Archol123
Archol123
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667616#Comment_3667616
Actually, we feel it would be worth more as it would show that a majority would (or wouldn't) actually want and use the feature instead of semi random voices every now and again. It definitely would be worth more than the conversation here.
How? Not a clue. At the same time, BHVR DID implement a chat filter BECAUSE they didn't want to have things like death threats in their game. Filter may go Abit overboard but it does it's duty. Besides that point we feel it'd be a hilarious idea if they actually got it to work.
Not both because one would make the other effectively redundant. It's fine if you think it wouldn't, but we don't think the coms are the way to go for the game. It's just your thoughts against ours. The main point of that last bit was showing that using that specific argument is ineffective.
Sure that is true, but it is still worth nothing... Just because it is a little bit more does not suddenly make it valuable...
The chat filter is an atrocity and it is ridiculous that you cannot turn it off... This thing blocks too much and too little at the same time... That thing barely works.
It does not make the other one redundant at all... Both options have different strengths and weaknesses... Coms allow for precise information, if everyone speaks the same language and is willing to talk but is problematic with a language barrier or with people trying to abuse it. A chat wheel has by nature a limited amount of callouts bound to it and is therefore way less precise but works for everyone no matter the language...
They don't make each other redundant at all, that is fairly obvious.
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667751#Comment_3667751
Because Xeno, overbuffed at release, nerfed after the launch hype.
Chucky overbuffed for release, "bug fixed" after the launch hype.
It's a recent trend with them, they didn't used to do this but it's becoming more apparent, I guess we will see when the next rift comes out and if lines up with one of the buffs/reworks. I'd not be surprised if we see Huntress cosmetics all of a sudden.
Eeeehm or maybe the information they gathered on PTB wasn't enough and they wanted to see how it does on live and then fix it accordingly? I find that a little bit far fetched...
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@Emeal said:
Removal of disconnect timer:
Right now, people are still quitting early via attempts and afk skill check fail. Removing the timer for Survivor would cut down on those types of cases.
How would that not just make Survivors DC more since there would be no penalty then? Like we have seen this when bHVR are forced to remove the penalty due to game issues. Survivor disconnects where through the roof.
At least you get a bot then, instead of a teammate who killed himself on hook.
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@nValentine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666988#Comment_3666988
i do question it, because it's irrelevant. why you even doing math counting millisecond on a game with server issues and huge hitboxes. it doesnt make sense good sir
plus as i said i can prove whatever you said is wrong. billy missing a chainsaw doesn't give you any valuable distances.
So the exact numbers with which the killers power work are irrelevant? OK bro if you say rivers run uphill it might as well be like that...
OK the math Society in general will look forward to that paper :) Please send me a copy I am looking forward to it.
I can understand it sometimes feels like less but that might as well be because you unluckily ran in the direction in which the Billy already missed his chainsaw therefore shortening the distance you already gained... Usually the chainsaw will not miss you by one pixel so the distance will already be a bit bigger than the raw numbers. However have you compared Billy's cooldown to the cooldown of other high mobility killers like Blight or Oni in his power? :) Maybe that helps you to rethink whether or Not Billy's cooldown really is short or not...
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667393#Comment_3667393
The forums specific. In that case why don't we? Host a survey, that way atleast the ones who are in favor and hiding will speak up (or the opposite).
Considering how they added a profanity filter to the end game chat, it stands to reason (to us atleast) that the devs wish to migate the toxicity of chats. Other games are irrelevant as we are speaking of DBD. Random updates breaking random things is one of DBD's great mysteries~ [Ha, even the code has rng]
Yet there are other ways to bridge said gap without the voice coms. Chat wheels work just as well and voice coms don't solve the problem of teammates (more specific people swinging, doing something stupid, focusing on rift over all else, etc). Bigger fish includes health of the game, balancing maps, perks, and killers, new content (we do acknowledge coms would be included in this but we do mean new killers perks collabs and the like), etc. We will admit that the "bigger fish" are also subjective but these are more immediate and (this is to us) practical to do.
You do have a point that combing the code would indeed be a big fish, but its also not something to do in a reasonable time and not worth it (least seems so to the devs, our own thoughts on the matter vary) as currently it is still working relatively smooth. Voice coms would be a smaller fish in of itself but theyd either have to comb the code or add it in and hope nothing breaks to bad (doubt that'll happen).
Since there are other ways to bridge the gap other than voice coms its not that big of a pro and we can ignore all of the cons that come with it. See the problem with that?
I mean like I said... That wouldn't change anything about the data not being worth much...
How would you even implement such a filter to a voice chat? Besides the point where it probably ruins conversations because you have no clue what got filtered and it probably does not know which word in which language is alright and which not... Such a filter would be a horrid idea...
I would not say that a chat wheel has the potential to be as effective as a voice chat, as you re limited in what information you can share, but why not both? I would not say a chat wheel on its own would be enough though.
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@FapilyEverAfter said:
Wondering if there has been any thought by the devs to rework the in chat filter for Xbox/Microsoft on PC? The fact that 'lol' or 'killed' (in a game about killing) will censor an entire sentence is out of hand. I think having a filter you can toggle would be more beneficial, even in normal conversation with a swf 90% of the time it ends up censored. Seems like the community has been asking about this for years but goes unheard.
Yeah I don't understand why either... Basically any game has an option to disable it but not this one for whatever reason... We'll maybe in 10 years or so... Probably earlier than we will get ingame voice chat.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667314#Comment_3667314
From what we've seen here, about half is the minimum of people who would be muting or are against voice coms. True this is neglecting the ones who do want voice coms but think of this: whats the amount work that would need to go into making the voice coms work in game (and probably a profanity filter). Its not simple (not too sure as to how complicated, but its not simple, especially since this game is 7 yrs and seemingly random things break from simple updates.) If a majority wouldn't be using it anyway, why focus on it when there's bigger fish to fry? Same as if its going to cause known problems, why bother?
We're listing them because everyone has a different view of whats a big deal. Thats a subjective stance. You may think that 1 pro outweighs the cons but we sure dont.
Half of which group? The people who talk on the forums or even on a specific post are not a representative group... If that would be something relevant they would need to do a survey about the topic so it would be clearer how many people are really against or in favor of it, but speculating just by the amount of people here seems completely useless...
Which game has a profanity filter in the voice chat? Never heard of that before but we'll sure... As long as I can disable it fine by me. Yeah the spaghetti code makes it hard to get stuff done... I just love how they broke pinhead lunge attack or vault distances on females xD How does such a thing ever happen...
I mean the focus on it would be to bridge the gap between soloq and swf, a discussion that has been held for years by now... I don't know what exactly would be the bigger fish? ^^ However unless it is re programming this whole mess of code so stuff does not just randomly break I cannot currently think of a bigger fish ^^
I mean sure but things like you might hear background noises in itself surely is not that big of a con... Some things might be subjective, but that type of small inconvenience that can easily be avoidable is hardly arguable.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667191#Comment_3667191
The problem being, your going to end up muting everyone to the point it's redundant. Not just for the background noise point, almost all the points.
And if those people are the same? Now don't get us wrong, we wouldn't care about being ignored, but if others throw hissy fits for basic slights then its just opening a can of worms for little reason especially with this player base.
Third the point of a pro and con list is to list the pros and cons.
Edit: we just realized this post is from January
That neglects that people might want to interact via voice sometimes, they might not mute all people every day.
Also if you load into a game and see pre muted people you can decide to unmute them if you feel like it... And mute them again if they are still problematic, but it is your choice, that's how it should be the game gives you the option but you are to decide.
Sure that's true, but then again if you just list them without evaluating how big of a deal each one is then it does nothing, because you can have one good reason on the pro side that outweighs 10 reasons on the con side...
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The map is slightly too big, the main building is a bit too strong and because of its position easily accessible from basically anywhere. The main building has some weird collision in the ramps and some other tiles that just don't behave like they should from the looks of it. The pallets and windows it spawns are just too strong, basically makes it one of the strongest buildings in the game, and it s shape allows you run the killer for a while without him being able to really cut you off or anything...
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Well the infinite fences from old haddonfield are gone but this atrocity suffers from something different, the houses are so busted that you can almost infinite the killer on it, because you might be able to shift tech them and not be in chase therefore basically never getting entity blocker on the windows. This basically makes it so unless you play a strong chase killer you cannot chase in the houses because you would be throwing the game, as a decent survivor can loop you there for ages. Yeah sure the rest of the map is dryer than the Sahara but it is still not pleasant because you basically need to play area control as you can never chase in the houses...
The houses need to be tuned down severely, the dead zones should be filled maybe add some windows in the garden areas, maybe add some line of sight blockers in the middle? You can otherwise pre run from a mile away. Other than the art design there is just nothing good to say about this map, because the gameplay just feels like pre running to the busted house and then waiting for the killer to leave and as killer either hold a 3 Gen (unless you play a strong chase killer) or get 5 Gen ran because you just could not loop the house, the skill gap between survivor and killer needs to be immense to get a hit there otherwise...
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I think it is a great and balanced map, the size is fine. It could have a window more at the circus part, because that part of the map can dry out really fast and it has a tendancy to spawn a busted setup next to shack with the jungle gym nearby. Same goes for a window setup in the main building, but overall I think the map is alright. I think it is arguably one of the best designed maps in the game, from a gameplay standpoint.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667131#Comment_3667131
Idk mate, lotta ppl we know can have a racket going on and then there's Point 6.
Yeah and then you simply mute themthem and it is fine... And since you oftentimes will not really encounter the same person several times it is completely fine...
As for the getting ignored part... If somebody does not respond to you and the first thing you assume is that they ignore you for whatever reason and not the possible language barrier or them just not wanting to talk, which is also fine... Then that is kind of on you, however there are still two other people in the match you can communicate with, so even though some might chose to not interact with you there are several other people.
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@Szarman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667139#Comment_3667139
if you only mean damaging surivors then yeah, he is an m1 killer. His playstyle is different from any other killer in the game tho. He wont be a "typical" killer.
I mean that and that he has no chase power is what makes him a basic m1 killer.
But sure his strategy can be different...
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@Szarman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666022#Comment_3666022
idk if i can call myself "advanced" but i have over 2.5k hours in this game, I play dbd since 2019, so I can call myself an old player. Currently his chase power is still pretty bad. His dream world is nothing like dream world. I'm not here to make freddy a top tier killer, but make him a bit more fun, lore friendly.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666035#Comment_3666035
Sooo indeed you are a m1 killer but not a basic one. Current Freddy is a basic m1 killer with his traps being pretty mediocre and boring as hell. You can watch otz's video on old freddy, when he was playing him, and I agree he was very weak back then. But as i said in some of previous comments, things have changed, no dead hard, loops are way more friendly than they were back there (pretty much no infinites, renders are also changed and are more balanced overall). I didnt just put old freddy here. It's old freddy with teleport, buffed stats, changed addons, new mechanic (micro sleep). And as I said, I'm not here to make him OP, or top tier killer, just to make a fun one. An invisible killer who has to plan his next move by the information he is given with his power. It wasn't pretty possible back then because of dbd's balance state. Freddy was really strong against bad survivors, and really bad against strong ones. I'm sure that this freddy would be more enjoyable for both sides tho. I also wouldn't say that this freddy will be able to lengthen the game for the infinite duration. He is indeed designed to slowdown survivors and catch them off guard, but survivors can play around his power and the whole dream world.
I don't exactly see under what definition he would not be a basic m1 killer with those changes?
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@Rulebreaker said:
At this point there needs to be a pro con list...
Cons:
- Toxicity (go **** yourself lvls)
- Language barriers
- People upset at being ignored (intentionally or not) and doing who knows what.
- Background noises distracting from in-game sounds
- Humans in general (ex: people purposely yelling)
- People opting to mute would be at the same disadvantage currently and have the problem of point 3
Pros:
- It directly bridges the gap of SWF using outside the game coms (coordination, call outs)
- Chance to make friends by chatting
....if we're missing things feel free to add on
I mean yelling, toxicity and background noises can easily be canceled out if you just mute them... At least the background noises are completely irrelevant with that, especially if we consider how good noise canceling is these days...
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3667016#Comment_3667016
Exactly. The issue is how would voice comms actually be used? The abusive and toxic messages sent in end game chat or through console services helps show exactly how voice comms would be used and it wouldn't be in a way that increases fun.
Are you all kind of forgetting the vast majority of games with no toxicity at all? How are you all just assuming that people would only be toxic with voice comms... This is ridiculous...
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666797#Comment_3666797
The system isn't optional. For the game to find a Killer within the average MMR range of the team, first it needs to know the average MMR range of the team, and it can't do that before we're matched. If you're matched with me, then I'll experience the increased queue time along with you while we're waiting for it to find a player that is A) Not using one of the four potentially blacklisted Killers and B) Is within the average MMR range of the team.
The only person making a choice is the one that wants to ban a Killer; everyone else is dragged along for the ride. A separate queue isn't the answer either. Simplistically, the answer is: deal with it, not enact a system that makes everyone else suffer for one player's inability to have everything be perfect all the time.
It is optional in the sense of opting in or opting out. As for the part of it needs to know the average mmr... Usually it should be somewhere around your own mmr... I don't know if it gets the group first and then the killer or just a killer around each individuals mmr considering length of queue and what not... Seems a bit overcomplicated otherwise?
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666709#Comment_3666709
Because my experience is mirrored by multiple other people who report the same. What's stopping you from getting you into a group and using voice chat among yourselves? You dismiss the experiences of all the people who you can see by just googling tcm chat, you dismiss my personal experience and yet nobody is calling your fps experiences with it into doubt. However, you don't return the same consideration.
It's not worth continuing this back and forth as you're too obstinate to extend the same consideration to others that is extended to you. As such, please don't tag me anymore as I'm not going to respond any further as you're not bringing any worthwhile points. Repeating 'I don't want to believe you' over and over while there are other people who corroborate my story (once again, do a Google search and read what other people have read) is pointless to continue in a conversation so I'm not. Have a good day.
There is still a difference between a group of people and a representative amount of people so you can generalize the opinion voiced by that group.
The difference is that most people don't voice how happy they are with voice chat and the community in general, because why would they? This leads to the minority of people who are unhappy to voice their concern, while the majority keeps quiet as they don't have an issue... This is a fairly obvious thing.
I don't dismiss your experience I just say one person or a group people is not a representative amount, therefore it says nothing about the entire community. There is a difference between those two.
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@nValentine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664496#Comment_3664496
bro what distance are you talking about? i literally have a clip where i dodge his chainsaw at a jungle gym and tried to make it to the pallet which is obviously so close and i couldn't he downed me with an M1. you literally can't make any distance idc about whatever math you're saying here. in action none of what you're saying happens and i literally clipped to make sure to show it to anybody who says you can make distance whenever he misses.
"idc whatever your math says" is a questionable statement good sir... You might want to rethink that ^^ Because doubting that math works is an odd thing to suggest xD
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666713#Comment_3666713
he can do both of what these killers can, still has no CD and his power takes 2 health states, doesn't require and injury for his blue chainsaw like oni does his m2... lmao
Onis power has far better steering and basically get a hit almost every tile in the game, whereas Billy still cannot curve every tile and Blight also on a completely different level when it comes to steering... Both of them don't bump and go into cooldown because of it... The comparison seems a bit unreasonable to most people with some experience in the game... Sure Billy is good, but you can still outplay him if you know what you are doing.
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@Raptorrotas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666811#Comment_3666811
They were saying that 90% of survivors would block [current strongest killer], not that 90% of killers would get blocked.
Expanding the banlist by X would just make sure that both the top(X-1) killers and a personal unfavorite get banned.
My mistake, I wouldn't agree with that either though... As long as rh strongest killer is fun to go against not everyone would block it... Otherwise it would be really sad that they want to win so hard they would rather have unfun matches but win instead of fun matches regardless of the outcome.
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@Starrseed said:
if survs could block a killer 90% would just block the killer that is the "strongest" at that moment so lets say right now wesker is the "strongest" what happens now?
its cute that you guys say you would take longer q time so you dont have to face that killer but do you guys remember that the killer is a human too? if i would want to play wesker in this example i would have to waite ages to play him because he is the "strongest" right now.
to adress the: "well when a killer is blocked so much thats a sign bhvr should nerf them" argument i tell you flat out thats bs. there will always be a "strongest" killer thats just logic. as long as there is more then one killer one automaticly is the best. so now we have a funny game where a killer is the "best" gets blocked by more then half the survs cause streamer x has said so and now i cant play a killer i paid money for nice. then bhvr comes in and nerfs that killer if he needs it or not just so he can lose the title as "the best" but what dou you think will happen now?
if you said that logicly now the next killer automaticly becomes "the best" and is blocked you are right.
so in the end we would just run in circles cause sooner or later the nerfed killer will get buffs again cause they are to weak and bhvr will have even more to balance then they have right now and we will have a bunch of killer mains that put money and time into a char and they cant play for god knows how long until he is nerfed.
i absolutly understand if some folks dont like to play against certain killers like plague or clown because of phobias we had that discussion on the forums more then enough and a opion to change these killers for the survs only so they can better deal with that is needed. i also understand that from a survs view its a bit boring when you face the same two or three killers all night but then we should advocate for buffs and changes to the weaker and unfun killers so you get to see more diffrent killer.
Nobody is saying you should be able to block 90%... Let's say like 3-4 killers max on each survivor... So still half of them are available, also I don't think most people will ban the strongest ones, but the most annoying like skull merchant for example. But sure you might be right about the strongest, however we can only guess...
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@Raconteurminator said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666763#Comment_3666763
Thing is, you won't be waiting 15 minutes, you'll be waiting much, much longer. There are four players; each with their own blocked Killer that matchmaking has to take into account when trying to find a game, and we all know the system is barely fit for purpose as it is. All a block system would do is make sure it is neither fast nor accurate. Then you have to consider the bigger picture: players of this game tend to be massively entitled. You want to wait that long for a game when the odds of someone killing themselves on the first hook are as high as they are? Not facing Nurse won't make Entitled Timmy or Privilaged Paula less likely to rage quit and sink the game for everyone else. I don't much fancy having the game running for 90 minutes just to get 4 games and 10 minutes of actual gameplay.
On top of that, adding a system that punishes people for using content they paid for isn't a great business practice. People paid for Killers, they paid for skins; adding a system that makes it harder to use that content based upon the whims of other players would be disastrous.
Make the system optional, let players chose whether or not they want to use the killer ban system or not, if the additional wait time is worth it for them they can use it, if not they don't... Does not really create more of a seperate queue time than cross play on or off... I don't have an issue with longer queues or players still not wanting to play, if someone waits this long and still offs himself early fine by me ^^ Let's see how willing they are to do this after waiting so long.
The key word here is choice... You can choose to use the system or not, nobody is forced to.
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@Crowman said:
Enjoy your long queues
If I don't need to see a skull merchant or a Knight ever again I will gladly queue for 15 min every single game.
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@Royval said:
So you can play against weaker killers all day?
Depends... I d rather have Nurse Blight Spirit all day than Skull Merchant, Knight or Hag... Guess since skull merchant has the highest killrate she is the strongest killer in the game. I therefore prefer to play against Nurse and Blight as they are clearly weak and need buffs :)
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@Rokku_Rorru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664643#Comment_3664643
I mean, he can't stay the way he is LMAO he is a better Blight and Oni now, with no power CD and higher reward with lower risk.
You need to elaborate on how this is the case... Because I find this hardly arguable ^^
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665921#Comment_3665921
I'm describing exactly how it is with TCM and how useless it was with VHS. This is the asymmetrical game community; not a different community. When I play Planetside 2, for example, I don't get told to kill myself, I don't get called racial slurs, and I don't have people calling me all sorts of names. Sure, there are people saying the Vanu (or whichever faction sucks; mainly because they're all jealous of the Vanu) but nowhere near the level people get in asymmetrical games nor as intense.
Voice chat in DbD is a bad idea. It's been tried with two other asymmetrical games I've played and it hasn't worked well in either. There is no reason to have a poorly used, terrible function in a game that allows other players to direct slurs at each other or tell players to kill themselves and no, a mute button is not 'good enough'. There is no reason to allow a function that enables abuse of other players in a game just because a few people might use it.
If you want voice chat SWF up and use Discord. There are tons of options available that don't entail opening up other players to slurs by random unknowns.
So let me get this right... Your personal experience is exactly accurate and randomly describing the truth about the community, and that is that those people are all racists and immature impolite brats that do nothing but spout nonsense? ^^ Seems hardly believable my man... What is more likely... That the villainous scum of the earth all play asymmetrical horror games for some reason or that you got really unlucky with your teammates or ended up in some bracket where only such people get matched with you.
Why exactly is a mute function not good enough? If you can just filter out those people you will be completely fine and if you don't want to use it altogether you can just disable it, so those people who want to use it and or have better luck with their teammates can still use it? I think not only a few would use and also it would a nice way to bridge the gap between solo and swf... So saying if you want voice chat go swf is exactly the issue why people complain about swf... They have more information that solo does not have...
I think there are plenty of reasons to implement such a function, close the gap between solo and swf is one of them, therefore be able to balance around players having that kind of information is the next one, because otherwise you would have two groups of players, those who do and those who don't have these informations and that can bring forth issues where certain mechanics disproportionately affect one of those two groups. And I think those are quite good reasons in favor of such a function ^^
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@RFSa09 said:
So, i already talked about nemesis here, i don´t like to be repetitive, but i didn´t really explained his actual problems or something like that, so, today, i want to share with you guys some changes for him, changes for his most ´´annoying´´ things, basically his power and addons, everything
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T-Virus
So, nemesis have a tentacle that works like a M1 lunge, but it´s instant, his power is fun, cool, but has so many downsides, so many little things to make you feel hopeless if you don´t get the perfect early game, and the ideas i want to share can maybe make him more, i mean, less horrendous to play on high levels
also the tiering up system is fine for the, the problem is what you get from it
Tentacle strike: Part 1 - Infecting a survivor
Nemesis is famous for being ´´just a 3 hit killer´´, people complains about needing to always hit a survivor 3 times to end a chase, the fact that survivors get speedboosts after getting infected, but i have a solution:
Healthy and non infected survivors will get injuried AND infected if the nemesis hit the tentacle strike, but, the nemesis can´t down an injuried survivor if he´s not infected (yes, you´ll get the infection and the injury tier up points)
I think this is the perfect idea tbh, if you wants to tunnel, you will most likely need to hit the survivor 2 times anyways, the game will give you a benefit for not tunneling
With this change you don´t even need to buff his hindered status effect
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Tentacle Strike: Part 2 - Tier changes
While playing the current nemesis, you tentacle will be the most useless power in the entire game (besides michael tier 1), at tier 2 you will have a pretty decent (but not close to be strong) power, and at tier 3 you have a power, and i want to give some little changes for him, to make the tiers more impactful
https://us.v-cdn.net/6030815/uploads/7SNIMWD4J0JW/sem-t-c3-adtulo.jpeg
Tier 1 is currently really bad, change the range to 5.5 meters at least
https://us.v-cdn.net/6030815/uploads/0Z7QJFUVUG8Z/images.jpeg
At tier 2, you will walk at 4.0m/s while holding the tentacle and your tentacle will have a 6 meters range
https://us.v-cdn.net/6030815/uploads/QM3Z7VCEAHR6/sem-t-c3-adtulo.jpeg
At tier 3, you walks at 4.2m/s while holding the tentacle, your tentacle will have a 6.5 meters range instead of 6, i had another idea for tier 3 but it would probably be a bit overpowered, the idea is: hitting multiple targets with one tentacle strike, like: destroy pallet and hit survivor with 1 move
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Zombies - Not useless, but can be better
Zombies are not useless, but, weak? they just can´t do too much, and they don´t need to do too much too, they´re NPC´s, they shouldn´t always carry the match, but i think they deserve more
Make Brian´s intestine, Visitor Wristband, Admin Wristband and Mikhail´s eye current effects basekit, also don´t remove the ´´lightburn´´ mechanic from the zombies, maybe make it weaker but NEVER remove it
also, zombies should straight up hit the survivor instead of infecting them, survivors being able to use zombies as a speedboost to escape is so dumb
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Infection - Not even close to wesker and plague (or even singularity)
Well, his infection doesn´t need to be strong, he have zombies, anti loop, but it could at least do something besides just.. you know...cough cough
My ideas are:
The infection should buff zombies (similar to wesker, freddy and singularity)
Basekit current Ne-alpha Parasite
Infected survivors can be more easily detected by zombies or something like that
After getting infected, the survivor suffers from the incapacitated status effect for like, 10, 15 seconds, so you can make a bit of pressure if there´s 2 or more non infected survivors on a generator
survivors drops pools of... vomit?
anything like that
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Addons - Reworks (my ideas)
- Brian´s Intestine: Zombies Respawns 5 seconds faster and keep the current effect
- Damaged Syringe: Injuried Survivors who uses the vaccines suffers from the deep wound status effect
- S.T.A.R.S. Field Combat Manual: Survivors can only see the aura of supply boxes within 24 meters of them
- Visitor Wristband: Increase the speed while holding the tentacle by 0.5m/s
- Admin Wristband: Increase the speed while holding the tentacle by 0.75m/s
- Adrenaline Injector: Survivors who uses the vaccine ear their own heartbeat for 15 seconds (terror radius)
- Marvin´s Blood: Keep the current effect
- Mikhail´s eye: increase the detection range of the zombies by 5 meters, increase zombies FOV by 10°
- Zombie Heart: zombies have their own terror radius
- Licker Tongue: Survivors suffers from the haemorrhage and mangled status effect by 80 seconds after getting hitted by a tentacle strike or a zombie
- Plant 43 Vines: Increase the opening time of the supply boxes by +7 seconds
- Serotonin Injector: Keep the current effect
- T-virus Sample: Keep the current effect
- Tyrant Gore: Keep the current effect
- Broken Recovery Coin: Keep the current effect
- Depleted Ink Ribbon: Keep the current effect
- Jill´s Sandwich: The aura of recently infected survivors are revealed to the nemesis for 7 seconds
- Ne-Alpha Parasite: Zombies insta down infected survivors (yes) or keep the current effect
- Iridescent Umbrella Badge: Keep the current effect
- Shattered S.T.A.R.S. Badge: Keep the current effect
ok, we all know his addons are not good, probably the 3rd place for worst addons in the game, nemesis have zombies, infection, tentacle, vaccines, boxes, so many things to make different addons, but i know you guys are creative, i know
and it´s not like ´´I WANT THE ADDONS DO BE LIKE THAT´´ no no no, i just want them to not be bad
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That´s basically it, any of these changes would make me and probably every nemesis player really happy :)
but now, i want to tell you some of the reasons why the nemesis is a ´´bad´´ killer currently
Bad early game (can´t down survivors fast)
If you don´t have a good early game you lose (need to tier up fast)
0 mobility (his power slows him down so much)
so easy to evade a tentacle strike (and no, nemesis can´t hit through windows and pallets, just crouch and you will be literally imune to it in every loop, small rock and anything bigger than a survivor crouching)
in the current state, if the nemesis don´t reach tier 2 before 1 gen pop his power instantly turns into a useless tool, you have no snowball because you need to hit survivors 3 times and you don´r even have an anti loop at tier 1
ok, there´s a lot more but you see? his power is so inconsistent, you need to have a good early game but your early game is weak, you can down survivors faster with your power, but now you need to hit 3 times, your zombies almost never hit survivors, but when they do you lose the chase, it makes no sense,
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also, i don´t know what can be added for the survivors, maybe more vaccines?
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also, i know adding everything i said before would be really, shocking, imagine a killer being considered a C tier and, next day he turns into a really strong one (just like overheat hilbilly, the older sadako etc etc), but any of the changes would make me and probably every nemesis player very happy
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i also think buffing his basekit is better than buffing his addons, making a killer addon dependant is not a good idea at all (cof cof, freddy, bubba, pig, trickster, knight, singularity, legion, myers, twins, etc)
There has to be a typo with the addons that give more movements peed while holding the tentacle, because otherwise the killer is way faster while holding it compared to when not... With both addons he is at least 5.45 m/s... Which is ridiculous.
Besides that I am not a fan of the free zoning you get when you are still faster than the survivor while holding your tentacle, range increase is however fine.
The addons in general didn't really change much, so to me they still seem to be meh.
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@Miroslav525 said:
The first of January my account was banned and support writed me that in my case that i manipulated the game or somethink like that. I never did somethink about breaking rules. So i think that was a mistake. I put a lot of money into the game. I played since 2017 had legacy skins and they banned me for no reason.
Tough luck Buddy, but to add insult to in jury this post will soon get deleted because "we don't discuss bans in the forum, go write a ticket".
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@Szarman said:
CHAPTER VI: A Nightmare on Elm Street
https://us.v-cdn.net/6030815/uploads/Z81APDT1IA9Y/tlo.jpg
https://us.v-cdn.net/6030815/uploads/2E0ZZ70HSTJN/fredward.png
The Nightmare
- Terror Radius: 24 Meters
- Lullaby Radius: 24 Meters
- Speed: 4.6 m/s
https://us.v-cdn.net/6030815/uploads/9Z8NDCH7YRW2/moc.png
Dream Demon - Range 10 Meters
Dream Demon allows The Nightmare to pull Survivors into the Dream World.
- Survivors who are awake do not see or hear The Nightmare.
- Survivors who are awake can't be hit by The Nightmare.
- Once targeted by The Nightmare's Power, Survivors enter the Dream Transition for 5.5 seconds.
- During the Dream Transition they can see The Nightmare intermittently.
- During the Dream Transition survivors suffer from Incapacitated Status Effect
- When the Dream Transition has elapsed, the Survivor is pulled into the Dream World.
Once in the Dream World:
https://us.v-cdn.net/6030815/uploads/LDCO3KDLIF5H/obli.png
- Survivors' Auras are revealed to The Nightmare whenever they are outside his Terror Radius.
- Survivors suffer an Action Speed penalty of -50 %.
- Survivors hear Terror Radius instead of the Lullaby.
How to Wake Up:
https://us.v-cdn.net/6030815/uploads/FK1AHV9MGSIW/alarmclock.png
- Getting Hooked wakes up the Survivor
- Non-Sleeping Survivors can perform a Wake up action on Sleeping Survivors
- Alarm Clocks are set on the map, which can wake up the survivors - sleeping survivor gets one random clock that can be used.
Survivors can wake up by failing a skill check. This will put them into Micro-Sleep Status
- Survivors in micro sleep can't see or hear The Nightmare
- Survivors in micro sleep can't be hit by The Nightmare
- The Nightmare will see Aura Glimpses of Micro Sleeping Survivors
- Micro Sleeping Survivors have a timer of 45 Seconds. When the timer elapses, a Survivor gets pulled into the Dream World
Special Ability: Dream Projection
https://us.v-cdn.net/6030815/uploads/TYT0G6URRV9H/dreamprojection.png
Press and hold the Active Ability button to perform a Dream Projection and teleport to a sleeping survivor outside your terror radius. (simmilar to cenobite box teleport)
- Cooldown - 60 Seconds
- For each Survivor in the Dream World, the cool-down of using Dream Projection is reduced by a stack-able 15 %.
Addons:
Ultra Rare:
https://us.v-cdn.net/6030815/uploads/FUVVHNQBB2Z3/1blackbox.png
Black Box
While putting a Survivor into the Dream Transistion you see others Survivors Auras for the duration of it.
https://us.v-cdn.net/6030815/uploads/4ZCZD9UL0LEH/2redpaintbrush.png
Red Paint Brush
- Survivors can no longer exit the Dream World by failing a Skill check
- Survivors can use every clock to exit the Dream World
Very Rare:
https://us.v-cdn.net/6030815/uploads/F254OPFKMD0T/3zblock.png
"Z" Block
Reduces the Dream Transition time by 1.5 Seconds
https://us.v-cdn.net/6030815/uploads/11UKHFE5BUM1/4classphoto.png
Class Photo
Reduces The Dream Projection Cooldown by 10 Seconds
https://us.v-cdn.net/6030815/uploads/1O7QDC47027X/5swingchains.png
Swing Chains
- Increases The Dream Demon Range by 12 Meters
- Increases the Dream Transition time by 2 seconds
https://us.v-cdn.net/6030815/uploads/TB1900SMDUUP/6pillbottle.png
Pill Bottle
Survivors do not see glimpses of you during the Dream Transition
Rare:
https://us.v-cdn.net/6030815/uploads/FOUIQJZBITYJ/7bluedress.png
Blue Dress
Increases The Skill Check Penalty in the Dream World by 8%
https://us.v-cdn.net/6030815/uploads/XEVOOGFXJIDH/8jumprope.png
Jump Rope
Decreases Survivor's Action speed when in Dream World by 15%
https://us.v-cdn.net/6030815/uploads/2T6JPP302V7D/9nancysmasterpiece.png
Nancy's Masterpiece
Decreases The Dream Projection cooldown for every survivor in the Dream World by additional 5%
https://us.v-cdn.net/6030815/uploads/17WLTZ66ABE5/10paintthinner.png
Paint Thinner
Survivors in the Dream World Suffer from Blindness Status Effect (Clocks are still visible)
https://us.v-cdn.net/6030815/uploads/FZMUZSS4AM2L/11unicornblock.png
Unicorn Block
Reduces The Dream Transition time by 1 Second
Uncommon:
https://us.v-cdn.net/6030815/uploads/K8QOHCI9MLES/12catblock.png
Cat Block
Increases The Skill Check Penalty in the Dream World by 4%
https://us.v-cdn.net/6030815/uploads/H7R8YCG6BCQG/13greendress.png
Green Dress
Decreases the Chance to get a Skill Check in the Dream World
https://us.v-cdn.net/6030815/uploads/CVQ16RY1LOCB/14nancyssketch.png
Nancy's Sketch
Increases The Dream Demon Range by 6 Meters
https://us.v-cdn.net/6030815/uploads/06X2HQBOIT56/15outdoorrope.png
Outdoor Rope
Decreases Survivor's Action speed in the Dream World by 7.5%
https://us.v-cdn.net/6030815/uploads/W9GDGNE2HN8M/16prototypeclaws.png
Prototype Claws
Survivors in the Dream World Suffer from Hemorrhage status effect
Common:
https://us.v-cdn.net/6030815/uploads/NJ08TNZ33KUW/17gardenrake.png
Garden Rake
Moderately increases Movement speed after successfully putting a Survivor into the Dream Transition.
https://us.v-cdn.net/6030815/uploads/KN22W6PLAREG/18kidsdrawing.png
Kid's Drawing
Decreases The Lullaby Radius by 6 meters
https://us.v-cdn.net/6030815/uploads/NYA7Y5BII55M/19sheepblock.png
Sheep Block
Wake Up Action takes 3 seconds longer
https://us.v-cdn.net/6030815/uploads/870D0UBQ952O/20woolshirt.png
Wool Shirt
Increases the Dream Demon Range by 4 meters
THE END
That's everything I wanted to show you. I hope you enjoyed it! I think this version of Freddy would be way more exciting and immersive to play as and against! As you can see here I wanted to bring Old Freddy back with some tweaks to make him more fun and less frustrating. Give me your thoughts about this post! :D
I fail to see how this version would exciting? You are a basic m1 killer with a teleport that cannot attack people without pulling them in the dream first, giving them a big warning to go look for a close by tile... In addition to the dream world just slowing down the game Sooooo much. Like where is the skill expression? You make the game last forever and dry it out of its resources so eventually you will get free downs because there is nothing to loop anymore... That just seems super boring to me...
Besides that when it comes to his strength, I don't exactly know what the differences are between this version and the first version of Freddy, where he was quite similar to my understanding... And people basically agreed on him being the worst killer in the game (ironically many say he is currently also the worst killer in the game)... Wo my question is what differs between those two similar version that makes it so he is not awfully weak like he was back then?
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@Gaminboi2864 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665060#Comment_3665060
Weird, I think Huntress might not be their playstyle, as she is really good even in High MMRs. Like, if they are used to playing Mobility Killers like Blight and Nurse, the streamer might not be accustomed to playing as Huntress since she is a slower but good Ranged Killer.
Also, I think the reason why Huntress might have a lower MMR than Pig may be because Huntress is a free Killer that is really good, so a lot of people play her a lot, including people new to the game and people are not skilled in the game, while the Pig has a smaller pool of players who play her, but people who do play the Pig have her as their main and are more likely to have expertise playing her, leading to a high kill rate.
Aside from all that, I am happy with the Pig's buff, like 30 seconds for the head traps is fine since like the Onryo's tapes, it shouldn't be too easy to kill Survivors with their effect, and should serve as a threatening slowdown Survivors must take care of. And not being able to see the jigsaw boxes is also good to prevent camping or patrolling the boxes. But I like many others still hope for the Huntress to not get buffed, I'm a Shape main and even I can get consistent wins with her, I just needed practice.
P.S. Still waiting for that Shape buff.
No offense but high mmr is not even close to experienced players... Even in so called high mmr you have a mixture of everything. And I don't think it has something to do with whether or not Huntress is their style...
Also calling Nurse a high mobility killer and comparing her to Blight is wild xD when you consider a straight line her speed is basically below 110%... I once watched a Knightlight stream where he called it a big misunderstanding, Nurse is not a high mobility killer but she excells in area control and chase from smaller distances. Because you can sit in a 3gen and reach every single hen with 1 or 2 blinks, making it almost impossible to get progress done.
Sure blinking through stuff is great but Blight or Billy still have way better mobility, unless in indoor maps I guess... But she is weak there for other reasons.
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I think they should just bring it back as both custom and seperate matchmaking game mode. The option to chose is always great and despite not liking the mode myself (and probably never touching it again) there are people who did, so what not let them play what they like... This should also increase player numbers, because if they are burned out from normal dbd but there are god knows how many custom modes they might play those over some other game, therefore not splitting the player base.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665558#Comment_3665558
Sure, so in 80% of my matches nobody talks but I just somehow get all the quiet lobbies along with all the other people who say nobody talks.
And people should just have to either listen to racial slurs or just not use an entire feature of a game because you'd like it.
Do you understand how that sounds?
That's how anecdotal evidence works yes, as long as you don't have a representative group this is very likely.
You can mute specific people you realiser that? So you can basically see how a player uses the voice chat and then decide...
It is fairly clear you don't like the feature and don't want it, but you are actively trying to make it sound worse than it is...
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665068#Comment_3665068
I know most people don't use the feature because I played VHS, play TCM and a Google search of TCM voice chat will show you threads saying why don't people talk, I don't want to talk, etc. Asymmetrical games are a niche and the asymmetrical community doesn't use voice chat.
In theory it would be helpful but in practice it fails hard. I don't want to have to listen to racial and other slurs in order to play a game and anything that most of the player base will just turn off to avoid having to listen to slurs and insults is a waste of resources. I think TCM would have more active players if they didn't have voice chat as I play a lot less than when it came out due to voice chat and other people, including in this thread, have cited it as why they don't play. Very few people use it as intended, most don't want to speak, and a significant minority just use it to rage at other players, call the other side dogs--t, or use it to call people slurs.
Voice chat is a bad idea in DbD. It's a waste of time and the negative aspects outweigh the positive.
That does not really seem like proof that the majority of people don't talk or don't want to talk in those games? It is nothing more than anecdotal, which is basically worth nothing.
I don't think voice chat has anything to do with that, it is just that the TCM has not too much depth and many players got bored of it fairly fast... Besides that how is a feature you can turn of a reason why people would not play a game? Does not seem logical to me...
The only negative aspects you mentioned is time and effort to implement it, because as you can just turn it of you are not forced to listen to anything If you don't want to, it does not effect you at all... Whereas it helps those people who want to use it... So just because you don't like it does not mean others don't and nobody forces you to use voice chat, how even... This seems like a bit of an overreaction... As long as you can just disable the feature entirely if you wish to do so (which is possible in basically any game that has that feature) it just does not affect you at all.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664738#Comment_3664738
Did you read the thread? If so you would have realized I was discussing how terrible VC is in TCM and other people also related their bad experiences with it. It is used far more for insulting people than for its intended purpose.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664758#Comment_3664758
It's definitely worth it to spend programming resources and dollars on a feature that didn't work in VHS and doesn't work in TCM instead of creating new content, fixing matchmaking issues and dealing with the problems marring the enjoyment of the playerbase. Because if only a small minority used it in VHS and only a small minority uses it in TCM for sure DbD, which competes for the same playerbase, will be completely different.
Is that what you're saying? Because bringing in a VC feature that most people mute and is used more for insulting other players than it is for communication sounds like a complete waste of time and money.
I don't really see why you would use only those two games? Most online games have voice chat and besides Dota 2, and even there only sporadicly, I have never seen it being used to only insult people... For reference I played Overwatch, Battlefield 3,counter strike, some other f2p shooters and probably like half a dozen other games where it was great and not an issue in any way... And if there was some one rude you could just mute him and move on... It was really not an issue... With the voice communication and getting to know the guys I was playing with I even found several groups of players I ended up playing with for a longer time,therefore I really don't see why you would think that it would just not work at all. Why would you only take those two games into account and how would you know that most people don't use the feature?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663751#Comment_3663751
I read "Despite being on the Wesker side" and went on a rollercoaster of emotions as I initially nearly spat out my tea... then actually realised... xD
I think BHVR has all the feedback, Pig opinions are divided to say the least, pretty much everyone agrees Huntress is on the overtuned side now.... at this point we can only wait in baited breath to see what their decision is.
The interesting point is Pig is 61% kill rate overall, Huntress is 56% overall... BHVRs goal will be: -
- Raise Pig's performance up in high MMR while weakening her low MMR performance.
- Raise Huntresses low level perfomrance, while not changing her high MMR performance.
I guess we'll see where they take it.
About Huntress I have seen several streamers yay that Huntress needs some buffs, as she is not that good against experienced players, and while they are mostly fine with more base hatchets and the faster windup they commonly agree that the hatchet holding speed is too much.
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Suffers from the same issues as the other swamp map in the sense of the main structures being too strong while there is not much else to use on the map, I would prefer some windows in the middle so it doesn't become one giant dead zone, however especially the storehouse (or whatever we call the big main building) is a bit too strong, the upstairs allows for a lot of delay against m1 killers as you can stay out of chase for a long time and there prevent entity blocker on the window.
The smaller house is basically alright.
The dock can spawn some nasty stuff, and should be looked at, however I don't really know how to fix that without re-designing it completely and making it completely fixed.
So in summon, add windows in the middle, nerf the main structures but add more stuff on the rest of the map to prevent huge dead zones, maybe move the pog logs more to the middle so they are not at the edges of the map, however don't make them inter connect able as this would probably end up in an infinite again...
And maybe rework totem and hatch spawns so it does not spawn at some god forsaken corner on the outskirts of the map. Also why does it seem like there are like 2 totem spawns that are always guaranteed and some that are god knows where behind some log at the edges of the map?
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It is probably the most busted realm in the game, all variants have the same 3 very strong structures, the house of pain is still ridiculous, the bigger house offers some rather strong windows if the doors are not broken and the upstairs loop is also really strong. Then we have the main building with 2 really strong pallets and a "you cannot hook me area" in the basement if the basement spawns in shack... And if you break the one door in main the garden door loop becomes even stronger. To add insult to injury the map has so many pallets often spread in a way similar to old cowshed... I often times had a variant with like 5-6 pallets around shack all interconnect able, if you as killer try to chase there and the survivor is somewhat decent, and you are not playing a good anti loop killer the game will be over before you get a down, it is ridiculous how busted the map is.
Basically the only good thing about the realms is that some cars are slide able, which adds depth to how you play the loop and I think is fun for both sides. But overall the maps are just soooo horrible, no clue how it stayed like this for long without getting changed.
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The map is one of those that combines massive dead zones with quite busted structures... You usually have very few pallets, however you have the boat, which is probably one of the strongest structures in the game, in combination with with some pog logs that can be used for some time, but besides those, the smaller boat and the dock the rest of the map just feels empty, sure there are some pallets here and there, but you will chew through them rather fast, as the killer most of the time will just abandon chase when you reach the big boat because of how strong it is, therefore drying out the middle area and leaving it to be a big dead zones... This results in even more ore running which only works against lower mobility killers.
I would say the map needs some windows in the middles so you don't have a complete dead zone there and maybe a re balance of the big boat, so it is playable and not a complete waste of time for the killer.
I still gave it a balanced, depending on the playstyle...as killer you can hold a 3 Gen in the dried out area and as survivor you can always run to the boat or the dock if the killer allows it... So depending on how the game goes it can go both ways.
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@TheSubstitute said:
I'm happy DbD does not have in-game voice chat and don't ever want to see it added. I also play the other assym out right now and it's not good to have in-game voice chat. It's used more for racial slurs, swearing at and raging at other players than it is for in-game communication. There's even currently a thread on Reddit where somebody said that players shouldn't be subjected to racial slurs and the 'don't be so sensitive, it's just a video game' crowd that comes out whenever anything offensive in a video game is discussed is out defending it.
It's mind-boggling that there are people out there who feel that racial slurs, yelling at and swearing at other people over a piece of entertainment is okay. Unfortunately, there are enough people like that in the video gaming community that in-game voice chat is not a good option. I'm sure the developer is highly opposed to it but, without the ability to include audio clips as well when submitting a report, it's really hard to stop.
Personally I feel anybody who has to make someone else miserable in a video game to have fun is not a person worth playing with but going to the extreme of using racial slurs, yelling at and swearing at other players means they're the people who are too sensitive and mentally unstable to be playing video games. While not the majority they're a significant enough minority that in-game voice chat would be far more of a detriment than a benefit. Almost nobody uses it unless they're in a group and, if they're in a group, they can use Discord easily enough.
I know this issue comes up at times so, to be proactive, never bring in in-game voice chat BHVR please and thank you.
There is this great function basically every game with such a chat has, and that is called mute... You don't like a certain person, because all they do is yell, you are in fact able to just mute them. I don't really see the point of arguing about such a function when you think of the worst way to implement it... Come on man a mute function is basically a given...
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@GeneralSkien said:
So, I've been playing the Pig on the PTB, and I'll admit. I wildly overreacted, claiming this is the end of Pig and other stuff in the same vein; the changes are "fine," but I am still annoyed about the RBT changes. I do have some SMALL suggestions for the change, so the dash...
The dash is good, right?
Yes! with add-ons...
The new dash is excellent, although it relies on add-ons. Still,
Work-shop grease with Last Will/Combat straps turns Pig into a lunge god. However, It still isn't too good on stronger loops where other killers can do well. I think a base increase to lunge speed, charge time, and crouch speed(again) could do wonders, and this can be done without nerfing the Add-ons
Base Dash speed could be increased from 172.5% movement speed to 177.5% movement speed, with last will increasing it by 2.5% instead, making it 180% movement speed, making the total movement speed 7.2 m/s
Base charge speed from 0.75 to 0.5 and bring Work-Shop Grease from 50% increase to charge speed, to 30% increase to charge speed
For the traps
When thinking about the trap changes, I am displeased, but I do have an idea for the traps to make them deadlier, lore-friendly, Oppressive, and yet not unfair.
I am not a fan of the 3 min timer. It isn't a deal breaker, although I would like it if it was 2.5 mins instead.
Keep the loss of Trap Box Vision (Not only because it is un-fun to play against, but after using PTB Pig, it is so much easier on the eyes)
Please make it so that screams don't interrupt the box. As someone who has played this and played against it, I find it simply un-fun and not like the game (Although Amanda wouldn't care). This way, it stops those Ultimate weapon/face the darkness builds that make the game so unfun.
Make it so any conspicuous action speeds up the timer by 300% while active. This forces the survivor not to mess around with the trap and make it their priority. Have it play a sound cue and cause the red timer to glow intensely. The point is to make the RBT a priority, not something to be dismissed or ignored, but a genuine threat, without making them unfun or oppressive.
I hope you all enjoy my ideas. I apologize to the people I was harsh and rude to; I lashed out in a moment of emotion.
Why exactly do you want to nerf the movements peed of her ambush? Currently with last will it is 182.85 % movements peed... And you want to decrease it?
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@Gaminboi2864 said:
I love the buff for The Pig, her ambush honestly needed a buff, and these changes do just that. Of course her head traps got nerfed to balance this out, but that is understandable. And then The Huntress got buffed in the same update, and didn't get any nerfs to compensate these buffs, despite already being an A Tier Killer, according to many people's opinions. So, I just want to ask why did The Pig get nerfs for her head traps when The Huntress got just full buffs? The Pig was a fairly weak Killer, I would have assumed that if any Killler needed just straight buffs, it would be her and not The Huntress. I know I'm just a player and I know the devs will likely not care about our opinions and still continue with the changes, but I just want to understand the thought process here. I would prefer The Huntress not get any buffs, as she doesn't need buffs, but The Pig could use more buffs in my opinion. What I would do, revert the changes made to The Huntress, and keep every change made to The Pig, but give The Pig a 24 meter Terror Radius like she used to have. It's not OP to be a 115% movement speed Killer with a 24 meter Terror Radius, The Onryo has it, and The Shape has a 16 meter Terror Radius. Just give The Pig another buff, please.
Because basically everyone runs the head pop addons and her killrate overall is rather high, especially against newer players, since side objectives can be tough if you are unfamiliar with them. In addition to that many players don't use the rbts as game delay but as lethality preventing people from getting the trap of. Besides all that aspects her traps are arguably the best game delay in the game, dragging matches out longer decreasing the density of usable tiles in combination with killer generally getting stronger over time as the maps dries out and the effective map size aka area around gens becomes smaller. This all works in Pigs favor and makes it so depute her being on the wesker side that her kill rate is still rather high.
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It feels like the map is mostly balanced, would just be nice if the invisible hit boxes around main building would be removed so you can leap off with Demo better.
The shape makes it rather easy to 3 Gen, but you are somewhat fine if you get the middle gen done early on so I would say it is not too bad in that regard. The dead zones to the sides of the main altar are a bit weird, but understandable because of its shape.
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Overall It is a fine map, however it some issues, it shape makes it so that you cannot really patrol all gens because of how long it is, basically forcing you into a 3 Gen situation, then it also has weird collision issues, for example in the main building where you bump on nothing as Billy or Bubba and the same goes for some of the rock loops where the visuals just don't match hit boxes.
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The map has a weird mixture of connected structures and complete dead zones depending on the rng, and that can happen in one match, one half of the map is empty and the other one busted. But it can also be even worse with rng. Overall it should be more evenly spread... We don't need the connected loops of old cowshed or the complete emptiness of old shelter woods... Something in the middle would be nice. I think the map is a bit too big and too open,you can basically see across the entire map when standing near shack...
The scratch marks are sometimes really hard to see, not only on this map but also on other and I tend to feel snowblind sometimes because of how bright it feels sometimes.
Then there are also some collision issues, it feels like you get stuck on nothing and some things have bigger hit boxes than it visually appears, as some have mentioned before it is especially annoying on killers like Blight or Wesker.
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661759#Comment_3661759
I mean it also counters people with lullabys intended to be drowned out. Trickster and sadako come to mind as they have the lowest for a reason. Sadako especially go to with her stealth.
I find Trickster and Huntress to not be an issue, as they are really big, the killer is 40 m away so what, however the smaller lullyby of Sadako basically ruins her stealth.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662156#Comment_3662156
While I agree with you, too many of Pig's addons are centered around doing just that. What's the point of making survivors who wear the RBT exhausted if you're not going to chase those survivors? I feel like she needs a major addon pass.
I mean it should be fairly obvious that the addons on many killers are either trash, focus some random stuff and not the main power or are super situational and what not... Think about Demo, he has like 4 addons that affect his main power, the shred, and every single other addon is about the portals.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662130#Comment_3662130
Yep. Scorpionz has also said that the Nerf to the RBTs does not matter and if someone thinks it matters, they are the problem.
But hey, Pig Main with 11k hours on the game (and most of them on Pig). Surely he does not know what he is talking about.
I just checked the Vod of his stream and it is quite funny how he is like yeah the slowdown is exactly the same as before, the only thing that is harder now is tunneling someone with a hat on, but the buffs she got are really huge ^^
I mean from that standpoint traps are really only gamedelay and chase is the main thing.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662130#Comment_3662130
Yep. Scorpionz has also said that the Nerf to the RBTs does not matter and if someone thinks it matters, they are the problem.
But hey, Pig Main with 11k hours on the game (and most of them on Pig). Surely he does not know what he is talking about.
I used to watch him quite a bit when he streamed full time, and basically got to know Pig over his guide. He always ran chase addons only and no slowdown.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661517#Comment_3661517
Im not defending the idea of visual breathing, footspeps, and grunts of pain, but... Argument "health danger is their own choice" can be applied to almost anything. Like people with problems with FOV being too small can just not play the game. And others too. Not every game is for everyone. Its like me, having health issues with Borderlands art style so I just not play that game.
Although, visual footsteps and grunts of pain would be extreamally beneficial to the killers just like FOV slider. It makes dbd being played in only one style - run. No more hiding, no more strategy thinking. On the other hand, those features will flaten personal advantages - people with better hearing will be not as much better against people with worse hearing.
Hold on buddy that's a bit different... If you yourself take a risk to get an advantage that is completely on you... If you get sick if you not use a certain fov you basically have no choice to play it otherwise... So this is not even comparable.