every perk you listed (and even the item) has been nerfed. What’s happened to Franklin’s? FYI I don’t think it’s super oppressive or anything but it’s unfun to face. Anyway it seems like you’re making a 1:1 comparison here between those unfun perks which have been significantly nerfed and FD, which has not, so I’m curious to see how your logic flows.

    I am not making a 1:1 comparison (besides the point that I must have missed the Head On, Blastmine and Unbreakable nerfs), it was just a reminder that stuff for both sides exist that instantly makes you want to hate the game. I am only a 1/3 survivor player, so I don't get any attachment to my items, but I guess that Franklin can really throw a wrench into your game plan, though losing an item is IMHO not comperable to losing all pressure or a chase being extended by another 30+s due to the power of E ^_- Nothing ever sucked as much fun out of the game as DH, with the possible exeption of MFT.

    BTW, Franklin GOT nerfed2 times in recent history. For most of its existence a dropped item was on a timer and when the timer expired, the item would get completely consumed by The Entity. Survivor hated this a lot, because it circumvented white wards completely. When limited items got introduced this got changed to charges being lost constantly and limited items being just slapped out of survivors hands, without them being consumed.

    Then later, limited items even got placed in the second hand, where they were safe from any slapping. Also, I think it was during the change that brought back the losing of charges, items no longer disappear when they lose all charges.

  • @Mr_K said:

    Neither one is really impressive.

    Getting everything to P9 is more impressive.

    I got every killer at least at P6 (besides Dracula), because I just love the bloody cosmetics. Would wish for an option to give basically all cosmetics the bloody threatment, maybe as a P100 reward.

  • @KateMain86 said:

    Franklin's demise has always been an unfun perk to play against. White wards don't even protect against it. It should only disable the use of your item for a few seconds. It shouldn't make you drop the item and deplete its charges. Its one of those perks that makes you instantly hate the game the moment it hits you.

    Just like DH … or DS … or UB … or a Flashlight from a weird angle. Strangely enough not Head On or Blastmine, this two perks, while doing essentially the same, need more setup and you feel like actually stepping into a trap instead of just getting hit by an unavoidable BS.

  • @LadyOwO said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789247#Comment_3789247

    not to mention how predictable his hellfire attack is..

    Iridescent hellfire basekit when?

  • @humanbeing1704 said:

    honestly it’s a funny perk to use and especially nice when you get the rare head on save

    My biggest brain Head On save was something like this: I had a chest challenge going on and just entered the basement, when my mate looped in shack, with the killer tight on her heels. A sly smile spread over my face and I hid in the locker at the end of the stairs. Lo and behold, she would go down some 10s later, the killer picked her up and wanted to hook her in basement, naturally and BOOM, I jumped out of the locker, literally out of nowhere and I told my friend to run Fufufu. It was so awesome and we laughed the whole night about that.

  • @TheSubstitute said:

    I understand how come you're frustrated but it can also feed into a cycle. As an example, now that depipping is gone (I would use maps to pip up or at least not depip at iri grades when I did my solo games) I normally only use map offerings to check something out.

    The exception, however, is when I've had two or three games in a row where I had people hard tunneling. Then I play map offerings to make the game bearable.

    If you tunnel someone who has played a map offering to make the game enjoyable after seeing multiple games with tunneling in a row you're reinforcing that they need to use map offerings in the first place.

    It's a cycle since you could say the map offering is what made you tunnel but the map offering only got played in that scenario because the person was tunneled. Perhaps the previous tunnelers did so because they got a bully squad who ran no hook Sabo and Flip Flop, etc builds. Perhaps the bully squad did it because they got sick of being tunneled, etc etc in an ad infinitum cycle.

    It's not the players in that scenario; it's the game mechanics. In an ideal version of DbD there wouldn't be a reason to pick a map other than aesthetics but the game would also ideally support spreading hooks with no incentives to tunnel either. Unless it's a group that's specifically trolling getting upset at the players may be misplacing where your frustration comes from.

    You have a point there, but as you said, sadly the game is far away from its ideal state. While its true that the maps have been tweaked and changed a lot (and tbh, I sometimes didn't jeep up with the changes, I know that Haddonfield is now bad for both sides, with infinite windows remaining, but he rest of the map being an open deadzone), it still is a big, valid experience point by me, that the vast majority of survivors don't play an offering for fun or variety, but to gain an advantage. Of course, in reality the split will be a bit more lenient then the 97/3 I proposed, but that's way less a hyperbole then many other hot takes you regularly see here.

    I often try to break my own vicious cycles of negativity, and being kind to the other side can lead to surprisingly wholesome and sweet moments of genuine human connection, but for every such heartwarming encounter, there are probably 5+ that show you why DBD is seen as one of the more toxic communities

  • @Burniebotss said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3789041#Comment_3789041

    pyramid head has no traversal, no map pressure, just an antiloop

    It was just a joke, don't take it too seriously. I would probably simp for Pyramid Head if I were gay, but so its just bullet point 2 and 3 for me.

  • On paper the increased hook timer shouldn't be too much of a problem, but now that I have seen it in practise, it feels like the killer has little to fall back against prepared survivors. Like clockwork one gen after the other is falling, and they most stay injured to gread their Resilience to the max. having now all the time in the world to let their friend hang from the hook just a little longer, and if you manage to apply some pressure, down/hook three and hunt the last, one of the slugs under gurantee has UB.

    This is the kinda games I am facing right now basically constantly and besides tunneling I really have no answer to the pressure the survivors mount up on the killer these days. Sure, sometimes the game throws pups at me, but thats usually apparent within the first 2min of the game, but against serious survivors its pretty miserable.

    I am sure that some clever one will quickly jump in and claim "uwu .. .you just got one bad game against UB and now come crying", but I assure you, thats not whats happening here.

  • @Burniebotss said:

    Before I start, no I’m not saying p100 survivors are bad, they’re just not impressive…at all

    P100 is supposed to be a feeling of reward and skill in a character…but there’s no character skill for survivor, just survivor skill across all. P100 survivors are usually

    1: a simp for their character

    2: a fan of their license

    3: they have a cool skin they got and will never take it off

    P100 killers likely learned that killer to the max and stuck with that character despite so many more options to play. If it’s not nurse/blight/spirit they knew that their character likely has super bad weakness that probably made it miserable to play. Top tier dedication.

    Pyramid Head has no weaknesses, only oppression build on oppression. And cake.

  • I think people massively undervalue how good it is to get a characters perk unlocked for all others by just prestiging them just once, and getting everything to max by leveling them toP3. I remember how I often had a character brought lvl 50 and was debating "should I prestige them? They have 12 of that event item left … and even if I did so, I should at least play 8 more games as to use up my iri add-ons."

    Or when I was already on lvl 40 and desperately hoped for the BBQ to show up in the last couple of levels, as not to gimp my own progress. That were some rough times. But its right to critisise the fact that there is nothin in it besides the bragging rights of having a high prestige character, not even a smol cosmetic. My dream would be a check box that applies the bloddied cosmetics shader over any other cosmetic, it would look goofy on some, but probably awesome on most and I usually love the bloddied looks and so often wish that I could apply those blood marks to my favorite cosmetics.

  • @HolyDarky said:

    It would be the best solution when map offering would reduce the chance to get sent to that realm instead of increasing it. On the Dracula release, SWF groups sent me three times to Eyerie, two times to The Game, and one time to Badham with the best stuff you can ask for and adapt to the map. It was so annoying because I didn't care about winning or losing (especially when I learn a new killer to find out tricks and everything), but it is so pathetic how easy it is to give yourself such a huge advantage before the match even started. This happens way too often and just shows how broken map offerings are. The problem is the offering and not only the maps itself because even though every map would be perfectly balanced (which is impossible but just pretend) you can still take advantage of a map by having the perfect perks, items, and characters for it which is easy to do by just dropping a map offering.

    There is also no good reason why map offerings should stay the way they are, especially when they hurt the game more than anything else.

    This here sums it up perfectly. Its okay when I get randomly send to The Game, thats just RNG, but if the survivors chose so, it feels miserable right from the start, especially when you get only the bad maps served to you match after match. And chances are that players who use offerings are in a strong SWF that would be not fun to beat on an average map, not to speak on one stacked in their favor.

  • Yeah, the many forms of Dracula are a mystery to ponder. While I get some individual design decisions, the sum of it all doesn't add up. Yeah, its still very early, but no matter of a Dracula players experience and game sense, you will never change the fact, that survivors can see AND hear the bats, while there still is a lullaby in play. Its so overkill on the counterplay department. I already think that Spirit is way to easy to pinpoint, but with Dracula der is just nothing to pinpoint as there is just every cue in the game imaginable stacked on him, besides the terror radius. And to me at least the batform also moves like a bad 3rd person car game with wonky swaying left an right … again, this could be explained by the fact that you control a whole swarm of bats and not just a single creature, but this is even more

    I could life with a somewhat fluffy and fun design like "only get Killer Instinct while in bat form" as to simulate their echolocation, but as is it right now, it feels overnerfed in so many ways. I also understand how they want to err on the side of reason with killer powers, but right now I guess that Dracula will not remain a strong presense in the fog,

  • @pa4n said:

    Hey @Akumakaji :)

    We played yesterday maybe you remeber. It was on Toba Landing you were Pyramid and i was Baermar :)

    To the topic. Y i don't like Map Offerings on both sides… e.g eyrie of crows as killer or as suvivor a wraith/nurse on midwitch.

    It just gives the user to much advantage/knowledge.

    Though i gotta say i would miss them if i wanted to play SM Myers ( doesn't happen super often but sometimes it just has to be done^^)

    The blocking might be a good idea…but honestly i don't know what the best solution might be on how to change them.

    Cya

    Yeah, of course I remember ^^ Welcome here, try to have a good time in the fog, I will keep an eye out for you ^_-

  • I played a Knochout playstyle once or twice as a lore-accurate Pinhead build, but its quite unfun for both sides: the survivors are miserable on the ground for extended amounts of times and you as the killer rush around the map to find the non-downed survivors while keeping on edge for the downed ones to get picked up and possibly reset.

  • I noticed this too. The game sometimes gets this freezes during which it sorta "catches up" and then speeds of for a split second. Luckily it isn't happening in-trial for me, but its happening at the start of the game, during the titel screen and especially during the queing up part, when your character if just chilling.

  • I tried playing Dracula with using mostly Wolfform add-ons, and I still dont get the ghist of it. Yeah, its obviously that you have to play him a lot in order to get the timing of the lunges downs, but I still think that the Wolf is pittyful. The orbs haste effect is very short and tought to get value from, but of course, any little bit of haste can mess with the way loops are designed, getting your JUST barely a hit before the survivor gets to the vault or pallet, but thats very hard to get value from. Overall I think that the Wolf is underperforming and I think the Vampire form is far more superior.

  • @HerInfernalMajesty said:

    I’m part of the 3% who use map offerings for aesthetic reasons. When it comes to how you play, I wouldn’t lose sleep over it. We’re all (should be) consenting adults. We all know what we are potentially in for when we load up the game.

    I see your responses a lot @Akumakaji and I like a lot of your posts. From what I can see you embody the spirit of Killer in this game. I would be proud of that no matter what trash talk you receive.

    Awww thank you! This makes me really happy. I have had a couple of phases were I was really bitter at the games state and how survivors could practically dance on the killers nose and kick him while he was down, but I have since relaxed a lot of my rather sour opinions.

    What really helps a lot, and I mean A LOT, is playing the other side. I have a pretty fun SWF with whom I regularly run the shadows, we are pretty mid and not very good, but we can often do pretty okay. And when we have this nights where the killer tunnels at 4-5 gens, it really feels off-putting, so I tend not to do it myself. But because I am a kiler main I also often explain to my survivor-only mate what might be going on in their head, like "they got into that chase, you got away and disappeared and not 3 gens popped. What is he gonna do now?"

    The game is balanced really strangely and while combacks happen, they are very few and far between and most games snowball hard in one direction or the other. The fun games where you kill off one survivor at 2 gens the earliest and then it becomes pretty tense with survivors whittling at the last gens healths, while the killer creeps on towards the last hooks, this games are the best, but they aren't the norm.

    And map offerings are one of the aspects of the game that just rub me the wrong way.

    @MrDardon said:

    I personally would remove map offerings entirely from the game as they become more and more random clutter with each new map added, reducing the chance for good offerings like BPS for example.

    Instead, I would add map votes:

    Within the main lobby, every player is able to vote for a map, let's say there is a pool of 6 different maps the players can chose from. Each Survivor vote counts as 25 % up to 100 %. The Killers vote is 100 % because he is only one. So if a swf votes for Badham let's say and the Killer votes for Wreckers Yard, there is an equal chance.. not a guarantee for the role wich is using a map offering in the current state.

    Map repeat prevention is implemented with this idea, the map you played on in the last match will not be in the vote for the next match, counting for all 5 players.

    And no, it won't be a (either Survivor sided or Killer sided map every game) because of map repeat prevention.. and with so many different maps, having the same map every second match is quite unlikely. Though.. what I would do is throw every single Badham variant into one pool (Badham Preschool) and the game will randomly decide on which variant the match will take place if Badham Preschool was voted. The same will be applied on other maps which have different variants. So no Nurse on The Game every match or SWF on Badham every game etc.

    That actually sounds like a pretty good thing. I would do this: every survivor has one vote, the killer has two double votes that have to be placed on two different maps, and in the end the map will be randomised between all the votes, so if the survivors all voted for the same map, they can get 4 votes contra the killers 2x2, so it would still be a 50/50 chance not to go to that map, but the two the killer voted for, but if all players like a map, its basically guranteed.

  • I got a couple of hits through vaults and am still sitting at 0/10 progress for this achievment. Havn't gotten any grabs since Dracula dropped.

  • I need to know, too :D But from the woring I would guess that a hit alone would suffice?

  • Again, we got an anti-comsumer move … it seems to becoming more and more common these days…

  • @TragicSolitude said:

    I learned not to be a sore winner when I was a kid. One of my favorite Berenstain Bears books taught me that.

    A freaking children's book, man. I think people are exposed to too much Twitch and TikTok these days, not enough written media. Reading fiction is good for learning empathy, but not enough people do it. People read non-fiction to learn about the world or for self-improvement, but it's not the same thing.

    I am an 80s kid and all this cheesy reflections after the cartoon episodes like "You see kids? Don't lie when you mess up or the problem could become that much bigger, even when there are no monsters involved" or "when you got a big problem, trust the grown ups and talk to your parents" really had an impact on me. I also read a lot, but my heroes directly talking to me about moral matters actually hit a nerve with smol fry me. I think cartoons got a lot of flack in the 80s for being bad for a kids growth and development, so many shows of that time had this moral segment at the end that somehow imparted a lesson learned from that days episode.

  • @OnryosTapeRentals said:

    This is why I stopped using Plot Twist. It’s not a bad perk in and of itself, especially in endgame but solo queue completely ruins it.

    Plottwist enabled me to so often just heal up in basically plain sight of the killer (well, actually in a bush right under their noses, but thats the point) and then boldly walk out to front door. Its a bit mean, but nowhere as unfair as old DS, for example, as the killer can still try to find you while you are healing up, and there is Deerstalker, if you really got burned once to often by plottwist.

  • Nope, not missing that in the slightest. It was straight up unhealthy for the game, even though you felt a sharp increase in gen efficiency, with no survivor going out of their way to setting up a healing station … but that healing station was jut way too good and I will take todays situation every time.

  • Dayum! Poor Hens. As a Plottwist enjoyer, this hit close to my heart.

  • 20240826172853_2.jpg 20240826174457_1.jpg 20240826174510_1.jpg

    I finally got it. I tried about 5 times and finsihed it every time and syncted the shards everytime with the in-trial portal, but when I then got back into the lobby, I would get the -1 counter.

    I then tried one last time, but this time wanted to escape, and that worked.

  • I am still not happy with the was PainResonance evolved. Yes, getting 100% regression is strong, but it got this double restrictions: 4 tokens and only one token per survivor. I know that part of the changes were done to prevent farming, but it feels so strange and unintuitive why we have both restrictions. Would the perk be that much more oppressive, if you could just hook survivors 4 times, the restriction being a 1min cooldown for each survivor, but having a bit more freedom? Also, you have absolutely no control over which gens are hit, so if the surviviors finsih their most worked on gen just half a second before you hook, you could potential waste that full token on a 1 or 2% gen, and you wouldn't even know it.

    Don't get me wrong, PainRes, but its a farcry from its original inception. Original RainRes was my favorite perk, ever, just because you could regress gens on the fly without actually kicking them. My dream PainRes would be just a 100% regression pool, with each hook giving a max regression of 15% and it lasts till the 100% are used up.

  • @ChaosWam said:

    I have a theory myself after trying out the combo prior to test how effective it is.

    It's very effective for anti-tunnel against most killers. But what if the killer doesn't tunnel? You're wasting perk slots if you run to a generator, right? So, naturally, you decide to use your perks to hinder the killer instead. If you waste their time, then you're getting value. This leaves me with two problems.

    1. You can't remove the conspicuous action restriction, since it would be free reign on getting gens done with the killer being unable to stop you, or else you waste their time with it. The other side of this coin is they're slowing the match down for the other survivors if the killer plays right, or simply slowing it down if the killer can avoid them and get other survivors, making their plan twice as bad.
    2. The perks are becoming less about anti-tunnel (not saying they don't do their job, of course) and more geared toward this kind of playstyle. It's why I've been hesitant buffing DS, because the only times I ever see DS anymore is the survivors who try to pull this stuff. Especially in groups. At least, in my point of view.

    Any survivor who gives you flak for doing the right thing and slugging them doesn't seem to understand this either.

    I have a clock running in my room (strange concept, I know) and just make a quick mental note of the time a survivor got unhooked. If they want to pull this kinda stuff off, they will have to content waiting out the timer on the floor.

  • Oh THATS what I was hearing the entire trial! For the longest time I wasn't sure what killer I was facing because I got so confused by the constant bickering in my ears. It was a cool, scary effect, but sadly I ended up with -1 on the challenge, too. This bug put the "scary" back in repairing a gen.

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