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AnchorTea

AnchorTea

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AnchorTea
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  • "Ruin is so annoying! Makes the game unbalanced!"

    *devs nerf Ruin*

    "Wait no not like that."

  • The perk charms may have been BHVR putting in extra attention to detail.


    Everything else though... wow. That's intriguing.

  • @Phasmamain said:

    They did change a lot of it. No change was for the better though

    The map is more balanced now. It's more open so that killers have an easier time catching survivors.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052467#Comment_3052467

    They have indeed abandoned the game, milking it while they can before it dies, and applying grease at the squeaky wheels (crying killer mains).

    BHVR is not even trying to improve the game. They don't even address issues. It will spiral downwards into more catering to more baby killers and only SWF able to play the game because killers are so overpowered.

    Balance is an afterthought. It is becoming lame for sure.

    Hi Sluzzy :)

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3052476#Comment_3052476

    from the point of balance yes, its far from abandoned, but from every other aspect it sure as hell feels like it

    To quote Mathieu: Take a break! Maybe you're tired. Play something else for a week then come back.

  • Wouldn't work out very well.

  • Programmer's at BHVR seeing players asking for the third rework on Legion:

    Screenshot_20220708-005256_Discord.jpg

    What we have is here to stay. It won't change. Deal with it.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051508#Comment_3051508

    I genuinely doubt creativity will get you wins against smart Survivors

    Define smart survivors.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051490#Comment_3051490

    A mouse wouldn't make a difference. Trickster is bad in the 1v1 if the Survivor is smart and uses ShiftW with high-wall'd loops

    Oh it absolutely does make a difference. Trickster is similar to how a first person shooter works, and as someone with experience with shooters on mouse vs. controller stick there is a major difference.


    I agree that high walls beat Trickster. Heck, the main building of Crotus Prenn is my kryptonite. It's not over for Trickster though. Getting creative with your knives and mindgaming can get you quick downs on high-walls. I can show you proof of that if you'd like. Trickster is more complicated than people think.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051362#Comment_3051362

    I'm not, he's among the worst Killers in the game, with a situational 1v1 that only works if Survivors allow it and without any 1v4 pressure

    Worst? That is straight up not true.


    I agree with that he heavily relies on slowdown perks. But you're also right that this is true for other killers. Let's say the upcoming update alleviates that issue a little. What else does he have?


    Trickster is hard to use because your ability to aim and mindgame with knives is how you win as him. I see so many situations of mediocre Trickster mains missing so many hits that an expert Trickster would land most of them and make the chase significantly shorter (and to be fair, I'm an average Trickster. Not an expert). I would have so many more 4ks if I had a mouse to aim on.

  • Getting that 6th blade hit as Trickster from a distance.

    Beauty and grace.

  • @Pulsar said:

    As much as I liked Hawkins aesthetically, no indoor map has ever been good in DBD.

    I'd say they're getting better, but the last one was RPD

    RPD's bottom floor lobby area is the best part of the map.

    And that's saying a lot lol

  • @GannTM said:

    Alright so what have I missed so far?

    Two mods had to step in to give you an idea

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050216#Comment_3050216

    It would make the end more strategic for both sides. Endgame perks should be strong and have a impact on the match. Since they are inactive during the bigger part of the match.

    Wake Up could be buffed and allow for a break of the meta.

    But that's only possible when gates are regressing and still form a obstacle for survivors.

    By a massive change of keeping the gates at zero it would make the endgame very one-sided. It would un fun for survivors.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3050021#Comment_3050021

    Why? Because survivors can´t feel completely save by 99% the gate and do what they want anymore?

    Isn´t that the whole point of changing the gates?

    It would make the ending of the match too challenging for survivor. The focus should be more even spreading out the difficulty throughout the whole match instead of it all piling up in the end. A hex perk that regresses gate times could work, but having it reset back to 0 after releasing is too damn far.


    I play both roles fyi.

  • You shouldnt have to rely on legendary add ons to be a good killer.

  • I love it so much! Yes to all of these!

  • It would be a terrible change.

  • @Slowpeach said:

    I like to think there’s this whole world within the entity’s realm. For survivors and killers who please them, the entity gives more luxuries and amenities, to the point where their life resembles some form of normalcy while not within a trial. Its mostly an illusion of course but real enough for most to believe it.

    Of course the Entity erases memories selectively which encourages certain behaviour. I sometimes think about writing a story about how all this works. The Entity strikes me as someone as timeless and thus extremely patient and knows you can get more bees with honey.

    For those who underperform they take things away and give them less. For those who outright defy them such as refusing to hook or refusing to attempt to survive because they are so devoid of hope? Pain. If that doesn’t work, the void. There’s a reason why none of the survivors date back any further then Bill, yet you have killers from ancient Babylon and the 1700s-1800s.

    What if The Entity gives Trickster a vanity with makeup, colongue, and nice amenities so that Ji-Woon can keep up his appearance.

  • BHVR: "It's not great but it adds spookiness."

  • @Tsulan said:

    The gates progress should completely reset to 0 once the survivor lets it go. Its the only fair way to deal with it.

    To compensate it, they just need to buff Wake Up to allow the survivors to open the gate (much) faster.

    Kill rates would skyrocket by 30% if that was the case.

  • @jesterkind said:

    Wasn't the last time they nerfed a killer's basekit Deathslinger? What sparked this?

    I mean, I agree, though. The only even arguable exception is Nurse, the others all have perfectly adequate basekits; either balanced enough to be left alone or in need of buffs.

    That Deathslinger nerf feels okay today. Maybe they could make his aiming a wee bit faster

  • @MauriceMaverick said:

    https://forum.deadbydaylight.com/en/discussion/comment/3048056#Comment_3048056

    What about disturbed ward?

    As far as I under stood it, it was supposed to be a run down massive complex with only the ward standing now. When you look at the map Ingame, it's just that building, random walls and vive versa. The new loop spots with the floor was good, but the rest just wasn't anything new.

    Maybe the crumbling walls around the building are remnants of the ward 🤔

  • @MauriceMaverick said:

    From the lore, we know that the entity is copying the Maps out of the related universes with slight twist to really juice that tasty hope out of the survs.

    But if you actually look at it, it's ######### stupid. Walls standing random around without a roof, floor or anything, lookers being everywhere to store God knows what and pallets appearing more often than birds.

    It's just so stupid sometimes.

    P. S. The locks on midwich seem to be the most stupid ones, but funnily I had a school were we had all our lockers Patchworked together from 4 different manufactures.

    Video game logic is what it is. You do have to give credit to the devs putting effort into making the environment look more natural. The details inside the new Haddonfield houses impressed me.


    I'll miss the "blueness" of the old Haddonfield but all in all the new one is better in every way.

  • @Jyn_Mojito said:

    I'm old af. Ok, under 40 fo sho, but I've creeped past 30 awhile ago. Won't say I'm sorry about that, though, because gaming has been something I've enjoyed since childhood.

    How do you feel about games today compared to games during your childhood?

  • Yay this htread is on the front again!


    The xbox performance has gotten better than when tbis thread got made. Most of the time its not perfect but its not unbearable.

  • @Brokenbones said:

    If Blighted PH was possible, anything is possible imo

    Blighted Pig?

  • @Slowpeach said:

    Abuse is a good reason frankly. The lack of comms is one of the reasons I play Dbd and not other games. I’m sick to death of people pinging repeatedly in anger, yelling or typing abuse at me in chat that I’m playing the game the wrong way in their opinion, which often vary wildly and even in the same game between two people can be outright contradictory. Yes you can mute people but I’d rather not have to constantly filter nonsense if you are asking for my honest opinion.

    Other games have it and don’t care about the abuse but this really is a case of ignorance is bliss. They can just suicide themselves on hook and go next like the toxic jerks they are until they find the perfect team that doesn’t drag them down (spoiler alert: this never happens). Lack of comms outside of people you want to make the effort for is bliss.

    I guess if it wasn’t the default setting I’d tolerate it so if people want to hurl abuse at each other they can but honestly I’d like if more games actually did what dbd did in this regard. Still watch people fume about not having the voice chat on so they can yell abuse at you.

    Zero voice chat is part of the Dbd experience and I'm all for it.

  • @TheDarkTyrant said:

    Can someone explain why some things take forever? I'm no game dev but something like the new mori I feel like could easily come out in the next update. I mean it looks like they already have it with the footage they showed. What do they really need to do? Same goes for things like perk changes. It's almost as if they have like 80 discussions but them increase or decrease a number by like 2%. Why do some of these things take so longer? Whether it's sort of new changes like the mori system or just simple changes to numbers or whatever? That's always been my biggest probelm. The changes and content takes way longer to come out. Other games had big dumps of skins, new abilities or whatever, and also characters like every month. REsistance was a great example. The game changed significantly every month because they introduced A bunch of really cool and unique things to play with all the time while also actually listening to people and nerfed or buffed things that clearly needed it. Same is going for Evil Dead. It had problems and then they fixed annoying stuff like animation cancelling which was a big problem with that game in a short amount of time. What is the problem with DBD though?

    This game has something going on every couple of weeks.


    If you knew how a game company manages you're broad judgement would be more specific

  • Doesn't this already happen with rubberbanding? Jk

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043877#Comment_3043877

    Why not?

    Why should the game not have failsafes to avoid specific situations?

    Go back to my original comment and explain why in that situation a "Speed up bleed out process" would be a bad option to have.

    The only time I could see it justified is if you're the only one left that's dying. What if you decide to suicide but the killer wasnt going to make it to the next hook?

    My entire point is that there's way too many variables and situations that a suicide feature would make the dbd experience worse.

  • @Kingjaffad said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043868#Comment_3043868

    Do you mind elaborating on the ways to counterplay her then? No joke would honestly be a big help.

    Honestly, I'm not sure how to do so, but high level Nurses have fought high level survivor teams and didnt get a 4k.


    I don't spend a lot of time as survivor so I can't answer that questions. All I know is that she has counterplay but its tricky.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043860#Comment_3043860

    I remember the first time I’ve heard Huntress’ lullaby (not talking about the perk). It was really creepy.

    It's such an original concept. I love it so much.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043870#Comment_3043870

    Slugging because of tactical reasons is a thing, slugging someone and letting them bleed out just to be a dick is another.

    I'm talking about the latter.

    My apologies for not understanding.

    I just don't think adding a mechanic for a very specific bm for a very specific situation should be a thing. Maybe if you're the last survivor in a match with literally zero chances. But people suggesting to "speed up" bleeding as a mechanic should never be a thing.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043854#Comment_3043854

    Today, yes, only because you have nothing to do while you're being slugged so you roam around the map aimlessly, preventing the crows to spawn.

    If a system like that existed, you'd stay still so you have a chance to go to the next match faster.

    Next time you face a heavy slugger, don't move and see how much time this system would save you.

    I hate to be like this: Just don't get slugged then. Slugging isn't a tactic that Killers can get away with. Slugging only happens if a team lets it happen. You can ask any high-level killer main this and they'd say the same thing.

    (To clarify, by slugging I meant a whole team slugging. Not One person being slugged, the killer continues to someone else, and the game continues)

  • The only caveat to Nurse is that she has an extremely high skill floor. The fanbase for a longest time accepted that Nurse will always be the best but since there's that massive skill barrier it's not a big deal.


    I guess now people are either learning how to play Nurse more or the discussion of her oppressiveness was brought back up. She may need nerfs, but the community should also challenge their thoughts and find ways to counterplay Nurse. She has them.

  • @WeenieDog said:

    She's good, free and fun.

    This. Also Huntress has a pretty good design and lore. Hearing her lullaby for the first time was so eerie yet cool.

  • @Lycidas said:

    Situation:

    Survivor (maybe even multiple survivors) are on the ground.

    They have 3 crows circling around their head (AKA they haven't moved or tried to recover for at least 90 seconds).

    The killer is receiving noise notification from the crows circling above the survivor's head, tipping off their location.

    Questions:

    Why should survivors be forced to stay on the ground at that point?

    What's the killer's excuse for not hooking them?

    What does the killer lose if a survivor decides to bleed out faster in that situation?

    What is the survivor's team losing from the survivor bleeding out faster in that situation? (Remember, noone tried to pick them up for AT LEAST 90 seconds after they stopped recovering)

    If they have crows circling them from being idle then they're probably afk. A suicide mechanic wouldnt make a difference in that situation.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3043577#Comment_3043577

    So if there's two survivors left it should?

    Yes

    What if the hatch spawns near either of you?

    It doesn't spawn at all with 2 survivors

    What if you both have Unbreakable or Exponential?

    Don't bleed yourselves out then. It should be an option, not forced

    What if you are in an area where you can not be hooked and escape through the hatch?

    You won't be escaping yourself if you die, although your teammate could. Bleeding out can count as a kill if boil over gamers are a concern

    Should it be programmed for a suicide feature to be an option is those specific circumstances?

    Yes

    Is that really necessary?

    Yes

    I meant if one survivor gets sacrificed and the hatch spawns next to the other one.

    My point is that if it is an option then it would mess up chances of teamwork. The gate is nearly powered, you use Soul Guard and then your teammate just decides to suicide. It just wouldnt work out.

    And as for what I said about not being near any hooks I meant if you were the last survivor. You could've escaped, gotten the BP but instead you just chose to die.

    Killers slugging you and standing on top of you being petty till you die does suck. That type of BMing does indeed happen. It happens rarely though. Adding a feature to prevent BM is like saying Tbagging should be removed

  • BHVR needs to create 30 more Feng cosmetics for cross progression

  • @Aneurysm said:

    It doesn't have to be an option every single time you're downed, but you should at the least be able to rapidly speed the process up when a) you're in the dying state and b) there are either 2 or 1 survivors left.

    It's a dull and anticlimactic end to a trial especially when the killer can't find or catch the other survivor who then sneaks back over to heal you and then this whole ridiculous process drags on for 10 minutes because the killer will immediately soil their gaming chair if they have to suffer the indignity of a measly 3k

    Bleeding out the last survivor instead of hooking them is another good thing to reduce, even if it doesn't happen much in my experience.

    So if there's two survivors left it should? What if the hatch spawns near either of you? What if you both have Unbreakable or Exponential? What if you are in an area where you can not be hooked and escape through the hatch? Should it be programmed for a suicide feature to be an option is those specific circumstances? Is that really necessary?

  • How would this be implemented?

    How would the mechanic even work in the first place? Is it like a COD/Fortnite thing were you hold a button and you automatically die and go into the next match? Would you have that option the moment you go down? 


    What if you try to rescue someone and they automatically suicided cuz they felt like it? That would suck. What if you could suicide to exit the game so you wouldnt dc to face a penalty? That would also suck. If some players want that, then that option goes away while the killer is carrying you. You can try suiciding on hook but you can still have a chance of unhooking yourself (you could be running deliverance that match). What happens then? You just keep playing the game till you get downed and suicide again?


    "But everyone being slugged is boring!"


    Yes. So is playing killer and watching the exit gate being opened at a distance. It's a loss. Some defeats in DbD is a slow-burn sometimes and you just gotta accept it. Everyone being slugged in the first place mostly happens if the survivor team lets it. It's only a situational tactic by the killer.


    "But solo que sucks at communicating when to recover!"


    True... but a suicide mechanic would make solo que even worse (assuming it would work the way i described).


    So what if you you're like say... 3/4ths dead and you have the prompt to suicide. What if there's still people alive who are willing to rescue you?

    And if everyone is down, what if someone has Unbreakable, Soul Guard, or Exponential? Does the feature deactivate for the whole team? Or is it optional? If you have Unbreakable and a teammate suicided then that Unbreakable is nearly worthless because that team falls apart when a survivor is gone (Assuming there's 2+ gens left). 


    When you think about it it becomes an obstinate feature with many cons. It just wouldn't work. In very few, and specific circumstances it could work for the sake of convenience but what outweighs it would make it bad game design. Terrible idea.

  • @sizzlingmario4 said:

    It's outdated and unnecessary.

    The game needs it. Just take my word for it.

  • ANOTHER portait icon :)

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