Archol123
Archol123
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750213#Comment_3750213
but if they dont want BP from cake, why should they get it?
With that reasoning why should you get BP from any offering that someone else brings in? This has to be one of the most petty view points ever... With that logic why should anyone get anything?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750276#Comment_3750276
in practice, hyperfocus doesn't need any support perks to be good. you just need to hit every single skill-check without fail. So i would argue that any other progression perk are overkill/waste.
it is just that hitting 30 skill-checks in a row with hyperfocus 6 is too difficult. as a result, most player cheese hyperfocus 6 with stake out. This is not happening is perfect perk synergy for Hyperfocus, unfortunately the perk numbers are a bit too low to prove any use.
Nobody is good enough to hit every single great Skill check, especially when they become faster... It might be theoretically possible, but not in practise... On top of that does stake out not also give you increased value on greats? And it also helps you out if you miss one, which will happen, because nobody is perfect.
I would not call it cheesing when you use a synergy... I don't think there is a single person out there that can hit 30 hyper focus skill checks in a row without any other perk to help them out... Aside from the obvious part where you won't get 30 skill checks while doing one Gen...
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750125#Comment_3750125
i think hyperfocus+this is not happening has potencial to be decent combo but i think the number of this is not happening are too low. if they buffed numbers by even a little bit like 30%→50% and removed injured condition, i think i would consider using this perk as my prefer gen progression build. i wouldn't run 3 or 4 gen perks as i find it too risky but just the two perks would be really good.
That would be really strong if you have both things... Hyper focus, this is not happening, stake out, resilience/streetwise and a toolbox and you will slam gens solo in less than 50 seconds...
To Do that currently you need to be at least somewhat decent at hitting skill checks, with bigger zones though it might become more accessible to otherwise weaker players.
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@Junylar said:
Get ez 4k against soloQ players.
Make them bleed out while nodding and walking on them.
You get 4k, but since bleedout doesn't count as win, your MMR decreases.
Next game you get even weaker team, making rolling over them even ezier.
Rinse and repeat.
Given that the wiki states that dying in the trial counts as a loss I would assume you are wrong there, it does not matter how you die, as long as you don't make it out through the gate (win) or hatch (tie) it is a loss for the survivor and a win for the killer...
That would also be really stupid if the devs did not take that possibility into account.
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Either it is how map strenght impacts the outcome of a match or the terrible status of the game from a technical standpoint... The customization and user setting are below the standard of a decade ago, there are barely options you can change, no texture quality, view distance, brightness, gamma, anti aliasing got removed and didn't return for 3 years, keys that are bound to several actions for no reason and lead to overlapping where you physically cannot decide what you want to do but the game just decides by priority, bugs, glitches, exploits on a regular basis, female vault distances getting broken multiple times, Nurse being bugged for almost 10 months now with her weird fov bug and the inability to properly look up. Being unable to disable on enable certain things by player choice, for example not seeing cosmetics, not having voice lines, changing chase music to default, being limited to 3 load out sets instead of unlimited ones and being able to name them, no option to disable the barely functional post game chat filter, no proper block option to not see what a specific person wrote, no replay mode that would help in reporting players without video evidence... Still unbelievable that that is the expectation for the player to make a video of the stuff ingame by himself instead of just offering it by default. And I could probably find 15 more reasons... Like seriously I have games from 2003 with better options menus and more things to customize, it has been the standard for ages but for some reason this has not reached everyone... I will never understand how this is acceptable..
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@MikhailVictor said:
When the hatch spawns, you've probably gotten 3k by now and already won, it doesn't really matter.
With that logic why not just let the 4th survivor live by default? When 3 people are dead the fourth person either lives or dies by default, if it does not matter then this should not be an issue in either direction?
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@MikhailVictor said:
It's not so that we care about whether other players get BP or not, it's more so to deinsentivize map offerings. If you don't care what others bring, then you shouldn't be affected by the OP's suggestion anyway, why argue :)
If that was the case then why does it apply for any other offering and not just non BP offerings?
Well that second sentence is nonsense, why should I care about petty things to get implemented into the game? Because it is a terrible idea that does nothing but excluding people from getting bonus BP...
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749366#Comment_3749366
Thank you for saying this! I toned it way down because I thought the immedaite knee-jerk repsonse would be "no, too op!"
At first I didn't even have an upper limit to how many charges could be removed, but perks need 3 different tiers of effects so I threw that in.
How about this?
[New] - While injured and one hook away from instant death, this perk activates. When you perform a great Skill Check on a generator, reduce the maximum required generator progress by 1/2/3.Honestly, the big downside of this new effect would be its incentive for killers to tunnel.
"What if they have This is Not Happening and now they're gen-rushing me? I have to remove them from the match!"Generally speaking the killer will already want to get rid of you when you injured and on deathhook, so I don't think this perk would be much of an additional incentive to do so. I guess it could be okayish this way, you still need to consistently hit great Skill checks, which the vast majority of players is not able to do and given that you might get like 5-10 skill checks per Gen on a solo Gen the effect will still be rather limited and other perks will probably help you more overall. But I guess it could have its uses in that version.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749583#Comment_3749583
Because killers can close the hatch now. The old hatch grab should definitely come back.
No, it should not, it was a terrible mechanic and there is no reason to being it back.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750044#Comment_3750044
Kinda, yes.
I do participate in a birthday party even if I did not brought any gift.
But imagine this scenario. Everyone was asked for something. All guests payed a little to buy cakes, gift, decorations, food and other. And everyone was tasked to do something. Some was decorating, some was cooking, some was doing other things, and five was tasked to bring those cakes. 5 smaller cakes but made that every guest can take a good bite of it. But one person did not delivered this cake because he was busy playing his games, he kept withdraw code so he can take this cake whenever he wants and eat it alone. This is how I feel seeing killer bringing Mori or map while all survs brought cakes.
Those people are playing their game. They will get all participation rewards - Tryks tricks, invitation abilities, event tome, anniversary cosmetics and bonus bloodpoints from cakes at the same time increasing their chances by using other offerings.
So maybe just don't give them cake if they don't want to share their own? They are welcome to play as they please, but if they value mori more than BP from cake, then why gives them those BP?
But if they want to use those cakes other people will get the BP bonus? So where is the issue? They cannot "eat their cake alone" in that sense... And unlike a birthday party you are not obligated or you did not agree to bring a cake in the first place...
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@Archael said:
If one want to participate in a party, they do participate (brings cake).
If one don't want to participate, they don't have to (brings maps, hatch, Mori).
But if one do not participate in a party, why should they get party rewards. It's like not participating in a wedding because one was more willing to play lol, but received wedding souvenirs and piece of cake
You participate by queuing up for the event... Not by bringing a cake... The requirement to participate is using that queue not using an event offering, that's just the neat little bonus you get. Like the goodie bag you get for going to a convention ;)
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750024#Comment_3750024
Well if there would be no cakes bringing bp I would not play anniversary it's big reason why we celebrate it. If everyone would just think themself and bring puddlings and escape cake then what is the point?
How is that celebrating then? The point is the special event, event tome, event abilities, the changed visuals to match the occasion... I mean probably a lot of people only play for the bonus BP, but that's not really the point of it... That would be like saying you like going to other people's birthdays to get free food and not to actually celebrate their birthday with them...
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749456#Comment_3749456
It's the point of anniversary is to bring cakes for yourself and others. Why else we would celebrate anniversary?
The point of the anniversary is to bring cakes? Eeeehm well that is a stretch, I guess the point is more to celebrate the game made it to year 8 and did not die beforehand despite its bad optimization and customization options... I don't really see why cakes are anything else than a symbol for birthday and maybe a portal reference... To say cakes are the reason to celebrate birthdays kind twists things around...
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3750004#Comment_3750004
Well previous events have tied the offering to event participation. The old chinese new year events wouldn't give you the bonus for completing event gens/hooks unless you brought a red envelope.
I'm not fully aware whether or not those events had community goals similar to the current ones? And even if they did it would still have been a bad idea, given that you would require players to use a specific offering to participate in the goal..
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@Seraphor said:
Rather than trying to judge what BP bonuses other players deserve to receive based on your opinion, how about…
An event offering is required in order to pick up invitations.
Without a cobbler, you can't pick up invitations, and therefore can't use: quiet mode, party pallets, remote hooks, remote pallet breaking, etc.
You still get the tryks effects, which might give you one invitation charge, but that's it.
If only that was not linked to the community challenges… Why do we need any restrictions there in the first place? There is no reason to change anything here.
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@Philscooper said:
so here would be my idea for behavior for future events
The Rework :
when the event begins, IF the event offering provides any bloodpoint for everyone in anyway
its effects should only be given to those who also have bought the offerings
after the event. the offering effects everyone in the lobby even if someone doesnt bring the same offering
(if its still useable after the event and not locked behind the event).
meaning if you bring basically anything but the offering. you wont recieve its effects unless used after the event.
i dont know if that may complicate things or is just outright impossible to bother with.
you may ask : Why?…
because if you have experinced the anniversery 8 event
rarely anyone is using cobblers on BOTH sides
yes. Killer AND Survivors are (in my experince) consistently REFUSE to use the event offerings
whatever the reason it might be.
"saving it for a friend", "i dont wanna give toxic survivors/killer more bloodpoints", "i forgot to change loadout/offering",
at the end of the day. it is a team effort bloodpoint event (and i dont mean the event mode itself).
Im probably not the only one who is annoyed, angry, upset, sad
or whatever negative emotion you feel when you experince seeing just 1, 2, 3 cobblers on a consistent basis
and cant answer yourself to "why" they didnt bring the event offering,
in a event that is supposed to be used almost every time by everyone, because :
the more offerings you use > the more bloodpoints you gain > the more event items/offerings you can get for later use
those people are esentially just shooting themselves in the foot without knowing it
or not providing bloodpoints to those who rightfully expect most people to use them and from my perspective
there is not really a reason why you shouldnt use them.
i had an idea where you could just target those who refuse to use the event offering and match them together so no one gets anything and those who do, get everything. every. single. time
but its either too much work, too unethical or too frustrating to implement.
so i think this offering rework idea
(even if it might need more tweaks or changes),
might work out in the majoritys favour.
i dont know why this is such a thing when anni 7 wasnt like this.
but yeah i would like to actually grind bloodpoints without having to force myself in a survive with friends and then see the killer not bring a cobbler :/. there really isnt a garantie of 5 cobblers
but what do you guys think?, im i just overreacting?, im i just unlucky?,
is the idea complete trash or you have a better improved idea that will make everyone happy?.
is it just a skill issue?, is nerfing pig the better idea?,
Let me know!. thanks for reading and discussion everyone!How about we just don't get an event cake offering and instead the bloodpoint bonus is basekit? This way people will finally stop with those petty posts about "people not using the totally required offering for selfish reasons or whatever, and they should not get bp because of it"… Jesus Christ this game has so many issues and you guys are complaining about people getting bloodpoints that they don't deserve according to you… Nah dude…
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@Sudoxxed said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749433#Comment_3749433
If they forgot to bring a cake, they'll remember to bring one after not getting the 432% bonus bloodpoints from their last match, and Anniversary Cakes are 2k bloodpoints; are you trying to tell me people don't have 2k bloodpoints to spend on a cake?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749675#Comment_3749675
Sure, that's good but it's not enough and no one knows about that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749664#Comment_3749664
You're right, personal bloodpoint offerings shouldn't exist, it's not fun for anyone, but that's not a valid excuse. It's an Anniversary event; if you bring a personal bloodpoint offering during an Anniversary event, you're just an #########.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749456#Comment_3749456
Useless opinion.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749543#Comment_3749543
Absolutely, I think it's necessary to have protection for those offerings too, but the "anything good" part doesn't work when cakes are 2k bloodpoints.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749467#Comment_3749467
This argument sort of makes sense but still you can just get more cakes.
They will remember anyway, because they also want to have the additional bloodpoints, what is your point of being so petty about it? Maybe they have a daily and no offerings on that character, maybe they don't want to spend bloodpoints on that side/character but on something else they are working towards, no matter what it is none of your business and whether or not someone brings a certain offering like that should not influence the bp gain, this is one of the pettiest takes I've ever heard of…
It is not like people are obligated to bring such things, because if that was the case, why even bother with offerings? Why not just make it so every game gives you +500% bp? Also no you are not whatever rude word you said if you don't bring a cake, because there is no obligation to do so…
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@Yippiekiyah said:
Only is killers get corrupt basekit.
If soloQ and swf are on one level then killer would need to get buffed accordingly... But maybe the first step should be to bring that balance and then we can decide what is adäquate as a killer buff if necessary.
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@Junylar said:
It would be a decent idea, but Hens already made a video about soloQ misery being 100% fault of the survivors themselves, and using some creative cherry picking he "proved" that "if all survivors played nice, the escape rate would be 65%!". And since the devs already acknowledged that video, the official BHVR standing on soloQ is something like "soloQ is fine, those who suffer there deserve to suffer there". So no soloQ buffs should be expected in the following years.
Hens has like 12 K hours or so, he is a really experienced survivors, given how bad matchmaking works this does not prove too much besides a really good player can keep the killer busy to make escapes happen...
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@BugReporterOnly said:
I rather them bring no cake then a selfish BP offering like an escape cake or yellow envelope.
Don't blame them for using that item, blame bhve for letting such offerings exist... Like how are the players to blame for using a BP offering?
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@LuckyJewel said:
well i prefer killers should grab the survivor at mid-air while jumping onto the hatch
Since just like 2018
Hatch standoff reloaded… You do realise that hatch standoff the lenght of several hours existed… And that was terrible, why on earth would you want that back?
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@Laluzi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749472#Comment_3749472
Edit: Doh, wrote up an essay and then realized I misread your post and completely agree with you. Sorry! Have a like.
To amend, I don't think anyone can claim any of the original characters don't belong in horror. They were created for DBD. DBD is a horror game. We have highly successful horror icons who snark off and have stupid catchphrases. IT is a dancing killer clown. Chucky the tiny swearing killer doll is already in the game. I'll eat my hat if Legion wasn't inspired by The Purge, and the idea that ordinary people you know could be hiding so much evil. The chapter title and trailer support that much more than the power does these days… but yes. Horror is not limited to stereotypes.
In this case it's not about role, it's about the property the character came from and whether or not that property is focused on horror. Resident Evil might have way more guns and explosives than Silent Hill, but they're both full of sequences meant to terrify the player and leave them inching around feeling exposed, underprepared, and never sure when something is going to jump out at them or when they'll need to hide or flee. Tomb Raider has horror elements, particularly in specific games, but they're not designed as a horror game and the experience is very different from playing one of the former two. When you have adequate tools to protect yourself and avoid danger, you shift from horror to action-adventure.
Not that I mind. DBD already jumped the shark in that regard. Nick Cage, Vecna, even arguably Stranger Things. It is what it is, and Lara Croft is cool. I'll be happy so long as we don't end up with New Killer: Teletubby and New Survivor: Otto Van Bismarck.
All fine buddy ^^
As for the ordinary people part, you don't need to go into horror for that… Just look up interviews of the neighbors of serial killer and they will almost always say the nicest things about that guy, that's not necessarily horror, that's just life :D
Honestly, if we get Otto von Bismarck, that would be quite funny ^^ Iron Chancellor of the german empire, however I don't really see how that would work out. Being 83 and dead for 130 years surely does not help with all the running he would need to do in game ^^
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749472#Comment_3749472
Yeah but that's kinda my point... those characters in horror media have specific roles in a story, and in DBD we lack that story, so the lining of those characters as horror tropes in more subjective than objective...
And the Black Canadian Botanist and Korean Survivalist Hermit are most certainly not typical horror tropes...
So my point is, Lara Croft has pretty much just as much right to be in DBD as anyone else.
Would Isaac Clarke, Richard Grimes or Sydney Prescott be better fits? Absolutely... but that doesn't mean Lara Croft is a bad fit... she fits better than a lot of the main cast.
I guess that would be a bit specific if it were ^^
But yeahs seems arguable ^^
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@UndeddJester said:
If anyone wants a read this article is pretty good:
https://www.thegamer.com/tomb-raider-scariest-moments/
For those who want a quick summary, there are definitely horror elements to Tomb Raider, fighting ancient monsters, undead, and more recently cannibals and psychotic cults.
I will agree that horror is not however the main focus of the series.... however I guess the leeway I give it, is this a Survivor chapter... a survivor is a survivor, not a horror icon.
Dwight, Claudette, Meg, Jake, etc are not exactly what I would define as your typical horror tropes... the closest to a horror trope is maybe Meg as a last girl... but we are kind of reaching.
Lara Croft as a survivor doesn't really betray the foundations of Horror... in the game, she seems a fitting entry to the universe of DBD...
Now for killers I offer a little less leeway... the killer is the star of the show, and if they don't fit a horror theme we are definitely betraying the point of this game...
The goofy Clown and Legion skins I'm not a fan off myself... and I do also tend to gatekeep vs. FNAF because to my mind that is Milktoast horror... but that's because its the killer side of the equation.
I don't know, but aren't nerdy geek and sports cannon aka Dwight and Meg not quite stereotypical characters in horror movies? Unless you want to be ultra specific when it comes to the victims in horror movies I would say that basically everyone can fit that role...
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@Nos482 said:
In the last 12 months we've only had 2 original chapters drop being End Transmission and All things Wicked. Everything else has been licensed. I'm putting it down to license fatigue and that also makes the game more expensive for completionists.
In addition to them including skins in the chapters you can buy on steam to artificially increase the price of the chapter and offering no way to buy it via steam without the skins... At least they went back for that concept in the future, but it is still a smack in the face that they did not revert it for the already existing ones...
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749434#Comment_3749434
I mean, I want at least something to do in the game. Sorry.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749452#Comment_3749452
Yeah… Some Horror elements do not turn a franchise into Horror.
And something to do is unlock new perks and spend bloodpoints? Damn dude I would rather want to actually play the game xD If the BP cap would not exist I would not even bother to spend them ^^
I mean you don't need to apologize to me, but you need to understand that the customers opinion about a product is only relevant when it leads to the company making less money because of it... If I complain all day long about peaches being terrible fruit, but in the end I still buy 300kg of peaches every month then why should the peach company care if I buy their product anyway...
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@Cryptikk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749432#Comment_3749432
whenever people say she has nothing to do with horror, I roll my eyes so hard
Dweet addressed this stupid attitude best:
https://us.v-cdn.net/6030815/uploads/A20ONJXQCLSA/image.png
also tomb raider is heavily intwined in horror:
Well words do have meaning if you cannot define something then what is that word good for if it does not give the person you are talking to information? When using words both sides of the conversation should understand the same thing when a word is used. When I say banana, then I can expect the other side to know what I mean.
Sure it gets more complicated with abstract concepts, but there should still be a line of what is and what is not horror aside from the blurry border.
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@BurnedTerrormisu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3749434#Comment_3749434
if there is no longtherm buildup fanbase the game dies.
Sure, so what? Where is the context? If people still buy characters, despite not wanting them in the game, because they think they don't fit bhvr still gets to sell the character? So why would they care whether you like that character or not as long as you buy it... Survivors are skins anyway, so it is not like people will hate going against that character or requesting changes towards their strenght, the worst thing that might happen is that they want a better looking cosmetic, but then again, as long as people buy it then it worked... If you don't want something to be in the game, then don't support it, don't play it don't buy it... It is really that simple.
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@Aven_Fallen said:
She has nothing to do with Horror. And for me, after Nicolas Cage, the weirdest addition to DBD. And since I dont really have anything to do with Tomb Raider (I played some games, but it is not really my favorite franchise), I will just get her, bring her to P9 and then probably never touch her again.
Her Perks are also not good, so there is not much going on for her unless you like the character/franchise.
But it makes it a bit worrysome for me, because the addition of characters like Nicolas Cage or Lara Croft can mean that they are willing to add ANYONE at this point.
I mean, you are kind of part of the issue then, aren't you? If you buy her it worked, they got to sell the character... Who cares whether people play her or not
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@Sudoxxed said:
Title.
I've been in too many matches where players either bring BROWN offerings or no offerings just to spite other people in the lobby.
Players who don't bring cakes DURING THE ANNIVERSARY shouldn't receive bonus bloodpoints.
As soon as the anniversary ends, that should no longer apply, so players can bring cakes and everybody benefits from them after the event.
You can choose not to bring a cake during the anniversary, that's fine, but you shouldn't receive bonus bloodpoints from other players' cakes.
Thats a really petty thing to ask for... Maybe they forgot to use a cake? Maybe they don't have cakes in that character? Just assuming it is out of spite based on nothing is ridiculous. No, cakes are fine the way they are.
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@Cryptikk said:
I would think getting tomb raider would be a big deal, it's a iconic series, and Lara is probably the most famous female protagonist in gaming.
I'm surprised they kinda just dropped her with no fanfare. No trailers, teasers or anything. It was just "Oh we added Lara in this PTB" The leak and thr accidentally published early Eurogamer article basically carried the hype.
I dunno, I just feel the lack of fanfare and marketing for such a prolific character and franchise is strange and that it deserves more. It also raises concerns about if Lara will be dumped into the live version with a few outfits and forgotten about after.
In the end it is just another skin that does not change anything about the gameplay. I mean sure her perks do have potential, but they are not dependant on the chapter being licensed. So I guess many people just don't care about it... I don't know, I don't really understand the hype about cosmetics or skins anyway, they don't benefit you and are extremely pricy for what they are, you can buy one or several games for the amount of money bhvr wants for a single skin, that is just ridiculous and not something that should be supported. The price policy when it comes to skins reminds me of Metin 2 or other f2p garbage mmos, just insane that this made it into the realm of accepted things.
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@SRHunt said:
As the first survivor to have dialogue, I’m surprised Ash still isn’t allowed to talk in trials.
Nic Cage and now Lara Croft can speak in the trials, so it’s not impossible.
Ash has perfect dialogue for the trials (“Not the face, NOT THE FACE!”, “After I specifically asked not to be impaled through the chest!”, “Need a little help there, junior?”), yet he only says them in the lobby.
Please consider giving Ash lines in the trial.
As long as they integrate an option to turn off voicelines I am fine with that... But otherwise I don't think all that chatter helps much to keep track of a survivor or killer during chase...
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@Nos37 said:
[Removed] - Old effects.
[New] - While injured and one hook away from instant death, this perk activates. When you perform a great Skill Check on a generator, reduce the maximum required generator progress by 1, up to 6/9/12 per generator.
That is way too much of a condition for such a mediocre effect to activate...
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He is average or slightly below, he is fairly good on indoor maps with lots of line of sight blockers but struggles otherwise because his power of insta downing people out of nowhere only works when you get surprised or maybe a bit in chase, hiding the red stain, but other than that he does not really have a chase ability, so if the team is coordinated you will be broken out of your power consistently...
All that aside his reveal mechanic really sucks... It is super inconsistent and you still get revealed from behind cover and what not...
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@moputopia said:
I would love that. I don't really enjoy voice lines in DbD, not in lobby and really not in-game. For the RE characters they were a bit unique and interesting, but I definitely don't want them on every character.
The current event voicelines are also getting grating, which highlights the issue for me tbh, but at least those are temporary..
Indeed, that character is quite annoying and I would hope for the option to turn her off...
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@Dark_Vorahk1 said:
As a veteran player, I'm very used to Survivors and killers not having voice lines. While many of the newer characters are popular and the voice lines are well received, they are immersion breaking for players that enjoy the classic experience. Could you look into adding an opt out setting to disable voice lines? I would like to have the menu dialogue free without gatekeeping the voice acting for players who do enjoy them.
The game should really have more options like that, it would make the experience much better... Not in the mood for voicelines? Turn them off... You really hate the new chase music of killer X? Have the default one instead, find cosmetics super distracting because you cannot differ between survivors? Turn them off and everyone wears default skins... There is really no reason for this not to be a thing...
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@Teebus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748064#Comment_3748064
I agree with your statement about timing and training, I've given some examples as well.
My point comes back around to how intuitive the interaction is, which is to say it's not intuitive at all. Some more examples:
New friend: "I stunned him with a pallet, but it broke? What happened?"
Experienced player: "Ah, that's Singularity's ability/a perk called Spirit Fury."
New friend: "I tried to flashlight save, but he never got blinded, why is that?"
Experienced player: "That's the perk Lightborne."
New friend: "I dropped the pallet to save someone, but it just moved the killer?"
Experienced player: "Yeah, that's just how the game works, you can't stun him while he's picking them up, you have to wait."Some people might think that all three of those things are and should just be part of learning the game. My suggestion is that it should not be a part of the game.
As an extra note for the people who are focused on the balance of this, despite mentioning the idea of compensation changes, what if it worked like this:
Changed: Killers can now be stunned during the pick animation, and blinds will cause the animation to stop and drop the survivor.
Changed: Killers are now stunned for 1 second when carrying a survivor (Was 2 seconds)I'm not an expert at the game, I can't tell you if that maths out to be too overpowered for killers. But there's your compensation buff—solely for the sake of making this quality of life/intuitive mechanics change.
It would be really broken if those things were not at least somewhat required to have timing… it is infuriating enough when someone runs up that you could not have possibly seen before, but back in the days he at least needed to have timing... It is perfectly fine that some things require timing, making them even more free but less painful is not a good idea, removing more of the things you need to learn just makes the game lose depth.
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747677#Comment_3747677
This is the precise type of harassment that I'm calling out. Players should be free to play the way that they want without being shamed for what others may perceive as "being selfish" or what you personally deem "unfun"
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747779#Comment_3747779
I am aware that behavior such as this is against the rules, but I am advocating removing the tools used to grief in the first place so nobody's experience can be ruined to begin with - prevent the problem before it's a problem.
Does this argument not go both ways? So one side can play as unfun as they want to, but if the other side wants to the same that is harassment and bad? What kind of weird double standard is that? Either both ways to play are fine or neither is.
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@Rumble said:
If they do this they need to overhaul so many killer mechanics that are ruined by comms.
Undetectable, oblivious while also buffing "stealth" killers.
Yes, and if they don't do this then you will always have an information gap and with everything you introduce you need to think about whether or not people that have or don't have communication would have really big advantage or disadvantage…
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@OuGi123 said:
First of all when we are playing a Public Match as Survivor we have no communication except the chat in Beginning of the match and in the end of it. So we definitely need some sort of communication during the match, like voice-chat or chat
Or a chat wheel, a ping system, more gestures, something like that, best case all of them.
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@OrangeBear said:
I just spend enough to stay right under 2Mil every time I play and make sure I have 2 mil when I get off.
I mean you just explained why it exists. Because it encourages players to spend their bloodpoints.
And why is that a good reason for that to exist? Let players spend BP when they want to, it is not like there is any benefit for such a cap...
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@HerInfernalMajesty said:
I think it’s there so that new Killers/Survivors can’t be boosted too fast. However I would like to see the cap being raised to 3 mil though.
Which is a nonsense argument, because it is still easily possible, players keep their dailies done so they can get those points, they don't get the BP for tome quest to take them then... It prevents nothing, it just makes it more complicated and there is basically no good reason to keep such a cap... All it does is force players to use them on anything if they don't want points to go to waste…
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@Xernoton said:
While a lot of this is correct, there is a reason why Billy wasn't played that much before his rework. His base kit just felt lacking in so many situations and it always felt like you needed Engravings to even enable the fun part, which is to curve survivors. I have mained him for 2 1/2 years now and I was frustrated by this killer countless times.
You set up the perfect curve, mind gamed the survivor successfully and executed it correctly and still you didn't get the hit because you simply lacked the speed without certain addons. Some loops were pretty much uncurvable because this lack of speed would always save the survivor. Then you made a small mistake, hit a tree branch that wasn't on your screen (even with Shadowborn) and gave that survivor enough time to make it 3-4 loops further. So you left because you couldn't afford to catch up and try again (especially with the risk of having the same thing happen a second time) and then found the next person to repeat the process.
It was bad. Really bad. To top it off, Overheat was always there to tell you, that you used your power too much. Well excuse me for playing this killer for his power and not the fact that he is a very "unique" standard 4.6 m/s, tall M1 killer with nothing else going for him. It didn't really come into play anymore but it was something that always left a bad taste in my mouth.
Billy definitely needed quality of life improvements. Those include better collisions (you should not bump into things that you can't see period), higher base chainsaw speed to make him less addon reliant (no killer should be forced to use some specific addons to be functional), a remove of overheat and reduced penalties for missing and bumping (these simply made him too punishing for most people). I had also mentioned before that his counterplay was often times too easy compared to how hard it was to actually play as him.
This was to a degree because he lacked unpredictability and complexity from a survivor's perspective. You knew what he could do and there were 50 options to counter it at all times. For the killer that meant, that curving as fun as it was, was just a big risk instead of an opportunity. If my chances to get a hit with a curve are incredibly low and the punishment for a missed curve is that high, then why wouldn't I just run after that survivor and try to back revv? Because it isn't fun. But it's also not very fun when the preferable play style is that much weaker and more risky.
If I had to describe old Billy in a single phrase it would be: "A lack of control." While you did have control over your own power, the survivor had complete control over the results and only if they made some big mistakes did that change. Unfortunately there are a handful of loops that now have the opposite issue and basically guarantee you get hit as a survivor. This isn't good either but it can be fixed way easier than before because all of these loops have the same issue: collisions. If I cannot bump into a loop at all, then I can do a U-turn around it, which leaves survivors with no counterplay other than to pre drop the pallet and leave, which isn't fun for either side.
The thing about a good Hillbilly main destroying you is neither right nor wrong. A couple of maps held him back to the point it was basically pointless to even try but on most maps you could win as him. This however fails to aknowledge the real reason why that was. Because most people playing DBD are genuinely not that good at the game (myself included). So if you played Billy on a high level you had a good chance to play against people that were not as good as you and win (partially because you'd lose against those, which prevented your MMR from going up) but that is true for any killer (except maybe Freddy). I cannot tell you how many matches I lost with this killer against survivors that I perceived as pretty mediocre. They didn't need to do anything special because I lacked the power to follow through.
If we absolutely have to nerf Billy at some point (which I don't think is necessary for his base kit), I'd rather they keep him as rewarding as he is but tie Overdrive to getting a chainsaw down instead of just using the chainsaw. I want this killer to be fun for both sides but going back to old Billy isn't the way to achieve that.
I agree with most of what you said.
I would say they could change lopro, I don't like the addon design, because it can result in lose lose situations... I don't like the idea of tying the overdrive to getting a down, and if so then at least make it so he gains a charge of that that he can use at will for x seconds of durations so he does not just get it in a situation where it does nothing for him.
Overall Billy is fine, he was incredibly hard before and super weak at that, the rework made him indeed stronger but I don't necessarily think his basekit is too strong, he is Allright, I still wish they would give him the more fluent cooldown animation from the old days, I don't like the wobbly current one...
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@Predated said:
Does that mean that bleedouts will no longer count as kills in MMR?
Because the only reason I considered a bleedout to be a "legitimate" kill was because there were literally no hooks nearby. I would still argue that it is a stalemate, and thus should be considered an MMR tie, but with hooks now respawning, I dont really see any reason for Bleedouts to be considered regular kills. It only discourages hooking a survivor in a 2v1, and unless there is a different fix being secretly made to fix hardcore slugging in 2v1's, I think making a bleedout count as an MMR tie would at least prevent most people from slugging forever as the slugged survivor can hide somewhere randomly.
There are some extremely niche cases where someone will be forced to bleed out, but those cases are less niche than a survivor escaping through the hatch.But you can still force bleed outs? Sabo, Breakdown, the 60 second cooldown... This update does not fully eliminate hook deadzones, it only helps, people can still bleed out especially when they crawl away and hide during that time. It should not count as a tie, that would be ridiculous...
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@Teebus said:
Currently it's a bit of an odd 'skill' to have to practice, being able to stun a killer the moment he's 'stun-able' when picking up a survivor under a pallet.
I understand this would be a buff to survivors, arguably moreso for random lobbies than SWFs, so maybe it has to come with some kind of compensation nerf. This suggestion isn't really about balancing the game, though, it's more of an odd technical interaction that I don't think should exist today.
I try to think of it from the perspective of a new player. If I were teaching them things, most of them would make sense. I'd say things like:
"Practice hugging the wall tighter without clipping things, which takes advantage of your third-person perspective to gain a bit of distance."
"Practice fooling the killer into thinking you'll vault and gain some distance when they swing and miss."
"Practice timing the pallet for when the killer is out of their pick-up animation, since it will just push them out of the way if you do it too soon, or they'll hit you and move if you do it too late."One of those things isn't like the other two. I know it's not the only non-sensical interaction in the game, but it's one I notice a lot and I think it'd be good to address it.
Honestly it is fine that there are certain things that require some form of timing and training for that... Flashlight saves already got quite a big window and you don't need much timing anymore... I would rather say that window should be smaller instead of making the on for pallet saves bigger.
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@TheRivulet said:
Decrease bear trap timer from 150 seconds to 140
Time should still go down while in a chase, just at 50% the regular speed
You should still be given one bear trap when using video tape
Attempting to exit via hatch with an active trap on should kill you
Getting the hatch is the only thing the survivor with an active trap can try when the pig is hard tunneling him with an active trap, I really don't see a reason to remove.
If she still needs buffs, after she already had her chase buffed then maybe faster crouch movementspeed or more things added to her dash, maybe increased movementspeed but reduced value of the addon or something like that. However just making her bear traps stronger which are already not really interactive is not the way to go. The traps are supposed to be game slowdown and only threat you with death if you don't do them, putting a higher focus on the traps tends to create unfun gameplay for the survivors and I don't think that is necessary considering there are other parts of her kit that could be changed.
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@Brutha said:
Basekit Changes
- Freddy still moves at 115% speed when placing a snare.
- Survivors who walk over snares now leave blood trails, regardless of health state, for 20 seconds.
- Freddy now has access to both snares and dream pallets in every trial and can switch between them like the Clown switches bottles.
- Freddy's lullaby range is reduced to 24 meters.
- The Dream World now has fog from the survivors' point of view, but no fog is present from Freddy's point of view.
- Survivors can't see their alarm clock's aura outside of 40 meters.
- The 30-second immunity when waking up from an alarm clock is ignored by Freddy's basic attack.
- Waking up from an alarm clock now takes 8 seconds.
- Survivors who fall asleep are shown to Freddy with Killer Instinct for 3 seconds.
- Freddy is now invisible to awake survivors outside of 24 meters and can be seen intermittently in the 12-24 meter range. He is fully visible within a 12-meter range.
- Freddy's terror radius is now 24 meters.
- Survivors are given the "Deafened" status effect while using their alarm clock.
- When a survivor drops a Dream pallet, they become incapacitated for 5 seconds.
- Freddy's lullaby can only be heard by asleep survivors.
- Freddy can now project to completed generators.
Add-ons
- Black Box: The obsession starts the trial asleep. The obsession cannot wake themselves up by any means. Survivors who wake up the obsession become the new obsession and suffer the same effects.
- Class Photo: After projecting to a generator, gain Killer Instinct on all asleep survivors for 6 seconds. Dream Projection can no longer be canceled.
- Swing Chains: When Freddy vaults a window, that window is blocked for all asleep survivors for 10 seconds.
- Jump Rope (Now a purple add-on): Freddy's lullaby is map-wide and still non-directional.
- Outdoor Rope: Freddy can now see survivors' Microsleep timers.
- Pill Bottle: When Freddy hits an asleep survivor, he transfers his lullaby but not his terror radius to that survivor for 30 seconds.
- Unicorn Block: Adds 2 snares to Freddy's maximum snare count.
- Burnt Sweater (New, Purple Add-on): After the last generator is completed, all survivors immediately fall asleep and cannot wake up.
Except for making him a bit stronger this does not really accomplish much, he is still boring to play and has little to no expression, and is still boring to go against as well...
Also by saying getting hit during the immunity timer still puts you to sleep, why don't you just say the immunity gets removed? Because immunity to getting out asleep and the sleep timer starting again are two different things.
The issue is not only that Freddy is weak, but that he also has no depth and very little killer specific skill expression, he is also quite boring to play and play against. So while these changes would probably turn him from the worst killer in the game to an around average one, but none of the other issues I just mentioned get addressed... I would rather have a full rework instead of these minor changes.
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@Xtails said:
I have played this game for a long long time! I don't play full time I get one a few times a month MAYBE. This game desperately needs a casual mode to try out builds without MMR being a major factor….I get on this game and I am not good anymore and get wiped by killers sweating their ass off. I don't mind them trying their best obviously but this game is zero fun. Only fun I had in the last 2 years of this game was chaos shuffle.
What would prevent people from using that queue and still play sweaty?
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@NotJared said:
There's (infamously) an extreme amount of toxicity in Dead by Daylight, and I think being able to deduce which other players who are not playing in a playstyle that you enjoy serves as a tool for unkind players to make the game unfun for others.
A couple patches ago, Offerings were presented both on the pre-match screen and in the pause screen in a random order.
I think this obfuscation was great, as it allowed players to play however they wished without fear of getting tunneled or griefed by other players for the choices they make.
Since the Offering order has been restored to match 1:1 with the players that brought the Offering, this gives players precise information on who is modifying the match in a way that they do not enjoy, providing these players with the precise information to deduce who they would like to tunnel out of the game, or which teammate to grief out of the game.
Ever since the Masquerade has begun, this has been particularly rampant - for merely bringing a map offering to play on a map that I enjoy during the event or otherwise not bringing a Screech Cobbler offering on a character that I don't have one on, I have been incessantly tunneled, and in many matches I have teammates who go out of their way to reveal me to the killer, body block me, or stand next to me on hook as they watch me die, shaking their heads.
I know this behavior is intentionally aligned with the Offerings, as often they will either say so in endgame chat, or if they are streaming they will check who brought what and then proceed to grief/tunnel me (or whoever the perpetrator is).
I think it would create a better overall experience for all players to minimize access to tools that can be used for griefing (the tool in this particular question being 1:1 Offering matchups). Please consider re-randomizing Offerings.
The problem is if I as the killer don't know which of those little rats decided to send me on eyrie or the game for the 10th time now I need to be mean to the entire team, instead of just getting rid of that one guy... If the killer tunnels you out because you send him on bedham, eyrie of crows, the game or some other stupid map with busted setups then you cannot really complain when he plays like that...
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747446#Comment_3747446
You mean like they did with Plague recently? Where it took them years to casually mention she has been bugged all this time?
That speaks more for them deciding randomly what has always been a bug, which is not really reasonable, but at least we have confirmation there and until we have confirmation on things being exploits or bugs I would just always assume they are not.
Considering how often they broke vault distances on female characters I might otherwise have to assume the shorter distance was intended, otherwise why would they change them so often?