Alen_Starkly
Alen_Starkly
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Guys, there is a middle ground solution here. BHVR could make it so SWFs of 3 or 4 people cannot use map offerings, but anyone else can. Then, you won't be able to have a full team fully prepped for a strategy on that certain map. I personally don't see an issue with 1 or a 2-man lobby bringing a map, as well as the killer bringing the map (excluding Nurse, she's a special case).
I don't see why Myers, Ghostface or Wraith wouldn't be able to bring an indoor map, it doesn't make them OP, it just makes the use of their power more viable.
Map offerings are some of my favorite things to collect in the bloodwebs. I don't use map offerings often, but I love knowing that I can go to a map I crave when I crave it.
Another solution would be showing all offerings used before the match starts, so both sides can decide whether they are okay with that or not. Not every killer will go out of their way to dodge Badham or Garden of Joy. I usually also accept killer bringing Midwich, knowing that it's probably jumpscare Myers. I don't go out of my way to dodge it.
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@Quizzy said:
Doubt they will do anything huge this year or at all anymore like confirm another character. They literally ignored david and neglected him for months without new skins during that time last year.
Guess ppl complaining about david being gay made them afraid to do anything bold anymore. And i truly was upset when they didnt even acknowledge david during pride month at all.
Yeah, David really did seem ignored in terms of cosmetics for the longest time after he "came out". I wonder if this year we'll have something more for Pride. Probably new Pride-themed badges and banners at least, those would be lovely.
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@Ethromel said:
https://forums.bhvr.com/dead-by-daylight/discussion/402353/pride-cosmetics-clothes-etc-for-this-year
Why does this kind of stuff even matter?
For me, it makes the game more fun, more accepting and gives variety in cosmetics. But also, people like me love having something they can relate to. Like the pride charms. Of course, that's just my opinion, and ultimately it's up to the devs to decide what, when, how and if to add to the game.
I always make these posts (not just pride, but any suggestions in general) with hope that someone from the devs will reply and give some feedback on it - whether it's a good idea, possible, etc. But also to see how the community members feel about it. Based on the lack of replies, probably not many people care about this though.
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@HolyDarky said:
There are so many posts that talk about the unhealthy issue with map offering and the devs still do not listen to this, which is really sad - iirc, they even never reply to one of the posts which is even more sad :/
I understand this issue. For me, I don't care if the rng sends me to a bad map for my chosen killer because rng but it feels so bad when I get send to Garden Of Joy or Badham again and again. It feels even worst how easy it is to give one side a huge advantage by just dropping a simple map offering.
I really hope the devs will finally listen and get rid of map offerings to make it more fun for everyone.
I understand this perspective, because it is annoying when you get sent to Eyerie / Garden / Badham all the time. The RNG aspect of a random map can be fun.... Until you keep getting just MacMillan and Autohaven, and you get bored out of your mind. Yeap, RNG can do that. At those times I use a map offering to go somewhere NEW, where I haven't been that day, and feel refreshed (even if that map is objectively "bad" for my role). Without the ability to go to a map other than just autohaven or macmillan, I would probably just close the game.
I always say, things need to be balanced, and then we won't have issues with map offerings. Nurse is too good on Midwich? The problem lies elsewhere - she is an OP killer who is in a desperate need of nerfing. Tired of Eyerie/Garden/Badham offerings? Well BHVR needs to rebalance those maps. Downsize the Garden, and remove the big chain of loops along that one wall, as well as break those OP loops at the house. Reduce the number of safe pallets on Eyerie. That's what needs to be done. Then map offerings won't be really used as gaining advantage anymore, and those of us bored of a boring map RNG on a specific day will get to use an offering for a different map, and/or one we really crave at the moment. :)
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@OrangeBear said:
What would pride cosmetics look like? Specifically.
Like just survivors with shirts with pride flags on them or survivors painted with pride colours.
Well it's up to devs to decide, but I was thinking do like a regular skin / clothes, but add some rainbowy stuff to it, so it feels like it's connected to Pride. It doesn't necesseraly need to mean Nea is this or that if she's wearing a pride skin, you can be an ally and wear pride clothes as a sign of support.
This is an example, a pride skin in Fortnite. Doesn't have to look all over the top, just have some touches that feel pride-y.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624730#Comment_3624730
The main thing I don't want back is the AOE auto detect zone on an active drone personally, the dodging beams approach is far more interesting to play around, use, and navigate against.
Other areas of her kit are fine to be on the table, but an unavoidable AOE that you must disarm while guaranteed detected has nothing interesting about it.
I REALLY loved the aesthetics of the AOE. It was really cool.
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I hope they do with Skull Merchant the same thing they're doing with Sadako: revert the rework, but fine tune certain elements. Current Skull Merchant sucks to go against, because you can go from healthy to broken very fast, if you had been scanned by drones 2 times previously. It's not really about skill.
The old Skull Merchant was more interesting. You had to strategize to get that exposed status effect.
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Hopefully a lot of people test it out tomorrow onwards, and give their feedback here. In the recent months, the devs have abandoned certain PTB ideas after feedback from the community about how badly they impacted the gameplay, so there's hope for STBFL lovers!
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@Shroompy said:
Swamp is more than likely going to be the biggest rework from all the realm beyonds since both maps have unnecessary elevations. They've said in the past they don't want those anymore since it screws up a few killers for no reason.
I actually really like those elevations, they add more fun to the map (imo).
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Recently No Mither + Plot Twist (+optionally Tenacity & Distortion). Very trolly for removing Corrupt Intervention. I mostly just meme with this build (as in, plot twist when they're about to hit me), I've enchanted several killers by doing this and they let me go. xD
I also love the "No Mither stealthy build": No Mither, Fixated, Distortion, Calm Spirit. I do gens, heal and unhook, but also try to evade the killer while being vulnerable with only 1 health state. When it works, it's a lot of fun. :)
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I feel like the 5% -> 4% is fair. The other part is what is worrying me. STBFL has been a really good reason on Pig to use her ambush attack (on the obsession). It also worked well with Trapper's traps, and some other killers. This will lessen the need to use M2 special attacks.
An ever worse thing is that killers will likely completely avoid the obsession, and probably tunnel even more, since they will have less survivors to choose from (3 instead of 4).
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I feel like Buckle Up needs another complete rework, and then things will be fine.
Curently Buckle Up is a problem because:
1) with FTP, it's an uncounterable problem, where the killer cannot down either of the 2 people for 10 seconds
2) it makes WGLF and Made For This feel redundant and discourage people from using these 2 perks, because a much better option exists -> the FTP + Buckle Up combo
Buckle Up was originally a useless perk, and not it's a perk that creates a broken combo, and discourages people from using 2 other perks. This perk needs a completely different function, in my opinion. Then FTP, WGLF and MFT will start to shine.
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I feel like all this mechanic has achieved has been the huge reduction of Bubba players. And we all know why lol
I wonder why the devs decided to put in so much work just to curb instadown killers from facecamping (Bubba, Myers, even Trickster). Any killer who doesn't have an instadown ability (which is most of the killers) doesn't care if they proxy camp or face camp (unless there's STBFL in play).
Does anyone here think that the anti-facecamping mechanic has done anything other besides preventing Bubbas from insidiously camping?
If I could improve this mechanic, I would do the following:
--> make the bar go up faster, the more gens are incompleted. The more gens are completed, the slower the bar goes up. That way, if someone decides to camp at 4-5 gens left, they should be punished harshly. And if they camp at 1-2 gens left, they won't be punished as much, because more things are at stake.
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@Orthane said:
As if that perk needs any sort of change that isn't "No longer works with Buckle Up" If it gets that change then sure, I get that the icon thing is tiny but man the combo needs to be removed before any other changes. Once that gets fixed I would like to see the perk buffed truth be told, because it's an amazing anti-tunnel perk you can bring to help teammates.
Indeed. Helping someone on death hook by using FTP, and then going down instead of them potentially is a really good teamplay. Solo Q survivors should be given that chance too, not just SWFs. And in most cases, the unhooked death-hook survivor will run away instantly, because they don't expect the FTP play by the unhooker.
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@tjt85 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622572#Comment_3622572
I play as Ripley a lot. Had a bad game? No worries, seeing Jones in the lobby soon will make everything feel OK again. That alongside hearing Steve's stupid screams are two DBD things that are kinda soothing to me.
But you're right, she doesn't look a thing like Sigourney Weaver. It's not a huge deal to me, but I can see why others were super disappointed.
Yeah, I don't personally mind too much Ellen not having Sigourney's likeness, I still like her a lot, and play her. (her Christmas sweater is super cute too <3 )
But giving the natural lack of cosmetics (and those she has are mostly linked), a major drive for maining her, for certain people, would be her having Sigourney's likeness. Who knows, maybe in the near future? :)
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@[Deleted User] said:
I remember before Alien released everyone wanted badass Ellen Ripley in game. Now we have her and aint nobody playing Ellen Ripley.
This might be because she doesn't look like Sigourney Weaver. I know a streamer that was really looking forward to Ellen when the Alien chapter was announced, and wanted to P 100 her, but when we found out Ellen didn't get Sigourney's likeness, they lost interest. I completely understand.
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@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3622058#Comment_3622058
There is quite literally no where to go but down for his add-ons lol.
Well, his addons getting nerfed is the expectation of some of us, but that doesn't mean that BHVR hasn't decided to up him a bit, to get to the Nurse's level.
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Recently I made a post about Sac Ward. I made 2 points:
- it's hard to find it in bloodwebs, and it's wasted when used without map offerings being offered
- the user misses out on extra bloodpoints, by using Sac Ward over a BP offering
My suggestion was to make the Sac Ward not get consumed in matches where no-one uses a map offering. As for the situations where the RNG still sends people to the map that got offered and cancelled with the Sac Ward - I think it's fine. In that case it was purely the RNG at work. I've rarely seen this happen.
Plus, if Sac Ward prevented fully from the offered realm to actually manifest in the match, then SWFs could abuse that to eliminate 3 realms from the match (3 map offerings + a sac ward would cancel those 3 realms). Not sure how common that would be though.
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@MechWarrior3 said:
We’re still making post about blight? xD
Aren't there more important things to look at than this killer?
He's scheduled to have his addons balanced out here between Jan-March.
He will be looked at.
Are we sure his addons are getting nerfed, and not buffed again? 😬😥
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@[Deleted User] said:
It's a shame they dropped the glasses. It's like they really wanted to up the sex appeal with her and for some silly reason think glasses means you can't have that.
Yeah I've kinda got the same vibe. She is beautiful either way, but hopefully we could get some more cosmetics with her wearing glasses. It gives her a special charm. 😃
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All they have to do is make the backpacks optional! I'm not saying that's necessarily an easy thing to arrange, but DBD mobile has done something liket that with a backpack, haven't they?
I personally enjoy most of the backpacks that come out, but I know most of the people do not. Allowing us to toggle them on/off would not just alleviate the frustrations of those who hate them, but also add a lot more of variety to the cosmetics!
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@jonifire said:
Most of them are useless. I would only use devour hope, plaything and noed.
The huge problems with all hexs are they get cleansed in under a min and they are placed so obvious. Nobody wants that.
And that brings me to Ruin. Ruin's nerf was completely undeserved. An easily cleansable perk made worthless to run. :/
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One 👏Blink 👏Basekit👏
Remove the 2nd blink, and rework the green addon that extends her lunge by 30% after a blink. They nullify any jukes a survivor may attempt. Can't tell how many times I got demolished by that green addon, despite my great efforts at juking the blink. We do not need Freddy's extendo arm on Nurse, pls.
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@Hex_Ignored said:
a "lore" survivor, like Julian from Mikaela's backstory or another member of Felix' and Elodie's friend group
I haven't read their backstories yet, but that would be cool!
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@Huge_Bush said:
Brenda Meeks.
Shes all I want. She has plenty of cosmetic potential from the Scary Movie Franchise and plenty of lines they can give her.
Cindy would be a nice addition as well, but Brenda is a must.
Omg yes!! I want those 2 so bad too!! 🤩
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@Steakdabait said:
No, we should not buff the greatest gen speed perk that dbd has ever seen. If anything hyperfocus should be nerfed heavily.
@LeFennecFox said:
Hyperfocus is in theory just too strong if you're good at skillchecks they need to rework it
Erm, no. I have been using Hyperfocus in almost every match for the last couple of weeks. In theory this perk is really strong, but in practice, you will RARELY get good value from it (I still bring it because hyperfocus makes doing gens fun for me). Like the OP mentioned, I can't count how many times I screamed and lost all stacks, or got sandbagged, or the killer just decided to come to my gen and I had to let go. Plus teammates coming to me and begging for heals, and I have to do it so they don't sandbag me on purpose later out of spite.
I personally don't think that this perk needs buffs. However, I honestly feel like it doesn't need nerfs, either. You will probably only continously get value out of it if you're playing in voice comms with a really good swf, and you can arrange the person being chased take the killer far away from the gen you're on. You have to be in isolation a lot of times to be able to get to 6 stacks and finish the gen without losing them. And maybe even run Calm Spirit.
So, from a lot of experience - no, this perk does not need nerfs. Also, I almost never see anyone run this perk, not when I play killer, not when I play survivor, not even in lobbies of streamers I watch.
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I think it helps because the terror radius is non-directional, plus it can help in chase.
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I have been enjoying this event! My favorite things are the snowballs, I have bonded with so many teammates and opponents as both killer and survivor, thanks to them. xD I am glad that they do not offer any advantage to either side. Also if I'm in chase and about to go down, being able to snowball the killer last second makes the going down feel less bad. :) I also love that I can use snowballs from afar to catch a teammate's attention.
I love the snowmen too. The jumpscares are funny lol, especially in chase. Throwing snowballs at snowmen is a lot of fun too, especially from a distance! It's a challenge hitting that snowman on the hill or a balcony, or even in chase. Very fun mechanic, I hope you keep this one too for the next year!
I personally like the gradual unlocking of challenges and cosmetics througout 3 weeks (3 event tome levels). I know that some people want to be able to unlock everything, because they don't have much time to play, and I understand where they are coming from.
I kind of wish though, that there was somethign more to the event in terms of mechanics - similarly to the last Halloween event. Being able to go into the Void was really cool and a nice side objective. I wish there were some side objective in the Winter event too. Something like, bring gifts into Santa's home or something, maybe near a huge Christmas tree. It could be a secluded area like the Void, with some portals or something that takes us there. A little secluded area with a huge tree, maybe a fireplace, and gifts would be really cool. (I know we've got basement, and it looks beautiful btw <3)
I loved the Halloween event, because it offered something distinctly new (the Void, the Haunts). And as much as I love the snowballs and the snowmen, I feel like something's missing. An engaging new mechanic. OR, a fun new limited time game mode, where we objectives that are in the christmas/winte spirit. Something that doesn't necessarily involve doing gens or killing survivors.
In the end, I've been enjoying the event, and the cosmetics! :)
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615485#Comment_3615485
1) How I play does not matter. I can choose how I want to play, as long as it’s within official game rules.
2) Why would the perks I bring justify me having to play against bots?
3) My skill level has absolutely nothing to do with it either. So because I’m better than they are, I deserve to play against bots?
Mmr seems to work fine because I get matched with challenging survivors more often than not.
This screams entitlement.
Something interesting happened. Yesterday I faced 2 Blights who were on my level, and I had fun. One of them even let me live, despite me head-on-ing him a couple of times. xD
And today I faced a Nurse which was good, but also near my level. She got a 4K, but my solo Q teammates were suprisingly good, and I managed to get a Head On save on a teammate while she was carrying them.
I feel like Santa has brought me some Christmas gifts xD ☺️
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615387#Comment_3615387
And then I’m stuck getting to only play against bots? Yea that’s fantastic idea!
I mean, if your opponents can loop you for more than 10 seconds, and you don't go out of your way to tunnel someone out at 4-5 gens left, I see no reason why someone should leave the match. However, if you are much better than them and/or bring 2-3 slowdowns, and/or tunnel someone out of the game at 4-5 gens left, then it would be nice for the person to have an easy option to escape the hell. (I've faced Blights and Nurses like that and it's awful)
I'm sure it's such an adrenaline/dopamine rush for a Nurse or Blight to obliterate the whole team in less than 5 minutes, because the skill level is vastly different. But it's a miserable hell for the suvivors. And yeah, bad MMR is responsible for that.
I wish that the MMR was made better, so we wouldn't have these problems. I sometimes as survivor go against killers much stronger than me, and sometimes killers quite weaker than me. Both of these scenarios feel bad.
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@Archael said:
I like to play as and against Nurse, and playing as, im more chill that lot of huntress i encounter during event... So i should ask to disable huntress? So mayble lets disable all killers since there is at least one person who dislike certain killer. Why those people have to play against trapper, Wraith, Nemesis and other?
And what about killer players who play those killers but are having chill fun, throw snowskulls etc.
What about those chill players when survs are sweaty genrushers who do not want to participate in event?
And last - why everyone have to chill and play? Why one deny certain players playing sweaty and for victory?
Against a Huntress or a Nemesis, you can keep predropping pallets, use vaults, and the chase could last up to 2 minutes. Try that against a good Nurse. You'll go down in 10 seconds regardless. That is the difference. While just predropping and wasting resources too fast isn't a good way to play, you still have a way of lasting in chase. Against a Nurse, you don't even have that option. Your only option is her being bad. And that's too much luck involved and not fun at all.
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There are people who played the old Skull Merchant that enjoyed playing her, and not with intentions to make the survivors' matches miserable. Those people focused on her chase ability, utilizing drones in a smart way, both for chase and for info. Those people did not play the 3-gen game. I didn't play her much, but when I did, I found her somewhat fun. Using drones in chase was quite fun (with either the addons that slowed the survivors down (like clown's bottles), or those that revealed their auras).
I feel like both Skull Mechant and Onryo had some problems in their power, and both got reworked to much easier to play as, but worse to play against. Both of their skill caps lowered significantly too, imo. I hope 2024 will bring something better for these 2 killers, especially once the general 3-gen problem has been solved.
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They recently talked about this in the AMA on Reddit. I think they said that making everyone sound equally loud turned out to be more complicated than they originally thought. Still, it has been quite a while since they first announced making everyone equally loud.
I really hope we can expect this change in 2024. Not only do killers have harder time tracking quiet survivors like Ace, people who want to play Jeff/Ash struggle because killers can hear them from miles away.
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I have proposed a 2nd solution too though: removing DC penalties against these 2. Most players are not comp and don't know all the best strats against the Nurse. If they face a Nurse that they cannot loop for more than 10 seconds, what do you think they will do?
Either DC (which does leave a bot behind, but the penalty makes this an unwanted option), or give up on hook (no penalty yay, but there is no bot left behind either, to help the teammates).
With DC penalties off (at least for Nurse/Blight), people who can't do anything against them (if the Nurse/Blight is really good and downs in 10 seconds) can just go next and not feel too frustrated. The teammates left will still have bots to help them, AND people who do enjoy versing really good Nurses and Blights and are prepped with training and knowledge can stay and loop them.
Doesn't that sound like a really good idea? A scenario where everyone wins. Giving up on hook ruins things for everyone. DC-ing with no penalties would make everything better for everyone now that we have bots. (I am not! encouraging DC-ing, just saying what people already tend to do a lot). No DC penalties would make more people leave behind a bot (helpful to the team!), vs giving up on hook that leaves no help behind. That's what I'm talking about.
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@Astel said:
I mean, that's not how killswitch works
I know but, it's the season of giving. Could we just enjoy the winter holiday and throw snowballs, without having to face a giga-unstoppable killer? 😪 Facing no killer should require 89234728373298 amount of effort and luck.
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I agree, this is one of the most fun features in the game currently! It's not abusable (there are no effects other than slight visual and sound). Me and my solo q teammates have used snowskulls to bond with killers :D (and mutually)
I've also been turned around by a cute team while playing killer, they just wanted to fight with snowballs.
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I wonder how viable is using Lucky Star and Dance With me during a chase, to escape the killer.
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@MikhailVictor said:
We've all seen how well they "rebalance" their maps. A world where all or most maps in dbd are balanced considering the rate at which they chucking out new ones without properly testing them just does not exist.
A much more simpler change is to remove all map offerings therefore you would not need to sacrifice BP offerings in order to counter some obnoxious map. That way, at least their flawed map designs have less chance to be planned for and abused.
I would actually hate the removal of map offerings. I am in the category of people who mostly uses map offerings for maps that I crave - aesthetically, atmospherically. I'll send myself to Dead Dawg or Midwich (2 killer sided maps) as a survivor, simply because I enjoy them so much, and/or I've been getting too much of macmillan or any other map and want variety. Sometimes I'll send myself to a map for a challenge. For Fall From Great Heights, I'll send myself usually to Dead Dawg. For breaking pallets as killer, I'll send myself to Gideon (a survivor sided map lol).
I'll even send myself to Lery's as Huntress, because I have had great games there with her for some reason.
Imo removing the map offerings would make the game boring (from the perspective of not being able to go to a map you love). Balancing out the map is a long-term solution. Even if no-one uses a map offering, and one of the sides gets a bad map for them with RNG, the other side could dominate them just because of the imbalance.
Also, no map offerings would destroy the Scratched Mirror Myers, because he is extremely dependent on maps.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612171#Comment_3612171
Well, Survivors got a lot more than he mentioned if you really wanna go back.
SH: Pain Res - Nerfed (it now just have 4 tokens)
DMS - Nerfed (and no longer works with SH:PR)
Pop - Nerfed (instead of 25 % of its total progression, its current progression)
COB - Nerfed
Corrupt intervention - Nerfed
Eruption - Nerfed
NOED - Nerfed
And before patch 1.5.3 - Ebony Memento Moris did not require any hook states.
Yeah, you make good points. I think like the devs are trying to adjust both of the sides, but it's not as easy as we have thought. The solo queue vs a SWF on the survivor side makes it harder. Balanced against good SWFs means too strong against solo qeueue. And balanced against solo qeueue means too weak against SWFs.
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I would love it if BHVR reverted the Adept requirements for killers - make it require double pipping again, instead of getting a 4K. And then, if there are 2 people left in the trial, and one is slugged for a minute, auto-heal that person from the dying to the injured state. (or bleed them out instantly)
I feel like in most cases, people slug for 4K only for either adept or their ego. "Having to 4k no matter what" is not a healthy mindset, imo. Your life won't crumble to pieces if you potentially get a 3K instead of a 4K.
I would also like to have survivor adepts changed too - instead of an escape, make it require a double pip. It will teach survivors to do gens, be altruistic and practise chases. Adept on survivor can lead to the survivor hiding a lot, and not contributing much to the team.
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@Foempticol said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3612111#Comment_3612111
Can you guys at least expand the survivor HUD to show totem cleansing/blessing, chest unlocking, and exit gate opening progress?
I would love to see a progress of how much someone is healed. In solo queue, if someone comes to you and starts asking for heals, people often assume that the person needs a full heal, and reject them, to focus on a gen which might be soon finished. But the person's heal might be 99-ed, and ends up in a down that could have been easily avoided. I've been both in situations where I went down because someone didn't heal me when I was 99-ed, and where I didn't heal someone who was 99-ed.
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@Coffeecrashing said:
Survivors already got the following for QoL....
SURVIVORS...
1) Survivor HUD
1.5) Additional stuff added to the Survivor HUD
2) Easier flashlight timing
3) Removed hook grabs
4) Anti face camp
5) Upcoming 3 gen "solution"
6) The entire Mangled mechanic being updated in the future, to be less frustrating for survivors
MEANWHILE, KILLERS...
1) Upcoming FoV slider
2) LITERALLY ZERO OTHER THINGS ANNOUNCED
Killers also got:
3) nerfed medkits, which significantly hurt solo queue; a lot of killers started using mangled/haemmorhage more after this nerf, instead of the expected less
4) nerfed DS, which won't help the survivor much, unless they are very good, and are not playing against Nurse or several other killers who can catch up easily after the stun
5) disabling DS, OTR and anti-camp mechanic in the endgame, to give killers an (imo) undeserved easy mode, especially if paired with NOED. Again, getting all gens done and having no-one tunneled out of the game at 4/5 gens in solo queue is miracle in itself, and then making killer go into god mode in endgame makes the game for survivors very difficult
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This Nea skin looks gorgeous! We have got Min's Halloween outfit from Mobile, so hopefully more are to come soon 😊
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@Chaosrider said:
https://forums.bhvr.com/dead-by-daylight/discussion/400436/survey-feedback
Thats how surveys always are. the askled for something to look like its important to them and then nothing comes out of it. or even worse and they go against the feedback. its probably not worth doing those. never came anything related to it.
I mean, there is always hope. I am really into the possibility of new game modes. The survey listed quite a few ones I found interesting :)
I think that new game modes are precisely what DBD needs the most. New characters and new cosmetics are cool, but they are not groundbreaking. Fortnite just recently introduced more new game modes, and they've brought fresh new life into the game, I feel. Hopefully BHVR recognizes this as a nice opportunity to freshen up DBD. :)
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Btw I've heard that in this survey, there's a question about cross-pogression. I did not get a single question about that. Could the survey have possibly bugged out for me then? (even though I did reach the last page and complete it)
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@kaoraku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606503#Comment_3606503
So basicly you say that a slow killer should be brutally punished for even the smallest misstake? Because if they miss, and out of blinks they loose a horrible distance before she even have the chance to try it again?
I would not call Nurse slow. Huntress is slow. Hag is slow. Those 2 cannot teleport to survivors whenever they want to. Also, have you heard about the perfomance of good Nurses? About the 1000+ win streaks? Nurse is broken. Having 2 blinks renders most survivors' jukes useless. The green lunge addon even worsens everything for survivors. A killer whose time cannot be wasted by dropping pallets or vaulting windows should not have so much help with correcting her blinks.
Against any other killer, you could keep predropping pallets, and while that's wasting resources too fast, it still takes time for the killer to down you, and gens can get done in the meantime. Against Nurse, you have nothing. Pallets and vaults mean nothing, since she just ignores them. Juking her by changing direction during her blink also means almost nothing, since her lunge covers for everything...
I think the reason BHVR has kept her broken like this is because of the comp scene, since only her and Blight seem viable against really good teams. She needs to change though, or have an ultra precise MMR to go only against the most capable teams (if she keeps 4k-ing every match)
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@pizzavessel15 said:
her condem didnt take skill. it was teleport near a survivor and hope the survivors are either giving up or too dumb to get rid of the condem. and even then it was so fast survivors can simply body block the person so they can cleanse. it was litteraly impossible to get serious survivors condemed. no matter how much "skill" you had. you had to dedicate an entire build do it.
Before her rework, I watched a certain streamer who played her for condemn, but they also hooked people. They played against good teams, and the matches were tense. The streamer planned where to hook survivors (near TVs), zoned people into areas with TVs during chases. When someone picked up a tape, the streamer thought about where the tape could have been picked up, and which TV the survivor was going to. Then race to the TV, and trying to down the survivor before the tape was inserted. Not to mention that if you teleported to a TV with no-one around it, you wasted your teleport, and got no condemn progress.
There were so many fun things about it. Strategies, planning, paying attention to where survivors were and what they were doing with tapes, TVs. There were problems like you mentioned, yes, but with proper adjustments, BHVR could make it feel much better. The biggest problem being the TV cooldowns, and the need for the iridescent tape addon.
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I hope BHVR realizes that Chucky has been just as a great and fun killer to play and verse like Wesker, and takes proper feedback from people who play him. :)
It would be a shame to lose the fun with him.
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I agree that Chucky's flick nerf was unwarranted, especially since Oni can still do 180 with an instadown attack, and Blight, an S-tier killer, can still do 180 flicks. (it gets much worse if the Blight is using the Iri Tag and/or the Alchemist Ring. :/
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I feel like the Incapacitated effect of Eruption was fine pre-buff. I wish they just undid the buff, and observed how things would go. And then down the line maybe reduced the number of seconds the survivors were incapacitated, if needed. It was a format of slowdown. It's just that the buff to 25(?) seconds of incapacitated was an overkill.
Same with Thanatophobia. It was actually useful, then they overbuffed it, which made Legion and Plague miserable to go against. Then instead of reverting the buff, they made Thana only useful when everyone's injured or worse, which is an unlikely and unreliable scenario.
