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Alice_pbg

Alice_pbg

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  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989830#Comment_3989830

    what else could they have done??
    plus he already had this long lunge before it’s just even longer now

    Can we stop assuming everything is dash all because one dipshit started the trend cause of there hate boner for Ken and blight

    anything else.

    dude… it's literally a dash. How else do you even describe this?

  • @Coffee2Go said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3989812#Comment_3989812

    cant tell if sarcasm or not (no offense i suck at knowing).

    but its not gonna be that great honestly, its neither too op its also neither bad its just intended for plays at avg mmr, he still isnt viable at higher mmr.

    he still probably wont climb tiers and rival A-S tier killers.

    nope. I was being straight up honest. I hate giving this to michael and it has nothing to do with how powerful it is.

    just gonna repeat what I posted somewhere else.

    I generaly like this… except for…

    Press the attack button while charging to quickly lunge forward, adjusting your angle as you move.

    Silly rant first… OMG why is everyone a lunge/dash killer?!?

    Now for the real complaining. I do not like this at all. Myers is the laziest slasher ever, he never runs, he never jumps, he never dives. He slowly walks towards you and overwhelms you with brute strenght.

    could we not think of anything better to give him?

  • still hate that he gets a dash…

  • god I hate that they gave michael a lunge…

  • This seems fine…

  • I generaly like this… except for…

    Press the attack button while charging to quickly lunge forward, adjusting your angle as you move.

    Silly rant first… OMG why is everyone a lunge/dash killer?!?

    Now for the real complaining. I do not like this at all. Myers is the laziest slasher ever, he never runs, he never jumps, he never dives. He slowly walks towards you and overwhelms you with brute strenght.

    could we not think of anything better to give him?

  • This sir is sir Animation of Bug.

  • agreed. This is not a good idea.

    will also confuse way too many players.

    I don't see a scenario where this will help more than be an issue.

  • @darkwiredheart said:

    The gen speed/ block can be abused by survivors. If one person gets hooked and no one gets them, and the killer doesn't get 5 more hooks before they die, they get all bonuses.

    I mean… If the survivors wanna play 3v1… sure.

  • I don't like the delayed knowledge of the unhook at all.

    just makes killers keep looking at the hook instead of finding something else to do. Will also confuse new players, A LOT!

  • just pointing out the 2 extremes happening at the same time… "Killer op" "Survivor op".

    it's kinda funny how it just keeps happening

  • considering the time travel ballpit from the books… it's very immersive that we can spend an infinite amount of time there. :)

  • the duality of man?

    image.png

    seriously… 2 threads apart…

  • @GeneralV said:

    I sincerely hope so.

    I stand by what I said that Skull Merchant 2.0 was perfectly fine. She no longer held games hostage, she no longer caused problems in the same way the first design or OG Legion did. The nerfs she received were unnecessary.

    And if the nerfs were unnecessary, the design preview, both of them, are worse. Skull Merchant shouldn't be transformed into another dash/mid range killer, we already have enough of those and it would kill her identity completely.

    yep. specially with the game as it is, literally impossible to hold a 3 gen till the end of the servers with a hard limit to gen kicks.

    just gotta revert her back and go from there. I don't think any changes are needed beyond that, but they can just let her be for a while in that state to make sure it's ok if they want to.

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3954070#Comment_3954070

    I also enjoyed her 2.0 version, my friend. I think she was perfect as she was and I still think it is ridiculous how people would still DC or hook suicide against her even though the killer was fine, and didn't cause any problems for the game.

    Anyway, thank you for your comment, friend. Yes, I know who Pixel Bush is and I did watch his guide recently, it was very helpful, especially considering the fact that I hadn't played SM in a while. If you are interested in more SM content, I recommend "Skull Merchant HQ" on Youtube. His videos are really, really fun.

    if you know pixel bush, I got nothing to add.

    haven't touched her yet since coming back. (mostly because killer has longer queue times and I want the extra bps)

    gonna check out this skull merchant HQ channel.

  • @IronKnight55 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952738#Comment_3952738

    I personally don’t have an issue with the reduction in the number of pies since I don’t use them anyway. However, it’s disappointing for those who may not be able to play every day. Hopefully, they will increase the number. No harm in doing that!

    wait… why don't you use them?

  • we getting the walking dead? neat

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951770#Comment_3951770

    great so by your logic the only reason to play springtrap is for incredibly detrimental trickshots which, again, takes us back to the original point "why play this killer if you dont enjoy throwing games going for disproportionately difficult plays"?

    there's nothing else that distincts him from similar killers besides ballistic.

    teleport is mediocre, there's nothing special about it because the interaction that's meant to make it special (the whole grab thing that is what supposedly justifying survivors having access to mobility they by all means dont deserve against this killer) is ALSO reliant on wild guessing and throwing games.

    stealth is mediocre because it doesnt work vs people with headphones who prerun EVEN if you try to snipe them with an axe from distance.

    this is just bad. all he is good at is zoning and camping gens.

    no. that is not at all what I said.

  • @ratcoffee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951785#Comment_3951785

    https://us.v-cdn.net/6030815/uploads/FLXZLJ1EXCKO/image.png

    looks like the minimum GPU is rated at 161% of OP's GPU. graphics might be a little choppy or subpar with that level of difference

    oh… didn't know that.

    what is this thing you used to get those numbers?

  • you can just google those

    image.png

    minimal requirements:

    image.png

    don't really get computers that well but… seems fine?

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951746#Comment_3951746

    But the character is the chapter and I didn‘t know you would get something if you bought it in the ps store instead of the ingame store. I just found out a week ago that the banner and the picture existed.

    I understand. I'm just letting you know. this is a thing for every chapter. even the ones with just the one character.

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951736#Comment_3951736

    no it doesnt?

    unknown's bounce logic is fundamental to playing him and wallbangs and other stuff is pretty trivial to do.

    singularity's whole skill expression past certain point is about successfully utilizing chainball logic which is an integral part of playing him.

    xenomorph is fundamentally playing different from other midrange m2s because of his stats and fundamentally has to deal with turrets

    and so on.

    meanwhile all things that make springtrap unique at base level are either detrimental or hyperniche at best.

    pretty sure you can understand that bouncing on the wall is different than doing a trick shot? right?

    ok… is that the cool thing of singularity for you?

    dude… what do you think "cool things" are? pressing m2 on nurse?

    his teleport is great. his axe allows for a quick down on the correct circunstances. how are these detrimental or niche?

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951736#Comment_3951736

    they also say this

    • - Cameras are not worth it because there are plenty of other clues to go off anyway
    • - Doors are nice but people are figuring out prerunning with built-in clues and it's going to get worse
    • - Doors are kinda too good for gen control but the killer is overall too mid for that to be a problem

    can I not reply to just one thing?

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951716#Comment_3951716

    I have bought the Tokyo ghoul dlc (just ingame). It is a bit unfair that I now would have to purchase it again just for the banner and picture. Would it be possible to refund the character to then buy him in the ps store again ?

    there is always a bonus when buying the chapter instead of the individual characters.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951393#Comment_3951393

    Cameras & Doors were what I was looking at considering they're 3 of the 4 points but w/e

    "Orbitals are unreasonably hard to go for even though they are the coolest part about him while zoning is too easy"

    Op literaly complains that the cool part is too hard. I said that applies to every killer with a cool thing.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951403#Comment_3951403

    But if range was the justification then Springtrap wouldn't be 110% since his axe doesn't go far. On the same argument, Unknown, Plague, and Artist are killers that have big ranges and they aren't 110%. Also, Huntress hatchets are dodgeable at short range, much more at long range, so it shouldn't justify her low ms.

    unknown and artist need 2 hits for 1 health state.

    plague has a limited amount of puke that hurts. that can also be removed with a stun.

    and yet… I've seen people hit cross maps with her… they are fun.

    @XDgamer018 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951403#Comment_3951403

    I disagree on slinger since he still has to reel them in to down wich means you are punished for hitting sharpshooter shots since the chain breaks too fast. Being 115 would also help with gain control over the chain

    depends on where you hit, but I don't really disagree. don't think the control of the chain is an issue, just how fast it breaks.

  • @GlamourousLeviathan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951374#Comment_3951374

    I think that the only killers that make sense being 110% on a gameplay perspective are Hag and Spirit. Hag because she doesn't need to chase in the first chase, and Spirit because her power is a universally good antiloop. Deathslinger, Huntress, and Chucky should not be slower, specially since they don't have any map pressure in the first place and their chase powers aren't that crazy in the first place. I guess Chucky made some sense when he has Scamper, but since they removed that his chase doesn't justify the slower movement speed anymore.

    I guess if they buffed these killers in other ways the 5% reduces movement speed wouldn't be that terrible, since I suppose that if they had as good of a chase and macro as Artist or Blight they would be viable regardless, but as it stands it feels like an unnecessary hindrance.

    "Spirit because her power is a universally good antiloop"

    so is blights.

    huntress is 110 because her range makes it so she doesn't need to catch up to a survivor. same applies to slinger.

    we can go over why any character being 110 or 115 is better. but I doubt it's an argument that will end.

    I think hag could be 115 because she needs to set up to use her traps and that takes time. you can't just put a trap down mid chase and expect it to work if the survivor is not asleep. she really depends on her power, but it's nowhere near as reliable as nurse or spirit.

  • @GoodBoyKaru said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951048#Comment_3951048

    Wraith
    Billy
    Nurse
    Myers
    Hag
    Doctor
    Huntress
    Bubba
    Clown
    Spirit
    Plague
    Ghost Face
    Demogorgon
    Oni
    Slinger
    Executioner
    Blight
    Twins (for the one (1) patch they worked)
    Nemesis
    Cenobite
    Artist
    Wesker
    Singularity
    Vecna
    Dracula
    Houndmaster
    Kaneki

    "Cool thing" as you're using it (ie space billy) is not the same "cool thing" as was used in the OP (using the killer's kit instead of just walking/chasing)

    how are orbitals not a cool thing?

  • @SpringMyTrap said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951048#Comment_3951048

    to most of them..?

    unknown still has to play around ricochet logic and can always punish bad positioning and just get unique value from TPing

    vecna's core gameplay is unique

    dracula's gimmicks are minor and intergrated in core gameplay

    ghoul has to do his form of movement based bodyblocking to be efficient

    xenomorph's gimmicks are minor and part of the core gameplay

    singularity's core gameplay is unique and you have to go for cool ######### to succeed

    and so on.

    sorry, did you hear me say cool thing and understood gameplay?

    I'm talking about space billy(rip buddy), long range and/or orbital hatchets, hug tech, 360s, hitting the redeemer shot on a 3 pixel hole… THOSE are the cool things, and also very often less efficient than just playing normally.

    @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3951048#Comment_3951048

    Freddy, I guess.

    He doesn't have anything cool, meaning you don't worry about the cool thing you cannot do because there is nothing cool to do.

    I know how it feels… I miss being able to jump on top of random stuff with pig or demo… so many invisible walls

  • sure… but can't you say this about every killer?

    "the cool thing is cool, but the more efficient thing is to not do it."

    who does this not apply to?

  • idk… who owns slenderman again?

    @Mr_K said:

    What would it do besides teleporting?

    I always assumed he would be the 3rd stalk killer.

    but you have to avoid looking at him directly instead of what happens with ghostface

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950187#Comment_3950187

    I always think this is a very flawed argument. Since it implies that only the Survivors need to learn how to play against a Killer, but the Killer player already knows how to play their Killer to the fullest. So while it is true that Survivors will improve the more often they play against a certain Killer, the Killer players will also improve on said Killer. I think Blight is a perfect example for this.

    Not that I think that Springtrap is too good. He should receive his Bugfixes and also Bonnies Guitar Strings should be nerfed, but I feel thats about it for now.

    you are not wrong in general. but his power is a ranged attack and a teleport with fixed points.

    killers won't need more than 1 game to get it and be efficient. the nuances is the trick shots that will indeed take longer, but in general, he is quite simple.

    and you usually learn something better/faster when you play as it instead of against it. so survivors by default lag behind in the beggining.

  • @LordHeXaGoN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950866#Comment_3950866

    Door Screen is blinking when he is teleporting or in the door, such as an audio will become quiet before he walk out from the door. So you can say he is in/teleport or he isnt.
    You cant vault because you are holding m1, or whatever to remove the axe. Against Artist can you drop a pallet while removing swarm? Or while removing Victor against twins? Or while remove the Houndmater's dog?
    Against Ghoul, Billy and blight are you after unhook sitting under the hook and heal? Welp tunnel issue i guees. killer shouldnt go and check for the Saver. And let you go where you want.

    you know we can change the buttons on console right? pallet and axe buttons are different.

  • @serious said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950216#Comment_3950216

    Oh sure, I bet the deaf consultants had no problem hearing the skill check sound notifications, right?

    They’ve basically been under the effect of Huntress’s Lullaby at 5 tokens this whole time—
    a perk that completely removes the sound cue for skill checks.

    And yet, they’ve never once raised concerns about it.
    Why?
    Because they probably didn’t even know such a sound existed in the first place.

    you can't be @serious …

  • @GentlemanFridge said:

    What on Earth does ‘looking at Africa’ mean?

    I was gonna make a joke and act like philosophicaly you are looking at the birth of mankind and therefore bla bla bla…

    but decided against it.

    maybe looking up?

  • he is new. people are still getting used to him. his kill rate should be higher than normal for a while.

  • I assume…

    it means they just get an average value for the web. possibly using a formula, possibly by simulating it and getting the price of half of everything in it, possibly just a static cost in each blood web level.

    but, when you do it yourself you can go for lower value stuff, make the entity take more nodes… etc. so they are just being honest and saying "you can do it better by hand".

    edit (forgot to answer the question…): therefore… how much more it costs can't really be answered. but it is more.

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950122#Comment_3950122

    You literally said you just chase the survivor you see unless they just got off hook. If you're over here dropping chases and playing macro, then you're not "just chasing the survivor you see," now are you?

    don't overthink it. I'm just saying I don't overcomplicate things…

  • @TimberGoingDown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950046#Comment_3950046

    And this is how most survivors want killers to play. Without any strategy or macro. One that will hold a chase, no matter how strong the tile or how much of a bad idea chasing into GoJ main while gens are about to pop really is. Not really trying to win. They want a killer bot that's still piloted by a human so that it's still satisfying to tbag at the gates.

    never said I don't drop chases or think strategically.

    I said I don't overthink it.

    and I do try to win. every game.

    don't just assume to know me.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3949191#Comment_3949191

    I mean, I would not mind to have a Bonus for Survivor depending on how long you survived. So I dont know, the first Survivor dead gets nothing, second gets 5k BPs Bonus, third gets 10k BPs bonus and the last one gets 20k BPs bonus or so. Would encourage to stay in the game as long as possible, but I dont think that BPs would be enough to trigger rat behavior.

    Would not work for the Killer tho, since they are always in the game until the end.

    would very much disagree with this.

    mostly because it would discourage people from playing autruistically. "They die means I get more bps."

    and you already get more points from surviving longer, because you get to do more stuff.

  • @DragN_ said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950039#Comment_3950039

    I mean, killer are stronger and weaker on some map, didn't really make it more fair for the killer, actually in indoor map the killer can't counter the camera reveal. :(

    it's also harder to spot the killer with cameras on those maps. so it kinda works out.

  • I don't overthink it. I see someone, I chase.

    I see 2 someones, I chase the newer guy because I wanna avoid tunneling if possible.

    and that is it. It ending on 4k or 4 escapes doesn't really matter if the match was fun.

  • @BorisDDAA said:

    https://www.reddit.com/r/deadbydaylight/comments/1lg4rxl/videoproof_that_the_new_afkrule_is_insanly_bad/

    clearly the crow just wanted to help the poor blind spirit…

  • I mean… I took a long break since… chucky? 1.5 years and I was playing very little at the time. kinda came back for xeno after another period of not playing dbd.

    played a few games, tried to shave off the rust, and got what I would call good resuts on soloQ. 9 escapes in 28 matches(about a third). Kinda wish the official tracker showed how many survivors escaped each trial on average… I often die trying to get people out. (sidenote, official tracker is a thing now. cool!)

    have you considered you are just… not great at the game?

    another sidenote. I can confirm I escaped on 3 of my first 5 matches after coming back thanks to the tracker… this thing is so neat.

  • sidenote… another person with an overall positive opinion on angel of darkness? 🎉🎉🎉🎉

  • have you never touched the hand of midas? that was terrifying.

    https://www.youtube.com/watch?v=1f-qA-txhUk

    also the sudden t-rex and shark encounters…

    imagem_2024-06-27_134228494.png

    I used to be legit afraid of playing this stage because of this shark.

    also… this guy was pure horror!!!

    imagem_2024-06-27_133614549.png

    Look at him!!! always following. damn terminator.

  • @Peanits said:

    There's no short way to answer this, so apologies in advance for the long response. There's a couple reasons for this that I can shed some light on.

    The biggest reason comes down to bandwidth and how some changes are more difficult to do than others. It's fairly easy for a designer to make number tweaks on their own, but bigger changes that affect how something works or looks requires support from other teams. To use Hillbilly as an example, replacing overheat with overdrive requires programming, audio, and VFX support to name a few. There's only so much time for these teams to work their magic in each update, and unfortunately bigger updates like Hillbilly's can sometimes be out of scope. That doesn't mean these sorts of updates can't happen, but it does mean that they may need to be pushed back until there's enough time for them. Number tweaks, meanwhile, are far easier to squeeze in and help fill the gap between larger changes.

    That said, cranking up the numbers isn't always the right move: It's easy to change a number and make something stronger, but doing it in the wrong way can create unhealthy gameplay and/or remove counterplay. To take Pig as an example, increasing her ambush speed would undoubtedly make her stronger, but doing so would make it difficult if not impossible to avoid at certain loops. When a Survivor is zoned and stuck at a loop, Pig players will ambush one way to trick people into vaulting a pallet, then fake back the other way to hit them before they can vault back. This usually works in her favour on smaller loops as it leaves them with less time to react, though the Survivor still has an opportunity to predict whether or not she's going to mindgame and decide not to vault. Increasing her movement speed would not only make this more effective on larger loops, but also make it much easier to correct course if the Survivor did correctly call her bluff and get the hit anyway, as her increased speed would allow her to cover much more ground much quicker.

    Increasing missed attack recovery speed is similarly risky on powers with high mobility. This is something we could see in action with the original PTB version of Chucky; even if the Killer missed their Slice & Dice attack, they'd find themselves close to the Survivor and ready to attack almost immediately after. This becomes problematic because even if the Survivor does dodge the hit, there's a good chance they'll get hit anyway, making it a lose-lose situation for them. It would be stronger, but not in a way that has a positive effect on gameplay.

    To complicate things further, it's incredibly difficult to balance something equally across all skill levels by virtue of how their powers work. Some Killers thrive in the lower-mid range, others excel at the highest level. A Killer like Trapper will always be more effective in the lower to mid range where Survivors haven't quite clued in on where he's likely placed his traps, but may struggle against Survivors who know what to expect and can change their pathing on the fly. Likewise, a Killer like Nurse with a high skill ceiling may not do so well at the low end where Killers might have a harder time predicting Survivor movement (or simply struggle with aiming their blinks), but can dominate at the high end in the right hands.

    This gets tricky because a Killer may already be balanced or even strong for some people, but lacking for others. To use Nurse as an example again, buffing her to be effective in the hands of new players would cause her to be way too strong in the hands of people who have mastered her. This same problem exists in reverse too, where buffing a Killer to the point that they're effective in the top end could make them much too strong for everyone else.

    That doesn't make it impossible to change them, though! There are sometimes tweaks we can do to make a Killer stronger for some players, but not others. When Nemesis was introduced, we noticed that he typically performed well, but struggled a little in higher end matches. Interestingly, higher end Killers also used his Tentacle Strike more, causing them to reach higher mutation levels. This created an opportunity for us to buff his Mutation 3 Tentacle Strike, increasing his effectiveness in the higher end without having much of an effect on the lower end, reducing the gap. Similarly, changes that make a difficult Killer a little easier to play but not necessarily stronger (e.g. simplifying controls, improving visual feedback) - or lowering the skill floor - can help them perform better in the low end without impacting their performance in the higher end.

    All this is to say that number tweaks can do a lot of good, but they can also do a lot of harm if done poorly. Pumping up some numbers can leave them in a better spot for some and worse for others. Ultimately this is a game for everyone, not just folks in a certain skill range, so we need to handle those changes with care.

    but you see… the issue is

     Increasing her movement speed would not only make this more effective on larger loops, but also make it much easier to correct course if the Survivor did correctly call her bluff and get the hit anyway, as her increased speed would allow her to cover much more ground much quicker.

    this is not an issue. if this happened, it would be very much fine.

    also

    A Killer like Trapper will always be more effective in the lower to mid range where Survivors haven't quite clued in on where he's likely placed his traps, but may struggle against Survivors who know what to expect and can change their pathing on the fly.

    I fully disagree with this.

    He is that way because of the way he currently exists. With very few changes this can change.

    The only reason he will always be that way, is because he is being forced to be that way.

  • as long as the perks are still unlocked, I'll live

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