Alice_pbg
Alice_pbg
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- Alice_pbg
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@AbsolutGrndZer0 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4000418#Comment_4000418
These are not exclusive things. We can have both go.
no. play the game you decided to start.
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just escape with an ultra rare item
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is that an adam sandler CD?
oh hey a new hope… nice!
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trapper is better at arm wrestling
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@09SHARKBOSS said:
.125 speed decrease to gens per living survivor then it turns to .25 per living survivor or its 1/8 speed decrease to a 1/4 speed decrease
math done :)
but yeah I agree with would actually work pretty well and its not super OP as its automatic slowdown but not half speed or a full halt
yey math. it's great but by god do I just not wanna bother with anything beyond simple addition sometimes… 😅
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@AbsolutGrndZer0 said:
Yet another reason why the "Go-Next" punishment has to go.
absolutely not… the cheating problem is what needs to go.
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I gave my opinion on how… it's on the feedback page.
we'll have to see what the devs choose to do
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Or do you think like me that tunneling is so omnipresent because Killers knew that Anti Tunnel Perks are rarely played.
killers assume that ds and everything else is always in play unless they can confirm it's not.
so… I don't think that's the issue.
tunneling is "everywhere" because killers feel like they have to tunnel at some point. game goes too fast, too few hooks and gens are almost done… so one survivor just gotta go.
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Considering I'm still waiting for my favorite killer to stop being horrible. Merchant was left in a terrible state until the rework (which keeps getting delayed). Twins seem forgotten about….
absolutely not.
I could go on…
people just tend to focus on the negative.
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Not what I expected when I saw mavka… ngl…
also, chapter ideas go here…
Categories - Artworks, cosplay, chapter ideas... show us what you got!let me properly read everything
edit: Now that I did… Cool concept but she's 4.6, gets a 5% speed boost AND debuffs the survivors speed by 8%? That's insane…
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besides the comment above…
things being in multiples of 5 when possible is good.
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it's usually people complaining about people wanting to balance the game around good players.
"Can't do that, this is a party game!"
at least from my experience…
casual game is the better description.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3999471#Comment_3999471
I mean that more in that Cybermen don't really fit DBD's thematic ensemble. They're very clean and clinical, and their whole shtick is removing emotion, the opposite of what the entity wants.
Conversion is what makes Cybermen scary, not their combat prowess.
The Boneless and Vashta Nerada would make for good stealth killers, I think. Tricky to do, but using the former's ability to navigate 2D space can make for a cool ability, and perhaps something could be done with the spacesuits in which the Vashta Nerada were introduced.
but a cybermen is easily changed by the entity. will follow their orders because of the programming, and if the entity removes the emotion inhibitor, it will feel all the emotions while the entity makes it impossible for the cybermen to die.
it can work. also the mori would be turning the survivors into cybermen. which is great.
I don't disagree on the combat prowess. but considering that they will be stopped by wodden pallets… it's fine.
fair enough. the spacemen suit to represent the vashta nerada could work… but I think the issue is how staying in the suit feels like a nerf to them… the entity makes a world of darkness, they should win the second the trial starts.
that's why I say cybermen. they are more direct in their tactics. fits better with dbd.
and, let's be honest, they would not pick an enemy of 1 or 2 episodes as the killer in a dr who chapter. Even if the foretold would work, not happening. same for the boneless and vashta nerada. and the family of blood or the silence.
the master being my second choice. specifically John Simm. he can actually fit into dbd with minor issues, dude ate people. (the only big issue being that he would not want to play along with the entity)
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998981#Comment_3998981
I don't think the Cybermen, Daleks or Master are good picks.
They're not really slasher villains. The Cybermen might be the closest fit, but their horror is existential.
Buuuut, I do think you could make interesting killers out of the Boneless (invasive species from 2D space) and the Vashta Nerada. (Carnivorous shadows)
no. you picked wrong.
cybermen is existential horror, and the alien is a r*pe analogy. both can be in the fog.
no way the boneless and vashta nerada work in this game
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@FernanDoo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998863#Comment_3998863
So basically, the killer had to preserve the survivors’ fun instead of his own? What a strange opinion, lol.
nah. they are correct. getting instantly out of the game even if it's your first interaction with the killer is not a good design choice.
hilarious when you play myers. not as fun as scratched mirror to me, but hilarious. Still a bad idea to have in the game.
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something something… dbd runs on spaghetti code… something… I guess
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your issue is picking the weeping angels. Cybermen, the master and Daleks are right there.
Cybermen probably being the better choice for this game.
and the doctor as the survivor, of course, with skins being the different doctors.
honestly… it's a good idea. I would buy a couple skins… He can even keep the sonic and complain that everything is wood.
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the logic is bad anyway… nothing wrong with the starting character being strong.
are the perks of the original 4 survivors bad because the are "initial characters"? No. so why should trapper be bad?
billy is also a starting character, and he's quite strong. same with wraith. are these 2 top tier? no. But they are strong.
And nurse, one of the most mechanicaly hard characters to play, is there too.
the logic of "trapper is a initial character and must be weak because of it", is simply wrong and not followed anywhere else.
and before someone goes "They mean simple, not weak". Plenty of ways to make trapper strong without making him complicated, also… nurse is there.
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why did reading this felt like nsp manticore?
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@kaneyboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3998487#Comment_3998487
Ofc- but its about balance.. and clearly atm its not. And also it has been reversed in the killers favour??
no. I mean if the update was a massive buff to killers and nerf to survivors. way past the point of being fair. (like this one was for survivors)
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you don't destroy one side so the other has more fun.
I'm sure you would not be happy if the update was reversed in the killers favor.
they will look into it to make it better. that is what they needed to do
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997781#Comment_3997781
I'd love to, but the killer removed almost all gameplay.
it's at 2 gen left… you can win. just play the game…
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@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3997765#Comment_3997765
Ok so wraith and Sadako are dash killers then
Sorry I said Myers long lunge is a dash, wraith and Sadako get long lunges so there dash killers
wraith has a speed boost that extendes his regular lunge due to the speed. this triggers all the perks that work with basic attacks.
idk what sadako has… probably another speed boost since you grouped the 2.
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@Dwight_Fairfield said:
I haven't played it personally as I am on PS5. My opinions are based solely on watching other players, mainly Mikey mains, playing it. This is the stuff I love and have always wanted for him;
- The ability to switch between stalker and pursuer mode
- The infinite stalk pool on survivors
- Giving him enduring and brutal strength base kit
- Base kit tombstone/mori of death hook survivors
- The buff to scratched mirror
- The stalking stinger music returning
All of that is chef's kiss. Perfection. I think most people love all that from what I've seen.
Its the slaughtering strike that is the controversial part. Its so wildly mixed too on the reasons why. Some people think its too clunky, some think its too easily countered by camping pallets, there's the "dash slop" critiques, and then there's those who think it just doesn't feel like Michael Myers.
Personally I would settle for them just going back to the exposed. That combined with the other aforementioned base kit buffs would be great.
"Its the slaughtering strike that is the controversial part. Its so wildly mixed too on the reasons why. Some people think its too clunky, some think its too easily countered by camping pallets, there's the "dash slop" critiques, and then there's those who think it just doesn't feel like Michael Myers."
e) all of the above
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or… just play the game.
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kinda weird to look at someone going "I realize I made a mistake and decided to think about it more." and calling it pathetic.
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it's a dash dude…
"a rose by any other name…" and all that.
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I had almost no issue with the anti slugging thing.
one was the free… tenacity?… I think you should chose between healing and crawling. it's more interesting.
another was the "you get downed 3 times, you can abandon" thing… don't think it's justified.
last was, 90 seconds total feels like too short of a time… but I don't play the ptb, maybe it was fine.
I think it would be ok to ship it with these changes.
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It would be great. but I wouldn't keep my hopes up.
people get too tunnel vision on their own issues.
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you chose between the frying pan or the fire.
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many updates go live regardless of issues. people will point out big bugs that will reach the game without change. and take a while to be fixed.
let's not pretend people getting worried is unwarranted.
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ngl… I expected some tweeks and maybe removing one thing or two… not a full "we'll do it later".
which is the correct choice. these changes should have been the entire ptb.
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I can see the logic if you consider a survivor getting downed again and again by a killer who decided this is all they'll do.
I don't know if this ever happened… but that is the logic I can see.
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you won't stop anyone with this…
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ok… this might take a while to type.
The trapper.
- trapper can pull traps from anywhere in the map every 30 seconds or so (picture thor and mjolnir, you point your hand and the trap comes.)
- he can also toss a trap at a certain distance, it will arm itself in however much time it woud take for trapper to walk past it in a straight line. (he can continue to walk while performing this action, maybe slightly slower than normal)
- traps are purely time based. takes X time to escape, that is it. maybe 20 seconds base is good, would need testing.
- traps that you set at your feet start at 0% opacity and go to 100% opacity over 90 seconds (maybe 120 seconds…)
- traps you toss start at 50% opacity. (and therefore reach 100% in half the time)
- trapper CANNOT step on his own traps unless he is currently carrying a survivor.
- addons would require changes, but I'm not going over them.
this I think would be enough.
the issues with trapper have not changed during the years. (some did get removed)
1- He needs to pick his power from the ground. even starting with all his traps wouldn't solve this.
2- very hard to use in chase.
3- you can see the traps a mile away because there are basically no places to hide them.
4- promotes a "base defend" playstyle because everything else is pretty bad. The playstyle is not an issue, but lacking choices is.
so, I think these changes would help with those.
he can toss the traps, so he gets somewhat of an anti-loop. meaning it's useable in chase. Is this better than "protect your base"? doubt it, but it's an option that would exist.
he can recover traps in useless spots. no need to go on a collect-a-thon anymore. But there's a limit so he can't just keep picking stuff up and tossing it all at every survivor he chases. (but it would probably be funny to see)
NO MORE TRAP RNG. You know what you can and can't go for if someone steps on a trap. and so does the survivor. this is better for everyone.
No more stepping on you own power… that is lame. imagine if the purple bottle affected clown, or if doctors started randomly screaming after using his shocks… it's not good. (but I do think being careful while carrying a survivor is fine. would also help avoid edge cases where trapper would circle a hook with traps or something similar)
Personally, I would rather add grass and stuff to maps, it's a better visual, but that would be extremely time consuming. So a good compromise is the trap opacity. solves it for every map. trapper can now actually hide his traps.
setting it by your foot makes the opacity last longer because that is the base defend aspect of it. invest time, better reward. But the base won't last forever, it will become fully visible eventually.
Will this make trapper S tier? Obviously not. But I think it would make him a lot more fun and dinamic. while not making it unfair to survivors.
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endgame builds are a gimmick. we all know this. I doubt it will change much from what it is right now.
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@cogsturning said:
I think it's safe to say they're going to make an out for Sadako and Pig in whatever version of this survives to live. There's been endless concerns expressed in regards to those two killers.
I don't think it's safe to assume anything beyond simple number tweeks to happen after the ptb.
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myers. he farming most of the game.
you look and he is there, menacingly.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992973#Comment_3992973
Different killers will have different scenarios and how to deal with them, yes. For example, if someone gets unhooked at end game and rushes for the door, a low-mobility killer will probably lose them. But if your fast, you can hurtle yourself in front of them and block them until endurance is gone. Different killers, different scenarios.
It's 90 seconds if you haven't slugged them yet. It's 32 if you have. Either way, it's a good chunk of wasted time.
that is quite the tangent there… next you'll tell me maps are different from each other…
unless you tell me that it's fine for a system in the game to punish one killer more than any other, can you just accept you don't have a point here?
it's not about killers being better or worse at one thing or another.
it's 90 second TOTAL. it does not restart if you pick them up after 30 seconds.
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@TheGoone said:
First off the Anti slug and anti tunnel update completely overshadowed this Chapter.
Secondly since how this killer is designed and will basically function like a Diet Twins you detach your head leaving behind your body and when you hit a survivor you injure and inflict deppwounds and then are recalled to your body. PTB starts September 3.
https://x.com/DeadbyDaylight/status/1962289406284333461?t=8qOdOc0D1LOk-d3XF9mMWQ&s=19
Am I the only one that gets "page doesn't exist" on twitter links?
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@Dadeordye said:
https://forums.bhvr.com/dead-by-daylight/discussion/455168/new-killer-krasue
Wouldn't be overshadowed if it was a licensed chapter.
depends on the license
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honestly… I keep forgetting about them… still got a bunch to do.
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@ratcoffee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992967#Comment_3992967
Let me repeat myself: Ryan clarified that the "dies before 6 hooks" thing only applies to deaths from re-hooking the most recent hook. The video that Onryo main made is fundamentally incorrect because the Onryo main made the same mistake you did: not reading Ryan's post and not knowing that the "dies before 6 hooks" thing does not apply to killer power kills.
honestly… I think there's something to be said about having to search for posts in a forum for clarification…
idk if editing the official post about the changes is the solution, but people should not need to scavenge for stuff which might not be there.
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@cogsturning said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3992910#Comment_3992910
One potential scenario for one specific killer.
Slug them and walk away. They're on the ground for 90 seconds doing nothing unless someone comes for them. If you're chasing the other person, they're also not doing gens. If a third comes for the slug, also not doing gens.
one normal scenario for one killer. and therefore who cares? is that the logic here?
also, not 90 seconds. it's death hook. they have been down for whatever amount of time by now.
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@cogsturning said:
All these imaginary scenarios have been wild. Can we just test the changes first? You don't even know which parts will go live.
imaginary? this is normal trapper gameplay.
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@ninjabsbx said:
Okay… So after finding out that the anti slug change is basically infinite unbreakable… Why isnt there any compensation for Twins? Like… There is no reason to NOT compensate them if one of their strongest perk counters is being made basekit and is infinite use.
this isn't even a twins specific problem… trapper has the addon that makes it so a survivor goes into the dieing state if they free themselves of a trap. A really good addon.
what is the use case for it now? If you are busy they just crawl away and wait to recover anyway.
if you can go to the survivor, the addon didn't really do anything.
do I just gotta hope they don't realize this is the play?
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@CrossTheSholf said:
The kidnap tech was one of the biggest complaints. Chill.
and therefore we should not change anything else? including the other big complaints? what?
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@Destaice said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989941#Comment_3989941
How does Pyramid Head get a survivor on death hook and then mori them without hooking the other survivors to avoid the tunnel mechanic, and how is that any different than just hooking a death hook survivor?
You can't answer this question because all you know how to do is tunnel.
by not finding another survivor before running into the death hook survivor?
why would you instantly assume malice?
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I don't like michael getting a dash. The rest is fine.
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@Coffee2Go said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989830#Comment_3989830
Yeah i agree.
I think im going to have to sadly say why they were given green light to give him this ability and its because this scene right here.
I will link you a video:
ngl… I completely forgot about that part of this scene… and tbf, most of halloween kills.
could argue it breaks character… but won't.
And even in that, he just walks away afterwards. Him dashing feels wrong…