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Archael

Archael

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Archael
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  • @Garboface said:

    These games are brutal. It's like every killer is trying out for the Olympics and they might die if they don't make the team.

    People can make whatever claims they want about tunneling being ineffective but it's shutdown nearly every game of the last 20 or so I've played. This, when there hasn't even been a gen finished. Can a guy make some points before being steamrolled?

    Seriously, is there something I don't know about going on?

    There is one thing - stop playing this game. And honestly, i would, and i will if such things will be more common in my games. I find campers and tunnelers very rarely, maybe one in 10 games as surv, and 0 when playing as killer :o yet its still very frustrating to make one mistake in first minute of the trial and spend test of the game hanging on a hook, not being able to play a game i payed for... But yeah, those are rare ocasions in my mmr. I can play and have some fun.

  • I think that weaving spiders is okay, tho animation could already count as time spent on invocation, and progress should be not lost if interrupted, only if cancelled.

    Strenght in shadows could hide aura, bloodpools and scratchmarks in the basement while injured.

    Wicked should work on both hook stages, prevent noise notification of unhook (maybe changed animation to hook just letting user out), and show other survivors your ability to unhook.

  • I was thinking about this perk.

    It makes all gens needing 10 charges less, which means that every regression perk is weaker on those gens, and getting it work after being kicked, also needs less work, since 5% from 80s is less than 5% from 90s. Its not much, but this accumulate. Especialy that nothing can remove progress you made on gens by invocation.

    And yes, you are wasting time, because you spend 120s to made 50s progress so you wasted 70s, right. Right. But only on inefficient killers who do not kick gens.

    More efficient killers who regress gens will actually make this perk more worthwile.

    Add there the fact that toolboxes are also more efficient. To get gen to 10% you had to spend 9 charges of your toolbox, with invocation, its 8, so you saved 1 charge of your toolbox, for every 10% of a gen done to speed up process even more.

    Also, perks like no mither is not a meme anymore since it helps much in this case.

  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661505#Comment_3661505

    Such a health danger is people's own choice though... They have autonomy over that and I don't think that is an argument for anything.

    Besides that the word "audible" is hard to define in this context, because not only is sound very inconsistent, depending on the map, walls and certain other aspects, but also in the sense of just because something produces a noise, does not mean you would hear it... Same goes for the terror radius technically... I think the visual is much more clearer than it's audible counterpart.

    Im not defending the idea of visual breathing, footspeps, and grunts of pain, but... Argument "health danger is their own choice" can be applied to almost anything. Like people with problems with FOV being too small can just not play the game. And others too. Not every game is for everyone. Its like me, having health issues with Borderlands art style so I just not play that game.

    Although, visual footsteps and grunts of pain would be extreamally beneficial to the killers just like FOV slider. It makes dbd being played in only one style - run. No more hiding, no more strategy thinking. On the other hand, those features will flaten personal advantages - people with better hearing will be not as much better against people with worse hearing.

  • @Starrseed said:

    Its part of the balance where one killer has to compete with 4 survivor. Its fair that the killer gets a chance to pick his perks to somewhat counter survivor

    Like one perk per survivor... but i think the only problem here is flashlight. But killer can not see this flashlight:

    1. Surv can swap to a flashlight last second.
    2. Residual Manifest

    I dont see Keys, Medkits and Toolboxes are problem for any killer, and yes one can assume there are BNP or syringe... but i dont think any killer will change their whole loadout for that (they ofted do that regardless, especially that there is always at least one toolbox and medkit). And lightborn is only perk that is valuable if more then two survs bring specific item.

  • Refreshing idea since BHVR is releasing killer with exact same name tho i think my idea better fits this name :P

    This one name could be changed to:

    • Zero
    • The Observer
    • Unobservable
    • The Void
    • The Parasite
    • The Halucination
    • The No
  • I often lost track of survs due to lack of scratchmarks, especially when survs can see my red stain, but its quite okay.

    What is not okay is that this fog does not cover vision, but rather apply some filter or something which has few consequences:

    1. I cannot see auras of gens/hook if i have straight line of sight to those even tho i cannot see them due to this thick fog. I often have to intentionally cover my vision by weapon, to see things.
    2. Shape can stalk people he cannot see, which can be used to track survivors.
    3. Dredge power is op.
    4. Sometimes chase music starts so i know there is someone even tho i couldnt see survivor (they could see my red stain and run in different direction).
    5. mods that alters colors and filters can remove reduced vision provided by this gamemode.
    6. SWFs are OP here since they know all the things soloQ have disabled compared to regular game.
  • @Nazzzak said:

    I agree, but they likely won't because why spend the time and resources on that when they have content creators doing it for them? It's likely the entire thought process behind the Fog Whisperers program.

    Content creators are for players who already know dbd, and maybe their friends. People who are just starting the game, on the other hands, do not seek for Youtube contents, especially casual players that are most common.

  • @Alen_Starkly said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3615409#Comment_3615409

    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.

    That is not the point.

    And no. Try to do such things against good huntress and you will be downed at first pallet or just right the trial started.

    And if you ae not talking about good Huntress, then you should not compare it to good Nurse. Against avarage Nurse you dont need to pre-drop, just be unpredictable, and use multiple floors for your advantage. I have made one Nurse to dc in The Game.

    But as I sait - that is NOT the point.

    The point is that every player have things they like and things they dislikes. One dislike Nurse, one dislike Huntress and one dislike cowards that dc the moment they hear Nurse blink scream. Should we ban all killers?

  • 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?

  • I agree, tho staying in killer tr should not summon crows. If killer is actively looking for survs, and they just hide, crows will get to them eventually. But if killer is afking waiting for crows, then no, survs inside killer tr should not be revealed.

  • @Smoe said:

    Dead by daylight is a p2w game

    Counter Points: Nurse is the strongest killer in the game who is also free and Shrine of Secret offers perks for free that are locked behind paywall normally.

    I can give You that even tho i disagee, but it does not matter since:

    p2w means locking game content behind paywall. Perks are game content. Perks are locked behind paywall. Game content is locked behind paywall.

  • I did not get cought into snow fight only once when i had to do a challange with sacrificing survs, and i felt awful :(

  • So if survivor tap the gen, its better to kick it again, its faster than passive regression

  • @WashYourHands said:

    This has been a problem for a long time and killers have accepted that "it's always been this way" when it's really unfair when you think about it. Killers take 1.8s to damage a generator, while survivors take less than half that to tap it, allowing them to stop regression with very little inconvenience -- especially when they're going for a hook rescue, or during a chase. Manually damaging a generator is unattractive because of this fact and that's why Pain Resonance and Jolt are so popular for generator regression perks. To an extent, this also affects tunneling because killers will ignore this core mechanic when given the opportunity to manually damage a generator. In all honesty, with the semi-recent nerfs to Pain Resonance and Pop Goes the Weasel, running generator regression perks may not be worthwhile. I've had no major difference in my games running with 0 generator regression perks recently. Something has to change, and to start I propose tapping be removed from the game. My ideas for how this can be changed doesn't hold water so I'd like to hear some ideas.

    Isnt that each kick removes some progress from gen? around 2s of progress? So actually each tap to the gen is worse than living it if killer decide to kick that gen again?

  • @Avo said:

    *Unfair %4" killer mains nowadays LMAO

    entitled killer mains.

    I think 4% should be removed, not because its unfair for the killer but because hoping for it can screw whole team. Anti-camp should be better thought out and auto unhook should occur in certain situations.

  • "cheating: act dishonestly or unfairly in order to gain an advantage."

    If filter makes survs easier to spot in various places like tall grass, where otherwise killer player have to develop better game understanding and become better observant AND its nothing built in the game so anyone can use, its cheating by the definition.

    So to parapharse: Just because you say something is not cheating, does not make it fairplay. Lol.

    And again: Use it if you must untill devs fix the game, but at least dont lie that its not cheating.

  • I agree that filters are cheating, exactly same as placing tape on center of monitor to have crosshair while playing with huntress. Everything that gives advantage but its not included into vanilla so everyone could have same access to it, is cheating.

    I i really hate any form of defending it... I mean, if you feel game is unplayable without it - play something else. If you feel this isnt bad, then go on i guess... But at least do not lie its not cheating.

    And bhvr have to do something with it. If they thiks its okay to play with various filters, they should included this into the game, especially if they wants it to be competetive.

  • As much as i agree that 4% should not exist (whole current hook mechanic should be reworked to make game more healthy), I do not agree that this changes everything in Your game, yes more than one selfhook in one trial is weird but if by the endgem you managed all survs only once... You do not deserve 4k.

  • @appleas said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587850#Comment_3587850

    That depends on the state of the game. If the game is about a chill, party game, they could give the tunneled Survivor no collision invulnerability until they perform a conspicuous action, it’s whether they want to. This would make things imbalanced from a competitive perspective tho, which leads back to competitive vs casual party game

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3588624#Comment_3588624

    Tunneling is common in competitive dbd, if it anything it has been accepted as a necessary evil.

    "Tunneling is common in competitive dbd, if it anything it has been accepted as a necessary evil."

    Or game could be balanced the way tunneling is not necessary anymore?

    As i said, its unhealthy and should be removed, maybe not hard removed if its necessary (tho i dont think it is. I never needed that, and even devs said that killrates should be around 60%, not 100%), maybe removed with some compensation buffs for the killer, maybe removed with total overhaul of game rules, but removed nonetheless.

  • @appleas said:

    Drop this suggestion again when the devs decide if DBD should be a competitive or party game.

    Their refusal to set a clear direction is the reason why arguments like this will never be resolved. Some people play this game competitively, some don’t. There is no right answer at the moment and everyone is lumped into the same queue.

    Tunneling could be a bannable offense, harsher measures could be implemented too. Why are devs just implementing bandaids? Because they don’t want to turn people off from playing Killer when the role distribution isn’t even stable yet.

    despite of dbd being competetive or casual, tunneling is unhealthy

  • tbh, every map with multiple floors are disadvantageous for Nurse.

    But no, map offerings are not bad. But additional "Not this particular map" offerings could be introduced.

  • @Dweet_Unfairfield said:

    Buuuut not for the reason you'd think.

    I hate it more as a Survivor as the teammates who use it are becoming more and more common I've noticed they often never take chases, are usually the obsession when killer has stbfl and as a result never take hits ensuring max stacks most of the game.

    They often play very immersed and are often a detriment to the team. I see this perk more and more as my matches feel like they're getting even worse for soloq standards.

    I'm not saying nerf it or anything as it's a fine perk and often the only counter to strong killers running full tracking builds. But i wish it'd regain tokens for chase time or gen percentage completion to reward good team play instead of hiding and letting your team die.

    You really want me to hide and unhook some better chasers, doing gens in the meantime rather than die in first 2 min of the trial... i mean, you have better chance of winning if killer will NOT find and chase me.

  • @FriendhausTTV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3582851#Comment_3582851

    Sigourney Weaver may not be the likeness but the Nick Cage skin doesn't look much like Nick Cage, so it's all about the imagination

    You know that Sigourney Weaver and Ellen Ripley are not the same person?

    And Ellen in dbd is NOT Sigourney?

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3581297#Comment_3581297

    Gen indicators are bugged right now. There uses to be flickering lights on the hallways where uncompleted gens are. And closed doors also indicate a gen (like on The Game).

    There are bunch of safe pallets and loops in the small rooms with the catwalks.

    Some of the catwalks and Portal room provide safe drops.

    Hag and Artist is good on this map and I guess Wesker will be too when the stupid collision bug is gone.

    "Some of the catwalks and Portal room provide safe drops." - No, those are not, unless killer do not know what they are doing.

  • Its bad for killers but also for survivors.

    No indications where gens are

    No safe pallets.

    No safe drops from hight.

    Its map designed for M1 killers, and only for them:

    Trapper, Wraith but without cloak, hillbilly without chainsaw, demogorgon with reduced shred, Sadako, Pinhead, Pig. Executioner should feel good here.

  • Wow... Perk centered around camping... This is precisely a thing that most people wants to avoid or remove from the game (removal of camping and tunneling would be healthier for the game).

    So no.

    Especially, that if You leave this survivor hooked in deadzone and go for someone else then some other survivor will have to forget about gens and go for unhook in the area where is no generators. You can safely hook there and create pressure at the same time.

    But its interesting: if You hook a survivor near compleated gen, gen with most progress is highlighted, so you know where to go next. Without any teleportation, unless to random hook on a map.

  • Yes:

    @Archael said:

    I want to make it clear and easy to understand, but some resons first.

    Most hexes are really not worth using, some of them are extremally situational, and only handfull of those are really high risk - high reward perks that hexes suppoused to be.

    But instead of buffing every hex perk individually i would love to see some simple yet visible change in perks that would make all of them better without unecessairy buffing already strong ones.

    At the same time i would like to make totems better since right now those are redundant and noone really should and care about them.

    My idea is:

    1. Hexes are not tied to specific totem, those can spawn on any totem that was dull when hex effect become active.
    2. Whenever hex effect stop being used, totem again become dull.
    3. If hex is clensed its perk become inactive for the rest of the game.
    4. If dull totem is clensed, hex can light up on any other dull totem.
    5. Hex totem will NOT become dull while clensing and up to 3s after clense interruption, unless clense is interrupted 3rd time in a row hex totem can become dull instantly.

    This change would prevent hexes being destroyed at the start of the match but will not help with clensing hexes that are already in use. Hexes that effect is constant like Devour Hope could be easier to clense since their hex will burn all the time but only after first unhook, tho hexes like ruin would be harder since its hex will burn only if at least one gen would regress.

    This would also help with problematic perk: "thrill of the hunt" which effect would be active only if other totem would be clensed so in most time this perk would last till the end and thus grant at least some bp.


  • @CatnipLove said:

    I really wish BHVR would take some time to buff weak perks, rather than doing next to nothing with the perk balance for months and then nerfing like one perk and declaring Meta Shift. I'm glad MFT got reworked, but that doesn't change the fact that that we have a massive pool of perks that are either crap or boring and uninteresting.

    I'd give up additional content for a while, just to have more interesting choices to make builds with.

    I would love full perk overhaul, leaving only 1 perk per character, and all simmilarly viable

  • Killer perks should be removed from the game!

  • I hate Wesker both as and against. But yeah, blighted serum should have unique effects for certain killrs. Wesker should have one free bound (one, single use), plague should have one spit of never fading vomit (only for enviroment use), Wraith should be able to use serum while cloaked, Nemesis should get few secods of haste, no slowdown, and all benefits of hitting zombie with his first tentacle.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3564812#Comment_3564812

    But it would work, no?

    Y'all really don't need those steady 60 frames anyway...

    I thought you was joking.

    no, it would not fix the problem in any way. The problem is not visibility of chat, its the opposite - the problem is inability to use chat because of tome and rift tab, that can be accidentally used while wanting to type something in a chat. Removing the chat will not help with chatting.


    Btw. There are some people who cant stand having less than 120 fps.

  • @JPLongstreet said:

    Join us on console. No chat box. Problem solved.

    This is exactly the opposite xD

  • I have a weird feelings, that you guys have little to no understanging of what i have written here.

    But if you incist that you did understood, then its a pitty you prefer to NOT playing a game.

    Are you those, who disconnects or spam surrender in lol, after your first dead?

    Are you those who stop playing next matches in cs after first being lost?

    Are you those who disconnects from dbd after killer hit you once?

    For now you sounds like.

    im gonna repeat:

    Devs are responsible for game design. For now, game design makes killers camp and tunnel which effectively removes one survivor ability to play a game. you can say its skill issue, but bhvr wants player of simmilar level play with eachother, which means that if i get better, so does killers i play with, which in turns makes no difference if i get tunneled and camped. This may not be an issue for swfs since they play (mostly) as a team, and they are happy if at least two of them escaped. But for solo players? No. Even if all 3 of my teammates escaped, i have no satisfaction for not playing the game. Which is more frustrating because i payed for the game.

    Now i play mostly killer and i can win without camping and tunneling, which means everyone can. those are not essential "tactics", but certainly those are unhealthy.

    If one wants to know my suggestion to change it:

    When survivor is hooked for 60 seconds. Entity is releasing them into the trial, at least 40m from the killer.

    Survivor cannot die by being hooked. Its a slowdown mechanic.

    Trial has time limit. Escaping within the limit makes surv whole team won. Failed escape, time out, means killer won, survivors are consumed by the Entity.

  • @Crowman said:

    The goal of the killer side is to kill survivors. The devs can't just make survivors invincible so you can "enjoy" not dying.

    Its not about "Not Dying". Its about "dying prematurely while forced to do nothing".

    I dont mind being killed.

    Im frustrated that i cannot play the game i spend my money on.

    Long time ago i changed to killer, and play surv only for daily/challange. But its still frustrating.

    And no. I dont have to camp nor tunnel to kill.

    Whole hanging on a hook mechanic is bad design. After being hooked, surv should hang them for some time, and be free in random place on a map after this time. Endurance should lasts untill performing conspicious actions for cumulative time of 10s or another surv is hooked.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563893#Comment_3563893

    Nowhere devs said that most of the time i will be hanging on the hook and doing literally nothing.

    bHVR is not responsible for your lack of ability to game.

    But they are responsible for my experience. If they designed the game, which gameplay is:

    10s chase

    2min doing nothing (other players can play the game)

    exit the match prematurely.

    then yeah, it IS their fault.

    Game design IS game developers responsibility.

  • @Emeal said:

    https://forums.bhvr.com/dead-by-daylight/discussion/394181/camping-and-tunneling

    How can you feel cheated when its pretty clear to anyone who play the game a few times that Camping and Tunneling is pretty much a reality of playing a game like this? That is 100% unreasonable and downright an impossible scenario.

    You knew Camping and Tunneling could happen, and yet you kept playing and now you are sour about a thing being in the game which should have made you stop playing, but you didn't. This has nothing to do with the game or the developer.

    It has to do with you being indecisive. You cant blame that on anyone else, than yourself. The developers didn't deceive you.

    How can i NOT feel cheated if i didnt know that before buying the game? Nowhere devs said that most of the time i will be hanging on the hook and doing literally nothing. People finds doing gens boring. Boring for me is being in a chase for 10s and then spend 2mins on hook. If You thinbk this is a funny gameplay... or gameplay at all... then i dont know what to say... its worst game design i ever saw. Imagine counter strike, where after being shot in a head 10s after spawn, you cannot respawn for rest matches (you cant even spectate). Imagine if respawn time in lol is not dependant on match time, and you see grey screen for same few minutes after first 30s in game because you was ganked (imagine you cannot even look anywhere except your body). In every game, especially games that try to be competetive, p[layers are allowed to PLAY untill the end. Here its not only removing you from the game prematurely, its worse - this game forces you do literally do NOTHING and wait to be removed from the game prematurely.

  • @OnryosTapeRentals said:

    Really disappointed that another great cosmetic collection has been let down by unnecessary sets. This sentiment has been repeated on these forums so many times, and it's one of the few things that the DbD community can unanimously agree on -- so why is it still happening?

    I can understand the need for The Plague's, Hillbilly's, and Blight's to be linked -- because the head pieces are joined directly to the torso, but Trickster's, Clown's, and Wraith's all feature a distinct body, head, and weapon.

    The Wraith's "Stay Cat" cosmetic features a clearly defined body, head, and weapon. Why is is setted? It doesn't alter his body proportions or stature in any way that would require the pieces to be linked:

    https://us.v-cdn.net/6030815/uploads/GKDCV78HTX1J/image.png

    Perhaps there's something I'm not seeing, but even still, the weapon does not need to be linked. At the very least, just have these kinds of cosmetics be a 2-piece set and let us mix and match the weapon...

    Same goes for The Clown's "Missing Cat". If he can have similarly dramatic cosmetics like "Mr. Puddles" be unlinked, then I don't see why this one needs to be a set:

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

    Would being able to pick a different weapon or head piece really be such a problem?

    And possibly the worst offender, is The Trickster's "Murderous Cat", where there is a collar between the head and torso that lends itself perfectly as a boundary between the two:

    https://us.v-cdn.net/6030815/uploads/N6YMM0UBRZF0/image.png

    All this is doing is actively harming your sales. If these were unsetted, I would gladly pick some of these pieces up. But I don't want to wear the full set -- so I'm just not going to buy them at all. Please reconsider your practices of setting cosmetics.

    Its most likely due to monetization. If pieces would be separated then people would not buy all. Tho it could be made other way around - one have to buy whole set, but use pieces seperately.

  • @Tsukihi said:

    With the implementation of the Anti-Face Camp system, the killer's actions are restricted and the gameplay experience is greatly reduced. Could you please add more measures to help killers play the game comfortably?

    As killer i do not feel being restricted in any way. I havnt seen single survivor selfunhooking without perk yet in my killer games.

    As survivor i escaped from facecamping killer once, but 2 time i was semi-face camped. Killer was just moving around my hook so that they was always near enough to prevent unhook attempt but not as frequent to advance meter enough.

    If one feels restricted because new anti face camp mechanic, then something wrong is with those guys.

    Personally, i think this mechanic could work a little better, like have longer distance or accelerate if killer is frequently moving in the range.


    BTW. all effects should take true distance into consideration, like terror radius, should not be same on both floors if killer is traversing one floor and surv is on another. It should be true distance (except the nurse) - shortest path from killer position, not "distance" on its own.

  • There is too much perks overall, and thus lot of perks will be just bad, or barely used. Devs shoud do total overhaul of perks, and create only one perk per character, with more unique effects.

  • Slugging is the only way to secure 4k, otherwise killer risk that 4th person would escape via the hatch. And yes, im doing the same when i have challange or adept achivement. I would agree to remove that ability, like automatic recovery if 4th surv is laying while 3rd one is killed in any way. BUT this shout go with other changes, like hatch counting as 4k for achivements, challanges, etc.

  • Im not an expert. But if a character have a skin i like i would concider playing that character, especially if skin changes lot of character look

  • @LapisInfernalis said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561214#Comment_3561214

    Ummm Feng has more cosmetics than Dwight and Jake. OG characters who were in the game much longer...

    I know the store did not exist till Kate, but the ratio of cosmetics is just insane. During Lunar New Year, she got 4 cosmetics in 2 weeks. And not even all are in the store right now as she has tons of seasonal stuff.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561210#Comment_3561210

    I don't need this kind of injustice in a game, I see it enough when I look out of the window.

    But less than Claud, Meg and Nea. And in pair with Kate

  • @LapisInfernalis said:

    Yes, it's Feng's Tome, but why does she get 50% of the charms?

    https://us.v-cdn.net/6030815/uploads/L1XLSEL11UBR/feng-gets-everything.jpg

    While the Oni (who is the 2nd character) gets ONE charm and Dredge also gets only one charm. Somehow when Oni was a secondary character in a Rift, he got more stuff....

    What is it always with Feng getting everything? I wish Jeff would get so much love as her.

    First of all:

    I thought charms are for everyone, not tied to specific characters. But besides. Charms means literally nothing, since noone can ever see them. Rarely in the trial, and even less in lobby. Maybe charms on hooks can be seen and thus have value, but survs charms... no. I came with ideas about other cosmetic options, like for example customizable hooks. But BHVR are lazy developers, with very greed attitude.

    And second thing is that Feng do not have as much cosmetics (for now):

    survs cosmetics.jpg

    But yeah, i agree, it would be great to see cosmetics to some other characters. Why Yoichi cant have cosmetics? Why Jonah get very little.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556898#Comment_3556898

    Do the green maps show totems? Every time I find a green map in a chest it just highlights one generator.

    It needs addon. Or other perk that shows totems, then those are saved on the map, its for people who cannot remember or find totems knowing their general position. But yeah, with an addon it shows those on its own.

  • @adaw0ng said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556491#Comment_3556491

    Yep, they need to do something about survivor items to make them appealing to use. Not all items need to be super strong, but at least fun to use (flashlights are a clear example). I've seen plenty of ideas to make deceiving items such as ones to create fake notifications (pebble-ish items) for example... It's just sad the it feels so boring to use items as survivor right now other than flashlights.

    You literally only see keys and maps if there is a tome challenge around what they can provide, because the effect itself is just not appealing at all.

    im using maps. it saves me perk slot so i can see totems around.

  • @CS1_6 said:

    This new update is going to reduce the numbers of killers in the game. Survivors will not switch to killers because they understand that this upcoming update is in survivors' favor. I am really not looking forward for this update to go live because I already have a bad feeling that the queue times for survivors are going to increase drastically which will only make my friends play less and less.

    I will be happy if my killer que will not last 10min :D

    Yeah, based on PTB, this anti-camp needs some tweaks here and there.

  • Personally, i think all items needs overhaul.

    Maps are used as 5th perk. Very weak, but perk. Grants aura reading for everything for some duration.

    Medkits should grant ability to heal self without using charges, but at slow rate.

    Toolboxes should grant ability to sabotage hooks, without using charges (you still cannot see hooks aura, and sabitaging lasts long enough).

    Maybe new items, or addons should change how it works, for example addon that gives medkits charges, but allow to heal faster, or heal others faster. Addon that gives toolboxes charges and allow for faster gen repair untill charges are used up.

  • as a surv, i would like to know if me teammates are swfs, but as a killer i do not, because it would cause me to be sweaty in the game in various of ways, but mostly by stress. Other killers would do lobby shopping.

    Tho i would love to see swfs at the endscreen

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