Archael
Archael
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527886#Comment_3527886
You are saying that like it is alright to artificially force you to eat a counter so survivors have more of them at their disposition. Also, locking just one locker because the game forces the killer to eat the counter uses the exact same brain power as just locking both, but you are allowed to do it two times.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527881#Comment_3527881
Seems fair. I don't even know why there is a priority system for this to begin with.
- Not "More". Survivors have counters, and have to use them properly, otherwise killer can just remove it. Its up to survivors.
- No, If you lock both, then killer may just breake second one, and you stay without protection. If you lock only first one, then after using it by the Dredge, you can lock second one. Without this mechanic, this second one would means nothing.
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I appreciete the stats, but those should be made in mothly basis tied to patches/chapters release dates :(
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Hook count for killers would not increase tunneling. If one wants tunneling, they already know or keep track of who they want to tunnel, its only one person after all.
Hook count for killer would help with accidental sacrifices and tunnels because killer lost track of 4 survivors.
Also, tunneler dont need to know if they "prey" went to second hook stage after hooking them first time, it will be nice suprise for them if they realize that surv died being hooked second time. Tunnelers will do that regardless of this knowlege, this is definition of tunneling. "Fair" players needs this knowlege to prevent exactly that.
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Yeah. Perks should be free from the beggining. Buying chapters should be for unique characters. Otherwise its definition of p2w
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This is intended. Locks are limitted resourcess, and managing it is survivors responsibility. Other on that. If Dredge would teleport to random, or non-locked locker, then what is the point of double lockers and breaking locks in the first place?
Imagine locking only one locker. Dredge is teleporting to oppened one so surv have to lock both, no brain power in countering killer power.
Imagine locking both lockers. Dredge broke from closed locker, and have no reason to destroy second one since it will never use it. Resource is wasted from the beggining.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3526670#Comment_3526670
What @FFirebrandd points out here is perfectly valid criticism, what they are asking you is:
If bHVR removed bloodpoints bonus from BBQ and WGLF because people were using the perk even if it was detrimental to themselves. And not because of the Perk's utility in a match, What makes you think they will add that bonus in again for your perk idea?
Indeed if we believe bHVR's previous justification, I dont think another perk like that is at all likely.
They left some bp perks, and all "meme" addons, so its not about removing bp bonusses.
Also. I also think its at unlikely at best, for devs to introduce duch perks. And yet, it does not stopped me to post suche idea. You know why? Because it does nor matter. BHVR willingness either straight said or showed on previous actions is nowhwre near to real argument about validity of suggestion. If You have some criticism about idea on its own then be my guest. But if your argument is "BHVR will not add bp perk", then: 1. You put words to someone elses mouths. 2. You have basically nothing to say.
@Evan_ said:
Note that not caring about winning or losing is already pretty well rewarded. Someone who aims to get 8 hooks before kills will get very good BP-score and Grade progression even when multiple survivors escape. An efficient tunneler & proxy-camper will have a hard time to get higher grade pips and exceptional BP even with 3-4k. Also keep in mind that because of the nature of matchmaking, the first kind of killer will get considerably less efficient teams on average, so he'll have an easier time getting those good BP-scores.
I think this is a very good thing - it incentivizes playing in a manner that's more enjoyable for everyone instead of what our gamer instinct suggests us.
Its actually the opposite, in terms of progress. The raster You kill survivors, the more pipes You get.
As for bp You are right im some aspects. More hooks - more bp from sacrifice category. But 8 hooks and no kills gratis You less bp than 4 hooks that killed all survs.
But it also does not matter. Even if You would be right. I still think that having perk that gives You bonusses for healthier gameplay is advantageous, especially that if one dont want to use it, noone is forcing it.
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@FFirebrandd said:
The devs have actively removed perks that give bonuse blood points. I can't see them adding a new one.
You want to say here, that you dont like healthy perk with bloodpoint bonus, or that you have nothing constructive to say?
Being oppose just because someone else is, is not valid criticism.
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@darksouls3600 said:
https://forums.bhvr.com/dead-by-daylight/discussion/389235/killer-perk-idea-lets-play
Good perk if you are not care if you gonna "lose" or be destroyed, he compensate you in blood points, but this perks screams GEN RUSH ME!!!
Yes. This is a perk for grinding bloodpoints. Yes, its for people who dont care about "win" or "loose". And yes im one of those.
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IMO, killers should see which effects apply, bot not for what survivor, it would be too much info.
But killers should see hook stages on specific survivors
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Her Mori is just awful. I hate looking at it... Survs acts strange at least, and she lifts man of her size, shrinking him in a process so that his head is at her head level but his feets are elevated. Please lets not talk about this, i wish i will never see this again.
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@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525829#Comment_3525829
Oh, is that right? I've never heard differing lore for the same killer — I must have missed out!
Look for Dwight then, he has lot of different backstories. One can say its all one backstory, but the truth is that he could not fit all of those experiences into his one lifespan.
Look at epic skins that brings new killers, those are certainly not the same killer and not the same backstory.
But even so, then how this could not be possible? Why this has to be a problem? New cosmetic means moreless something has changed in original backstory, even if this change is only different shirt, this is still different universe.
@BlightedTrapper said:
Unfortunately it'd be a bad idea to change things like traps, as certain skins will most definitely be harder for survivors to see than others. Stuff like chainsaws, kanabo, and Victor should be allowed though.
Why?
Maps vary, on some maps traps are visible as almost shining, on others those are almost invisible. Changing those would just swap certain maps traps visibility. It is really not a problem, except if you used to see all traps in Eery of crows, and now you would not see those, but at the same time this trap skin would be trival to be spotted in midwich... And maps are RNG dependant.
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@thisislastyearsmodel said:
Some of these would entail creating a whole new animation — Hag having pentagrams, for instance. It would also completely change her lore.
Animations, yes. But paying for those cosmetics would be enough recompensation for such inconvinience.
What about lore? Lore can be tweaked through cosmetic on its own. We already know that there is infinite number of killers in infinite number of universes where lore could be different.
In one Nurse was killed, in another she commited suicide, in another it was an accident. All this is through her cosmetics (some through tomes which is not kanonical according to Killer history).
Other problems?
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I have a counter suggestion:
Nerf aura reading from lightborn, and its effectiveness against flashbangs and blast mine (make it work only for flashlights) (also, add a sugestion for killer to add lightborn when there are 3+ flashlights im lobby).
Create another perk:
Reduces blindness duration from all sourcess by 50%
Increase time for blinding the killer by 10%/20%/30%
Reduce all stuns by 15/20/25% (multiply with enduring, so using both would reduce pallete stun by 62.5%)
Shows aura of survivors that stunned and blinded killer for 3s.
This way we would have 2 perks:
One that removes bully squads totally and flashlights, but useless in any other scenario.
Second is perk that works for much more things, but do not grant immunity, thus not making flashlights obsolete and allow survs to at least try flashlight saves.
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@Clockwork_Enigma said:
Let me give you guys a reality check since you don't seem to understand.
Lightborn in its current state is a useless perk. The moment any team or individual realizes they aren't blinding you, the benefits of the perk become useless and you have what is effectively an empty perk slot.
You would get maybe one, two uses of Lightborn in its current state, at best. Then it's useless.
Even then, it's a crutch perk that people without skill use to mitigate something that is meant to outplay them. So removing the ability to nullify an entire item (and instead just making it reduce its power) is a must. Just because you guys are afraid of a niche scenario happening once in a blue moon in games (e.g. Flashlight squads) shouldn't cloud your judgement over the fact this is a completely unhealthy perk in the game at the moment.
Now.
As for the version of the perk I created, this would be more commonly used simply due to the fact players will almost never know you're running Lightborn. Even if they realize it, the change to remove its nullification of blinding means that Survivors will still be inclined to hit you with any source of light more often.
The result?
- You get to use the perk more.
- You get rid of the blindness 50% faster.
- You get 50% stun resistance to any source of light-related stun (Blast Mine or Rescuing).
So you think it's a nerf, but in fact it's a buff to its overall utility and, in an era of the game that doesn't need perks like the current version of Lightborn, is 100% healthier for the game.
Wait... If people realize they cant blind You and they stopped even trying thus NOT blinding You entire game... Means perk is useless?
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@Emeal said:
killer have to leave survs alone to the point he dont know where they are,
There should not be perks for people who dont want to play the game.
No. Its more like second chance perk, for killer who cant find any survivor do that they can do anything, like breake some pallete instead.
Perk have some value, but not much, and its niche.
But its not for not playing the game.
(I mean, if You want force it for being usefull, then be my guest. But its not its intention)
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@Gandor said:
Absurdly unhealthy perk.
It would be as bad, as survivor being able to create full-blown pallets if they are in chase for say 40s (and it resets upon use and stops charging up when not in chase). No. Bad idea. Don't include such a thing into a game
Its not an equvalent... How You came with the idea that being in a chase (which is core game loop) is an equvalent of not being in a chase (even worse, in perk idea its not only being in chase, but seeing a survivor) which is basically wasting time.
Okay, You had no obligation to read aby posts after the first one. So im explaining this again to people without any imagination.
To charge this perk, and being able to destroy (not dropped) pallete, killer have to NOT see survivors (there have to be some range like 40m or so). What does this means? Patrolling gens, which is main killer objective will make this perk never active. Any surv who will notice that killer has this perk, will be able to not only stop charging it without an issue (survs typically have no problems with finding killer), but also force him to reset charging, or even prevent from using it on crucial loops (perk cannot be used while in chase), also pre drop can stop this perk from being used.
To activate this perk, killer have to leave survs alone to the point he dont know where they are, so they can finish their gens.
Do You want to tell me, that sacrifice shack pallete for 1-2 gens is not worth it? Most survs sacrifice this pallete for 1 hook which is worth less than 1 gen.
How, and in which scenario, this perk would be in any way stronger than shadowborn?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524949#Comment_3524949
i think reason why zombies are as weak as they are is because they did not put specific items to deal with zombies. Hypothetically, you could give survivors m19l pistols and make zombies a lot faster or invent those Xeno turrets to fight vs zombie horde. my guess for why nemesis is how he is to keep dbd gameplay loop geared towards dbd gameplay.
rocket launchers and pistols for survivors to fight zombies is deviating from dbd gameplay.
Survs can drop palletes to kill zombies, as for regular ones its just waste od resourcess, for upgraded ones it could be good tradeoff. Nemesis would loose lot of power to create those but You can use pallete to destroy them.
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Skull Merchant im current state should be removed from the game. Best to disable her and do a overhaul of her power.
She should place some traps, and release Stones that will seek for survivors who interacted with traps. Those drones should give some debuffs for survivors and trigger killer instinct. But she should not have undetectable nor apply expose especially passively just by doing gens.
At the very least, disabling drones by survs should NOT give them any downsides, and those drones should have longer recharge time (and maybe shorter deploy animation, new drone over limit should breake earliest placed drone).
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That would be hell of a fun.
But i cant find it fitting into the game.
I would rather see Nemesis sacrificing his mutation lvl (from 3 to 2 and from 2 back to 1) to upgrade zombies. Permament buff to speed and damage (damage non infected survivors) untill respawned.
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@Pavel_Ch said:
please don't hide it. I don't want to play against 4 p100
I dont want to know there are p100 people if im killer. why i have to be stressed because of this number?
As surv, i dont want killer tunnel the one p100 git just because he is p100. Its stupid.
As a player i dont want people to skip match just because they saw p100...
Especially that this means nothing... It does not correlate with mmr nor time spent playing. One could play a lot as killer, got lot of bp from free sourcess, and prestiged one survivor to 100 just because.
Yes, p100 means lot of bp, around 150,000,000 bloodpoints, so this person should at least know how to play, but it does not means they have motor skills to play as they should. Especially if they are still in low mmr.
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I might read it poorely (most probable i did), but how she become owner of a company by assasinating their directors? How this works? Arent those companies had someone above those directors, like owners? But even if we assume those directors was owners od those companies... How she become owner by killing previous owners? Did she tricked them to sign an ownership for her? How? How two signatures was enough?
Also
She started a website that earn her lot of money... Okay, i can believe on this tho its stupid.
But then she learned ecnomics im school library and because of that she trippled her stockpile...
How? By reading?
After that jump in wealth, before 18, she already had money to buy small companies... How? Those money she got by reading multiply by its own? Or she performed more reading?
Okay. Lets assume that she done good investments (learned by reading ecnomic books, not by some self made brilliant ecnomic algorithm or something like that). This rises another question - why only her? If becoming self-made millionaire require only reading ecnomic books to learn how to invest, then why and how noone else did this? At least authors of those books?
All of this stinks. Its not only unrealistic, but also falls apart when trying to analize...
I think she lives inside some manga, she is some cheap manga character from world build around her. It is the only explanation.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524402#Comment_3524402
If you are bad at finding Survivors, Why should that mean you get to freely destroy the Survivor's resources?
- If im so weaker than survivors, then game did poor job with matchmaking and the whole MMR is exactly for that (you had one job). So i find no issue with little help, especially that this help is not costless. Even if im not doing this on my own, i at least spent 1 perk slot for this help. If i get weaker survivors because of this the next time (i doubt that with better survivors i will be able to win a match just because i prematurely broke shack pallete, but lets assume that), i will have no value of this perk because i will find survs more easly and perk will not activate.
- If i use this perk on purpouse of prematurely breaking shack pallete, i will have to avoid survivors at all cost, and thus let them do gens as they wish. Idk what value would be best but it has to be between 40-70s (less is too short, more means noone will every use this perk). Assuming 40s. Its still whole gen done by 4 people or 4 gens done in almost 50%. Remember that each time i chase survivors, the timer stops, and every time i brake the pallete, the timer resets.
- If survivors assume or guess i have this perk, its not difficult to stop the timer or waste perk by pre dropping. High MMR survivors will find no issue at all, because on their matches even 15 seconds charge would be too much to activate this perk. Remember that survivors have much easier to find killer and thus stop the timer than killer to find survivors.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523513#Comment_3523513
I found it. Here it is:
https://www.youtube.com/watch?v=Pz7f_WPutq8&t=1535s
If the time does not work for you, it's all explained at 25:35
This is basically how it works. Every escape is win for this surv and every death is lost for this surv, and opposite for the killer except to consider "win" or "loose" its sum of those.
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Skull Merchant lore is implying that its set in real world, or something simmilar to real world, yet it also portrayed her as Tony Stark but without his parents buisness that gave him a head start... this is unrealistic, especially in real world.
Tho if we assume that she is set not in real world but rather in some manga world, where anything can happen and where protagonist is always the best... then all of this may have sens.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524399#Comment_3524399
And you have much stronger perks and more speed. 16 perks nonsense is just that. Nonsense argument (same as stronger perk and more speed argument on my side). Overall balance is the key
yeah, this is why i said that flashlights needs to have less charges. You cant always face the wall. You cant always slug (despite of it being boring tactic). And without being able to use lightborn (because outside of bully squads its just useless, and wasting 25% of my perks just in case there will be 4 flashlights is bad design), it will not be balanced at all. So if those bullies would blind me 3 times each, it would be quite fair.
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I would remove aura reading from lightborn, i find it unecessairy. It also could work only for flashlights.
I would agree for adding new perk that gives partial immunity with aura reading ability (long duration, or reveal all survivors within some range). This perk could be used as alternative for lightborn, also working against all blinds, like flashbangs, blast mines, firecrackers.
Lightborn would be a perk against bully sqads because outside of them people just dont use this perk, myself included.
But with strong aura reading i would use nerfed version of this... tho i will always against nerfing ability to being immune to bully squads.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524268#Comment_3524268
Well, her story is that she never fails
-At no time did the site fail or have problems and everything on the manga site was in perfect order
-She made no mistake in her practical life, not a single mistake. Everything is as she wants
-She managed to invent high-tech drones, invent a claw with razor-sharp blades on the first try, and never had failed prototypes.
-She has never failed in her life of crime and she has never made the mistake of killing them, if she wants to kill someone she will kill him and she will never fail in that.
So do you want me to believe that she is a woman full of intelligence, cunning, and strength, and that she cannot commit even one small mistake in her life?
Did she produced drones and claws by herself? Or someone manufactured this for her? If its the first, then its even less plausable. If the second, then its less believable that noone never asked her a tough questions.
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If i would be able (with this perk) to destroy pallete, it would means that survivors used their resourcess called "stealth". Once killer apply any pressure, this perk would be useless. If one would like to take advantage of it, you should concentrate on gens and do 5 before first hook.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524288#Comment_3524288
Sure. And I would love to see that you play plague to not waste my perk slots with healing perk. But I don't get this information and need to adapt to it regardless.
Overall seeing lobby brings more negative then positive right now, so removing it makes sense. To compensate balance (killer not seeing 4 flashlights and lost opportunity to shop lobbies) - map offerings could revert the meaning (you won't see this map instead you are going to this map) as map offerings favors survivor more then killer (4 vs 1 being a thing).
You have 16 perk slots total tho.
And if flashlights would have less charges, i would be happy to not see the lobby.
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I agree MFT needs some changes, or haste effects in general (my idea is to make them to not stack, game should use the strongest effect without stacking, also values between MFT and "Boon: Dark Theory" should be swapped).
But its is nowhere near any valid reason to killswitch anything.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524265#Comment_3524265
Hidden lore of Matrix Trilogy: That's absurd. Like, completely absurd and contradicted with many things along the saga including where they explicitly explain what Smith is.
Hidden Lore of Original Star Wars: Of course it was confirmed, for the simple fact that Luke never finished his Jedi training. You only need to see the movies to know that and even the Simpsons made a joke about it. If they changed that in the last trilogy then I wouldn't know because I refused to sit through that audiovisual torment.
Hidden Lore of Skull Merchant: ...
We are not here to discuss about lore of other media, but if you incist:
- Watch Matrix trillogy again, haiving what i said in mind. I will not explain every detail here, but watching trillogy with that info would make lot of sens. but few examples: Smith is "disconnecting" from main software by removing his headphone while interrogating Morpheus in first film which should not be possible for ordinary program. he also said that he was there from beggining of the Matrix, yet we know that "Agents" are quite new programs. In second film, Smith came back and put himself together after being broken by Neo.. this is unusual at least. In third film, Matrix rebooted only after Smith become connected to the core through possesing Neo while he was directly connected to the core. By the Oracle, its the chosen one who was supposed to reboot the Matrix. Also, only Oracle knew who is "The Chosen One" and she said that "its not NEO, or at least not yet", she did not said that he WILL be the chosen one.
- About Luke not being a jedi. He was always reffer to himself as jedi and lot of people believed that. This hidden lore was not hidden very deep, but it was not said by anyone it has to be seen and understood by audience, this is why its "hidden" lore.
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On the one hand, i agree that lobby should not exist. Just few seconds of counting when match is found and straight into the game.
But on the other hand. If playing as a killer i see bully squad with 4 flashlights im going to use lightborn. Without this knowlege i would be forced to use this perk in every match.
But i hate seeing other players prestige lvl.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524258#Comment_3524258
I'm not cherrypicking anything, I'm responding to each of your points in turn and addressing how they relate to your wider point- or at least, the wider point you conveyed to me, which is that Skull Merchant's lore is badly written due to how it fails to justify the unbelievable things that Adriana does.
So, then, discussing how the things she does aren't that unbelievable and are textually justified is directly responding to you, wouldn't you agree?
To continue: The lore passage you copy-pasted here literally says it was longer than five years, in fact. Eighteen when she got enough money to start, "mid-20s" (so, at least 25) when she was doing it regularly. That's at least seven years, not two.
You keep talking about investment as though it's some immensely complicated thing you need years of study to master, and while I'm not about to say I could go and do it skilfully, I do know enough to know that that's not the case. All she'd really need to learn is the way those systems function on a basic level, which is exactly the kind of thing you'd learn in the kinds of books you can pick up at the library. Again, there are people IRL who have achieved this, and most of them - to my knowledge - had about the same priming for it that Skull Merchant did.
One thing I am doing here, and I'll freely admit to it, is that I'm applying actual analysis and critique to the work as provided to me. Rather than cherrypicking specific sentences and asking bad-faith rhetorical questions, I read it, paid attention to what was said, and then also interpreted it as a piece of fiction, not a wiki page. You do, as a matter of fact, have to meet a piece of writing halfway and apply some extremely basic interpretation before it can fairly be critiqued, otherwise you end up with the level of understanding you'd see displayed in the average CinemaSins video.
At this stage, after demonstrating some of the things you've said are completely wrong and the others are rather bad-faith and overblown, I think the point has been made thoroughly. Anyone who still thinks the Skull Merchant's lore is significantly worse than the average and any worse than simply "fine, but flawed" has already made up their mind not to meet it halfway or apply any good-faith interpretation, so I don't think there's much more I could say to change their mind.
"By her mid 20'" means untill she was around 25. So its "up to" 7 years, not "at least".
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@Loolrenzo said:
I know this may be an annoying take but i feel very disappointed by recent cosmetic descriptions.
It's been screamed about all around Twitter (or X if you feel like it) but i haven't seen much talk about it here.
Even though recent cosmetics have been lovely and the larger quantity and more diverse characters being chosen (although with some outliers, i.e. David), the cosmetic descriptions have become just that... descriptions.
They just say whatever the character is wearing. "She thrifted this top"; "She wore this to terrify her victims"; "They wore this at a costume party"...
It feels very... Bland. These are just saying what the clothes are, and give us very little information about a character. We get one piece of info, and that may have already be pretty explicit in their lore "Skull Merchant likes to terrify her victims? We couldn't tell!"
I'm kind of a lore buff. The things i like about this game the most are it's characters and the world they created. Yes, i do enjoy the gameplay a lot too, but i doubt i'd have stayed if i wasn't so captivated with these virtual people that i can kill (or get killed as).
So i've always seen cosmetics as some kind of glimpse into their life, one that we didn't get from their base lore or their tome stories. We learn that Jake was a cosplayer, we learn Feng's favourite game, we learn Adam took his students to a Trickster concert, we even learn how Jeff got his eye scar.
And lately... It fells like we don't get a glimpse at all. We don't learn about the character, there is no fun fact. We don't come to understand a bit more about them in any way, shape or form.
"They wore this once"
That's what we get.
Characters become simply that. They become an amalgamation of garnments and acessories and there's no more person to be found within that. It's making mannequins of the characters we should enjoy.
This may be meaningless, but it's disheartening to see that when a character gets a new cosmetic, there's nothing new about it, other than this:
https://us.v-cdn.net/6030815/uploads/KARNZNZI5WZV/20230823-120911.jpg
This is no major complaint of any kind but i do hope they give more love to these little details, as that's part of what kept me in this game for as long as it did, and i'm sure would be enjoyed by many people out there
I found the same thing. I was quite excited to read descriptions about earlier cosmetics (tho not all of them was fun). But recently i find more being too shallow.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3524201#Comment_3524201
Look, I'm not going to repeat myself, even less when you are obviously just cherry picking what I said instead to make mental gymnastic with it instead to counter argument what I'm really saying.
One example of this, is that I already specified the setup of my "hypothetical example": The real world. No superhero, no another universe with less gravity, nothing that justify for a normal, average human being able to jump that high. But, because you can't argue that point, you just picked part of it and used it to argument something that I already explained posts ago about suspension of disbelief and how the Skull Merchant lore fails to make you suspend your disbelief, including all the "Brazilian manga web page making sheer amount of money" and "Library Investment and Economics degree" part.
And no, the lore doesn't specify she was 5 years doing it:
By the age of 18, barely with a high school degree, she had already become a self-made millionaire. [...] Before long, she had the kind of money that allowed her to buy small companies—companies that she would gut, replace with non-union workers, and sell at a profit. [...] By her mid 20’s, she was regularly flipping companies.
So, less than two years, and she was doing it regularly.
Another thing you are doing, and that is the main difference between you and me, is that I'm sticking to the info the lore gives us. You, in the other hand, are adding your own bias and assumptions to it. The perfect example is that you are assuming that her "robust and expensive education" has something to do with her being able to be an expert investor, but the reality is that her lore doesn't say such thing anywhere. In fact, answering your question, it would be a much better explanation that she had learned "Finances and Economics" in that expensive academy that recruited her instead of just reading a bunch of books in a library. But they didn't write that. And it's work of the lore to give you that kind of information if it is relevant or important. So, as it says nothing about it, I'm going to assume that her education had nothing to do with her being able to learn that much of investment and economics in a library to triple her money like it was nothing, because as far as the lore told us, the closest thing she could have learned in that academy about Economics is math.
And the same goes for the "don't caught" thing. If the writers didn't thought about it or didn't saw relevant to justify why she wasn't caught, I'm not going to do their job for them. I would stick to the info they decided to give me, and that is that the only reason she wasn't caught is because she is so cool that can get away with murder without anyone noticing the obvious link between her and all those companies who CEOs disappeared.
Also, having a "keen mind in general" doesn't means that you are able to even get all the knowledge needed to do investments, much less from a bunch of books. I'm pretty sure that even Stephen Hawking had a bunch of brokers hired to invest his money for him.
And you are right, she is good at things she is shown doing, and she did everything that has being shown to us perfectly. So, you are agreeing with me that they show her as a perfect, flawless character that does everything right. Because again, in a story you should give all the relevant info about the characters that you want the reader to have, so they can have an image of them based on it. If you only show me her doing nothing but gaining net profits in everything she does, then you are painting her as the flawless character that is good at everything. And it is not only in terms of business and investments, again, it's in web designing, manipulating people, stalking them, killing them, and every other thing she does. Maybe she is bad doing crosswords or cooking, who knows... as far as the lore conveys, everything she proposed to do, does it at perfection and everything always goes her way.
You also keep pointing to her being "bright and educated" as justification for her to be able to do whatever she wants perfectly. But again, being bright and educated is just a bad generic excuse for that. There is no background to justify she being able to do all of what she does, besides her "Library Investment and Economics degree", which is able to achieve thanks to the same generic excuse. And this, again, is why her lore is bad writing, because obviously the authors never asked themselves "How", "Why", and "Would it make sense", she is simply "super cool and smart" and that's about it.
And I would continue to answer your other points, but I have already invest a lot of time in it and I think I already prove my point beyond doubt, so if someone doesn't see why the Skull Merchant is bad writing is because just don't want to see it, and that won't change whatever I say.
I will only say that I never said that the other killers lore was masterpieces or something, but this doesn't change the fact that the Skull Merchant one is just bad. But like I said, if someone likes it I don't have any problem with it.
I generally agree with You.
But i also want to put my two cents here.
We SHOULD be placing our "headcanon" in some loopholes (of course where is it possible), becaouse some lore facts are hidden and have to be found.
hidden lore of Matrix trilogy (not comfirmed) - the chosen one is Smith, not Neo.
hidden lore of Original Star wars Trillogy (comfirmed but discarded by Disney) - Luke never became a Jedi.
There is lot of other examples, and we always should look for those, not just strictly bound to written lore.
Hidden lore of Skull Merchant (not comfirmed) - Adriana is not from realworld, but from manga.
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@Boons123 said:
Her story is unrealistic and illogical
First of all, how did she manage to kill two men without any difficulty or obstacles?
And why did the victims not think, even for a second, of sabotaging the drone by throwing a pebble? They are also two against one, and not even at the Entity realm, it was easy to overthrow her
And secondly, She became a self-made millionaire just by going to the library and reading books? I imagine she found a book called "How to Get Rich in Five Steps" at a cheap price
Finally, she was able to kill important employees of the company and take their company, and not just once. She repeated it more than once without attracting suspicions or attention? What a lousy company that couldn't protect its employees and forgot about them too
In short, her story is a Disney dream, but the evil version
Extra: Edit the animation, make her run, not walk like she has a broken spine and walk to avoid pain.
Hidden Lore - Skull Merchat is actually a manga character, not a real one, who pretends being manga character.
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@Venusa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520452#Comment_3520452
What does this have to do with SWF now...?
Exactly what i have wrote
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i think they designed Wraith to constantly using shadowborn
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Game was designed with coulours, brightness, and visibility in mind. Anything (including making game less dark) is cheating. Equipping dark clothes and hide in a bush is one of game aspects and those filters ruin it. Same for sounds.
And also. Allowing game to run with external programs is an invitation for even less "subtle" cheaters who also operates on external programs.
My opinion is extreme, i know it. But IMO, game should block ALL external programs while launched, including discord, swf should not exist, and game should be balanced against soloq.
Maybe in privat matches, with bot or invited killers, swf should exist along with other programs.
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I used offering and id not finish any gen. I had much more bp on endscreen than i should. Maybe i dont know something but it seems that offering increase your bp gain and gives additionnal from gen completition.
Tho i think that gen cmpletition bonus should be applied to anyone who had invitation regardless of if they finish gen or not.
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@Seraphor said:
Nurse has a low kill rate, because lesser skilled killers play her and lose all the time.
How would anyone ever start playing Nurse if they were only matched with 4xSWF?
afaik Nurse have very high killrate, more than 60% treshold.
But in my observation, its because people mass suicide themselves whenever they see her in game.
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@DrKetchup said:
Nurse in SoloQ is an absolute nightmare, I know the game is over the moment it starts. I can keep her in chase for a long time, but she will just choose to tunnel someone that is weaker. Her tunnel potential is simply to strong (and I use FTP every single game on the tunnel target btw).
Simply put Nurse is unfairly overpowered against SoloQ, so pin her against teams that can compete at that level aka 4 x SWF.
Im no. She is not (as a character). Maybe You are too high in mmr compare to your actual skill
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@_Onyx_ said:
Everyone has their opinions on new Onryõ, whether it's a love of the 'new' playstyle she has (I would call it a 'needed refreshment') or a loathing of it. "She's OP" or "she is still just a weak chase M1 killer with a unique kit and playstyle." I personally think she is in a state where her chase has been nerfed but her Condemned has been buffed. In that regard, I feel she only really needs one final little change to put her in a sweet spot of 'she has a unique playstyle but isn't oppressive and abusable in certain situations.' This is what I would do to make her hit that sweet spot:
For 10 seconds after a Survivor has been unhooked that Survivor has immunity to Condemned via Projection.
For 10 seconds after escaping a chase or while being chased, that Survivor has immunity to Condemned via Projection.
My reasoning for this is there are specific scenarios that make Onryõ easily abusable. This being that she finds and hits a Survivor holding a Tape, she then Projects close to them and then re-engages in a chase, her cooldown wears off and she Projects close by again only to rinse and repeat this. This has the potential to prevent that Survivor finding an active TV to remove a Tape from, while also guaranteeing that the Survivor is constantly gaining Condemned. I have had this happen in many of my matches which resulted in the random being killed without seeing any proper gameplay or BP, maybe dying in the first 3mins of a match. It happened to me twice already too, but fortunately I use Plot Twist which allowed me to enter the Dying State and prevent any further Condemned stacks, crawl near an inactive TV waiting for it to turn on and then pick myself up or be healed to injured and then grab a Tape, saving myself and extending the match a little more.
Now, with no way for me to actually play test these changes I have no real idea if the 10 seconds are too little or too much time immune to being Condemned via Projection.
That being said, what do you guys think of that particular idea?
I would rather increase cooldown for global condemn from 10 to 15 or 20s, but let her project how often she wants.
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@Lunairtic said:
You say that but the initial thought for characters was only to have 3 perk slots as that is how many perks ever single character has. They definitely added an additional perk slot as 3 was seen as too few at the time. Just like 4 is too few now. 5 is perfect.
Iirc characters was designed to bring 4 perks, not to use 3.
Either way. Having lots of perks in game is not a reason to give players ability to use more of them at once. Right now some perk combos are strong, but with 5th slot, lot of combos will be too op.
I could argue if adding one perk slot for using hex perks for killer could be a good idea, but giving anyone whole perk slot is just insane.
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Okay, i have checked.
there was 3 invites in play + terrormisu
i got 11 189 points, but 34 348 bps. I did 99% on 2 gens and didnt finish those.
With terrormisu i should have 23 161 bps
So either i have counted something poorely, or invitations gives bonuses to gens progress, not gens done.
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Does anyone tested to use offering as surv, then do gens but do not finish them and look at endgame screen to find if they got some bonus bloodpoints?
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The biggest problem with Sadako (and lot of other killers) is survivors lack of knowlege. Not everyone reads everything about killers. There should be some tips ingame. When you face Sadako in a trial, there should be a popup in the right side of the screen saying: "Having a tape from TV saves you from being condemned when Sadako teleports", and other like this.
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I think that haste buffs should not stack. Only the highest value should be applied. This would make a balance.
(Also, MFT should give only 2% haste, while Boon: Dark Theory should give 3%)
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If i would ask for something, i would ask to make the game more scary than it is. Remove ability to play in swf, reduce info survs have of eachother (with some nerfs for killers for compensate). Make clown more clownish, vomits more disgusting, add some spiders, bats, worms, larvae, anything that would make me feel horror in this game - visuals, music - horror by gore, phobia, disgust...
But because its profiting video game, not small fan project, it suppoused to please as many new players as it can, and thus do not make them feel uncomfortable... which in turn, may remove old players from the game (players that make this game last for so long)... but who would think about this minority.
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According to shrine of secrets, 2k iri shards is worth 100k bloodpoints, so instead of 400k bp we could get 8k iri shards... I would be happy with 4-6k iri.
BP are quite nice, but it feels just bad...