Archol123
Archol123
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@whskytangofxtrot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605218#Comment_3605218
well stop exploiting. lol... At least put party streamers in the tree or something in the meantime. Disable lockers. instead
Disable lockers? The thing Trickster Huntress and Dredge basically need to play? Sure thing dude... Deal with it that things will get kill switched when there are game breaking exploits in play.
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@[Deleted User] said:
I really hope they increase his movement speed while charging his saw. That's the biggest thing that kills him at tiles. His entire gameplay revolves around a multi-step setup of A: hoping the survivor doesn't just drop the pallet, and B: getting the survivor to take 1 or 2 bad steps so you actually have an angle to curve. It doesn't scale well into higher level play. Billy more than any other killer is balanced as if the other side will always be terrible. I'm not sure why that is, but I think there's some bias internally. They really overrate his one shot ability. He has many of the same problems that the D and C tier M1 killers have. He doesn't have much if the other side doesn't mess up.
I mean There is not really too much you can do with his movementspeed while charging the saw, because if you make him faster than the survivor he will get free zoning... So... maybe other things to focus on.
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@Boons123 said:
There are several problems on both sides regarding Totem that make using any perk associated with Totem not worth the hassle
For killers:
-The totem is destroyed very early in the match, especially since sometimes the survivor starts the match with the Hex totem right next to him.
-The totem is not well hidden. You may find a totem at the top of the hill and exposed to everyone Or you can see it from afar in Loops like TL where it is easy to see from afar or hidden behind a small, skinny tree, Therefore, it is related to the first point, which is that the survivors destroy the totem very quickly, because they found it easily without having to memorize the locations of the totem
For survivors:
-The best place to make use of the Boon totem is to place it as close to the middle of the map as possible, however, you may find all the totems on the map on the edges or in the corners of the map, which makes them bad places to use the boon totem. I mean, who will run to the corner of the map in order to benefit from the boon?
Suggestions:
For killers
-At the beginning of the match, each totem will be dull totem for 32 seconds. If the killer brings with him Hex perks, a random, unbroken totem will be chosen as the Hex totem for the rest of the match.
-Make the totem well hidden and in better places so that no player can see the totem from a long distance.
For survivors
-Dimensing the totem from the corners of the map and the edges of the map and making it a little closer to the middle of the map in an uneven manner.
This alone motivates killers to use the Hex perk and motivates survivors to use boon perks, giving them a secondary goal
https://us.v-cdn.net/6030815/uploads/PVYN0P3O3TD6/64035aa1-b09a-42dd-873f-48562fe3abd0.jpeg
I would prefer it if hex totems just apply to all totems and get less and less power with each cleansed totem, perhaps even create special chests, maybe 4 for each map, that spawn maps that reveal totems and chests in that quarter of the map, so if you are unable to find a really well hidden totem you can spend some extra time to get it revealed. Totems should not be hidden so we'll you basically cannot find it without a perk map or looking for several minutes in the area you know it has to be.
For boons you could make it so the survivor can reassemble the totem to use it as a boon, but if the killer breaks the boom it does not get turned into a dull totem, so Noed cannot apply, but goes back into its destroyed state for it to be reassembled again, maybe even taking a longer time after getting destroyed, so survivors are discouraged to use the same spot over and over again.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604590#Comment_3604590
Again, I'm talking about people who modify the game files to lower the setting further than what ingame options allow. This entire discussion is about using modifications to the game outside of what's possible ingame.
I don't really see an issue with that? You do realise people were basically forced to change stuff in the files, because of how bad the settings we have were? (And still are to be quite honest) There was no option for Vsync or to turn of Anti Aliasing and What not... This is just not acceptable for a modern game and it is totally fair to do that in the files then.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604436#Comment_3604436
i have not watched any scrims for comp Oni. my point is that you should not be getting 1-2 kills when your successfully in demon fury for most of the game. He is obviously not a bad killer so he has potencial to down survivors at strong loops but my point is that he is not time efficient enough for the game. Demon fury is like any other anti-loop tool. it is just that anti-loop tool limited by a supposed dynamic cooldown. that dynamic cooldown is what keeps Oni from being a consistent strong killer.
If you have no duration to his power but have it the entire time he would be the strongest killer in the game... This is my whole point... Sure with his power being limited in time he is obviously not the strongest... But my point was his power is the strongest in the game and therefore has to be balanced out by being time limited, he can outplay most loops and can do 180° flicks and break pallets faster and it is an instant down... We can continue this argument but under the condition that his power would be up the entire time I don't see how it should be different...
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604178#Comment_3604178
We aren't talking about ingame settings. We are talking about external filters. If you're talking about the grass example, those are also not ingame as they involve editing .ini files.
The grass is literally setting the graphics on low...
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@Toaster427 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604360#Comment_3604360
You do realize how much has changed since 2019 right? Might wanna look that up...
I have been playing since then so I don't really need to look it up, however changes have been made for both sides and the kill rate basically kept being the same, as it was intended by bhvr, I don't think there were that many onesided changes that affected solo survivors more than SWF so if you want to have a discussion about this be more concrete.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604167#Comment_3604167
i have had games with Oni where I have had my ability almost every chase and outplayed the survivor in 1-2 dash with them attempting to outplay the ability and have still lost when playing for hooks. games like that have convinced me that it is not Oni's chase. it is the fact that even spending 10-20 seconds walking to the red orbs on a generator where survivor are not healing entire trial and major gen-rushing is too much time wasted for Oni. he is too inefficient regardless how effective your individual chases are. that is why his strategy is suppose to be slugging however slugging strong survivor is inaccessible if all 4 survivor are extremely good at looping Oni because each individual survivor will take 1/2 half Oni demon bar just to down.
weak/low mmr survivors on the other hand are so easy to down that you can sometimes down 3 people in 1 demon fury in span of 30 seconds. That is why people think Oni is strong. it is because at lower levels, survivors play so poorly that a single usage of demon fury is like game-ending where as vs good players, a single usage of demon fury is just 1 of many demon fury needed to close out the game.
First of all... This does in no way explain why Oni would not be the best killer in the game if he had his power up the entire time, Second if you have watched comp players doing scrims on Oni you will see that Oni performs quite good against good players as well.
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They released such stats in 2019 and basically the difference between a 4 men swf and solo survivors was 6-8%... You can find the data in the forum posts BHVR made when you go way back... So unless you have a reason for your assumption I would think it is closer to that values...
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604278#Comment_3604278
I dont think so since Coin addons specifically state that they are a Coin; e.g. Cut Coin.
Don't you think it is more the explanation of the motive than the thing you actually throw in?
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@BabyShrimp said:
Safe chat blocks out a lot of things that make it really annoying to communicate.
DBD is rated M. How many M-rated games have such strict safe chat? I know how toxic the community can be, but in the grand scheme of M-rated games, it is really not that bad. The most vile toxicity I see doesn't even happen in the game, it happens when people go to live streams of other players.
I kinda don't blame BHVR for having a safe chat. I sorta disagree with it, but if I was part of a gaming company I would understand the appeal of players having nasty things blocked out. I do get it, but it is just too strict. They should just block out a few select words, and if people bypass it, that's what the report button is for. It is at the point where some perks and characters get censored. Things like "kill you" in the context of killing the character and not the player get censored, which is the entire premise of the game.
It really does not have to be this strict. If someone is gonna quit DBD simply over no no words in EGC online gaming is not for them. I am NOT justifying toxicity, I don't think it's okay, but to what lengths are we gonna avoid the inevitable on a game for fully grown adults?
They could just enable it to be turned off... I don't see a reason to not allow this.
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@Iron_Cutlass said:
When taking a look at DBD's lore, offerings are small trinkets that are thrown into the campfire and burned to provide blessings when going into the trial.
And while many of them make sense, I think this causes a lot of issues when you start to think about some of the offerings, and one of the worst offenders of this is 100% the Airlock Doors offering for Nostromo Wreckage. To clarify, you expect me to believe that a Survivor just casually pulls out two giant metal Airlock Doors, probably bigger than the Survivor itself, threw it into the fire, and burned it.
I think that instead the Offering should be changed into a broken Facehugger Egg/Pod. It would be smaller, flammable, and just make a lot more sense since it has a huger connect and tie to the Alien franchise.
Obviously Idk what BHVR can do on their end, since this is licensed content, and I know literally nothing about what they can and cant do, and this isnt a massive priority either, but it's something that I hope gets looked at in the future.
I mean... It could just be a coin that has that kind of image on it...
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@Gabe_Soma said:
Not all survivors are able to sustain a decent chase, especially if they have become extremely disadvantaged over time due to the famous 'map balancing', so I don't blame them for wanting to be more stealthy and just do their main objective.
Which maps have turned that killer sided besides cowshed and abatoir with the map balancing? You cannot seriously tell me that maps being as busted as old cowshed or borgo used to be were that much better for survivors getting better at looping? If you have 20 connected safe pallets being that close and interconnect able you don't learn looping. The map balancing should aim towards balanced maps that around coal tower strength... Around 15 pallets decent windows and pallets and so on.
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@WeenieDog said:
I don't know what they were thinking with ultimate weapon.
As a hardcore whispers addict, someone that runs whispers on every single killer no matter what, UW is only tracking perk that has ever changed that. Because it is so free. It's an on demand doctor bomb.
I don't how anyone can complain about made for this being too much for too little and look at this and say it's fine.
It is only information, it does not make your chase easier, however made for this made your chases easier and made some tiles that are usually unsafe or mindgameable into a safer version.
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@xEa said:
When i play with some friends, they often run Calm and Distortion for a very simple reason: They dont like to get found first and then tunneled out of the game.
You say this creates non interactive scenarios, but killer first hand started this by tunneling. So survivors start to adapt, especially those who are not familiar with chase. Cause and effect.
And then the killer brings only Gen regression because his tracking gets shut down so games take ages and he still tunnels because he cannot find anyone else because they are all hiding... So either you present yourself as a target or he goes for whoever he can find...
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@Gastongard said:
"This new meta isn't an issue because it's "OP" or anything. It's because it rewards players for not interacting with each other. Quite literally the definition of anti-fun."
I wonder myself too if killers ask themselves if the survivor they are tunnelling and killing at 5 gens is having fun.
If killers wants to win using 4 regression perks, tunnelling, and sweating as if they were playing the finals, I think its safe to say survivors can play as stealthy as they want.
Do you see the irony though that by using stealth perks you are basically denying the killer tracking perks? So all he has left is regression and chase perks, and since chase perks are weaker and tend to not be viable on all killers they will opt for regression? So by using stealth you're basically making killers run 4 regression perks? I used to run BBQ on almost every killer for about 4 years now, never changed it but a few weeks ago I never saw an aura on it there were ten games in a row and I did not get a single aura so I changed it for something else and the lobbies still have 1-3 distortion/calm spirits every single game... Can you really blame people for not bringing tracking perks?
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Myers is arguably one of the worst killers in the game, basically the only thing he has going are some addons that are completely busted, like the tombstone piece. The should basically rework almost all of his addons, increase his base stalking speed and then probably change everything, since most of his addons are problematic in some way. There should never be an addon that straight up let's yous mori someone without hooks or what not. Besides that some buffs to hits base kit would be nice, being 110% in t1 and maybe a short aura reading when you enter t3 or something like that?
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603484#Comment_3603484
I'd say it is, just as much as people who lower their graphics to the lowest possible settings in shooters to remove all bushes and grass so they can spot people miles away when those people would otherwise be able to use grass as cover to approach more safely.
It really makes the game a lot more sucky when you are forced to make the game look like absolute garbage just to stay competitive.
You're essentially making their experience a lot more terrible by soft forcing them to downgrade their gaming experience to stay competitive for the sake of trying to get an unfair edge over the them...I'd say it's considered unsportsmanlike. You aren't just playing the game as intended, you're directly strongly encouraging them to have to do the same to keep the balance fair. That's affecting their gaming experience in the real world.
So there are two elements.
1. You're effectively setting the bar for people to be encouraged to lower their gaming experience to stay competitive.
2. You're taking away their strategy of utilizing the game world in a clever way. They go out of their way to duck into the shadows, but nope, you can see them without any issue while they CANNOT do the same to you. It's cheap; it's dirty. Literally an unfair advantage.
You are using settings that are in the game, I don't think that can ever be considered unsportsmanlike... No matter your reason for it.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603901#Comment_3603901
if Oni had his power up 100% do you really think he would not be the strongest killer in the game?
not really. i think both nurse, blight with best add-on's and chucky are superior to Oni with perma ability. I do agree he would be top-killer though.
How even? Insta down, super speed, 180° flicks and what not, there is just no way they would be better my man ^^
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603560#Comment_3603560
Oni would be nurse-level if he had strongest power in the game
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I don't think dynamic power recharge rate is good because when a player is not applying pressure, they're losing more so their cooldown is worse. When player is excelling at applying pressure, he will have shorter cooldown and therefore have more potencial chances to apply pressure. This is lose-more or win-more as mechanic with recharge rate. Recharge-rates should be balanced off some static number.
dynamic power recharge-rate works for Oni because his entire design is exactly about snowballing and winning more or losing more therefore being starved. The only issue with current concept of Oni is that Oni feels starved when he uses his power correctly and has no power at all if he gets no hits. Against strong teams, there is no point where you feel that you are feasting. It is either neutral or starving. The reason why I think it feels like that way is that -7 second penalty for putting survivors in the dying state because it drains a lot of his power gauge for successfully applying pressure. It makes Oni feel obliged to proxy-camp with demon fury rather aggressively pursue chases vs gen-rushing survivors resulting a reduction in his fun factor.
Oni's power is time limited and he has a rough early game, Nurse does not have either of those things... Makes a big difference.
Like honestly just ask yourself if Oni had his power up 100% do you really think he would not be the strongest killer in the game?
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@JPLongstreet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600628#Comment_3600628
I see both sides of this argument.
While it's true us consolers cannot apply filters or mess around with frame rates, for some reason DBD has very few built in graphic options (and for sound and for controllers...) that are very common nowadays in successful games.
But the argument of "just buy a PC" is not viable right now either, not without Cross Progression available. In the unlikely event Cross Progression comes, then yeah maybe. I think many consolers feel quite trapped and boxed in, just because they happen to run DBD on their machines. Choice of platform shouldn't matter as much as it does with this game.
I mean that sounds more of a reason to be mad at bhvr for having terrible choices for settings in the game, and not really an issue with pc players using what they have at hand to make up for how terrible the design is when it comes to the variety of settings you have... Honestly this game has less options to change in your settings than some 15 year old games I had... This should be unacceptable nowadays, but apparently nobody cries loud enough about it so people just take it.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603017#Comment_3603017
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603193#Comment_3603193
I do not know if you are only reading what you want or just ignoring it, but I literally suggested making her base speed faster instead.
Wesker doesn't ignore everything on the map, his power significantly weaker. I still don't see problems change her power recharge (which you can still make the same as now by pressuring) and make her same speed as survivors, so you don't lose distance. I think it's healthier, when you need to be punished for missing with strongest power in the game and also need to earn it in some way as Oni does.
Arguably Oni has the strongest power in the game. But some say so others so.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603017#Comment_3603017
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603193#Comment_3603193
I do not know if you are only reading what you want or just ignoring it, but I literally suggested making her base speed faster instead.
Wesker doesn't ignore everything on the map, his power significantly weaker. I still don't see problems change her power recharge (which you can still make the same as now by pressuring) and make her same speed as survivors, so you don't lose distance. I think it's healthier, when you need to be punished for missing with strongest power in the game and also need to earn it in some way as Oni does.
If you make her base speed faster than that of the survivor, which would be needed to not mess her up with those changes you are taking away the only counterplay she has, line of sight blocking and making her mess up a blink and then make distance... If she is not forced to blink anymore, then this whole thing does not work.
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@kaoraku said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593784#Comment_3593784
Of course it is allowed, since they cannot do anything to prevent using it...
Yeah so what exactly is the point? If cheating is defined by the rules of the game, that are made by the developers and they allow using certain things, like crosshair or filters... How is it cheating? That's like saying something is a crime despite it not being labeled as such in any law...
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600480#Comment_3600480
This is why i am one of the advocates for a replay/recording function even with me being one of the lucky ones who can record.
Yeah same, but for some reason they managed the spaghetti code in a way that to add this feature they would to re write the whole game apparently... No clue how they even managed this... Not like a replay function was that new in 2016... But in all honesty considering how often random things break when they bring out a new patch they should probably rewrite the whole game regardless as it would make such stuff way easier and it would overall probably more time saving.
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@LapisInfernalis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603484#Comment_3603484
The GoJ main was so bad. It was afaik only dark on ultra settings (which I use) but every killer who played on low could see you.
Sadly not, I played on low and the thing was always dark on PC, I think the problem did not even exist on some consoles? Not too sure about that one, but on Pc regardless of the settings I used you could not see anything.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603450#Comment_3603450
Not disagreeing. I'm just pointing out that they have a point it's unfair and such, but BHVR is going to say it's cool to use because they simply can't stop it from happening and have no way to even know who uses it. At the very least, it's unsportsmanlike, but since it's not detectable, BHVR has no choice but to okay it.
I would not even say it is unsportsmanlike because everyone can use it? I mean sure if you are a console player using old hardware you probably cannot, but potentially you can... That's good enough I guess. And let's be honest for a second being able to hide in plain side just because the game does not offer brightness or similar graphics option as base cannot be really considered part of the gameplay anyway... Stealth is fine and all if you are cleverly hiding behind cover, but it should not be like Garden of Joy mainbuilding for the first few months.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3600628#Comment_3600628
I get that you're saying, but imagine a piece of hardware you can attach to your gpu allows you to make walls transparent. Hey, it's just hardware, if you want transparent walls, just buy the hardware. It doesn't change the fact that it is unfair and frankly put would be considered cheating. Just because something comes with your hardware doesn't mean it should be allowed. Loads of online games ban macro use, for example, despite being a part of just about every modern keyboard out there.
The problem here is that filters are undetectable, so BHVR can't really do anything about it. The darkness is part of the game, trying to duck into the shadows and avoiding sight. Filters absolutely do remove that gameplay element from the game.
That entirely depends on what the devs say... If they explicitly allowed this type of hardware, aka whitlist it... Then it is completely fine to use and obviously not cheating... You do realise that this is the case with filters and crosshair right? You can call it unfair and what not all you want but 1. The devs explicitly allowed such things (so by definition it is not cheating) and 2. It is unreasonable to even think about banning base functions of gpus driver systems...
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@KaTo1337 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602910#Comment_3602910
You are Incapacitated while in Dream Transition (while falling asleep). When you are asleep after that, you have the Action Speed Penalty.
The reason is: Back in the day, you used your power and watched survivors finishing a gen in your face while you couldnt hit them (you can only hit survivors when they are fully asleep). With Incapacitated-Effect, they cant do anything in this 7sec-Transition.
His playstyle = Pull asleep and move on. Your goal is to put everybody asleep. When the TR is back in the Dreamworld, you were able to sneak up with Monitor and Abuse for example. With the permanent Aura-Reading when survivors are outside of your TR, you knew where to go. No hiding.
With Pill Bottle, survivors do not see Freddy at all till asleep. You can "play" with them like Freddy does in the movies.
He will never be a mechanical killer like Blight, he is more a Stealth-Killer. Mindgames with Fake-Teleports stay with my concept. You are also able to use Terror-Radius-Perks again (currently, they dont work in Dream, because there is no TR)
So he is basically a stealth killer with almost nothing to learn about him? I mean sure he does not need to be mechanical, but at least the other stealth killers have to obtain knowledge about stalking spots and what not, as Ghostface even 99 ING people and moving on to someone else to 99 them while staying unseen. However I don't see any of that here, you don't need to keep their position in mind because you have aura reading anyway... All you basically do is make games super long because of the incapacitated + action speed penalty in combination with regression perks... So this would be just a different variant of forever Freddy...
Not every killer needs to Blight but the skill ceiling should at least be high enough to not get covered by other killers entirely and give you something new to learn...
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@codebibi said:
earlier today i got a twins and he used victor to body block a hex totem and camp it the entire game attacking anyone killing victor to break the totem. this is litterally cheating and the twins should not have the right to do that sort of things. twins should not be able to let victor afk around a certain distance of a totem or survivors should be able to go through victor.
By what definition is this cheating? Also you really should not call things "literally cheating" if they are clearly not...
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@bloodyknife said:
please serious answers
For Doctor probably some form of shock delay reduction base kit and shock range, maybe slap a teleport on him to able to teleport to his clones. Maybe decrease in aoe shock cooldown?
For Clown possibly a teleport, like the Jack in the Box idea ScottJund brought up years ago, probably completely changing pinky finger, removing the blurr effect of his bottles, maybe decreasing delay on the yellow bottles activating?
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@KaTo1337 said:
This is what Freddy-Mains like myself, GeneralV, DBDFreddyK and others can see how he should be:
As Freddy-Main, he is pretty simple to make fun and unique again:
1.) OG-Freddy returns in his 1.8.1-Version (Pull survivors asleep by pressing the power-button, 50% Action-Speed Penalty in the Dreamworld like before, Aurareading like before, Terror-Radius in the Dreamworld, Lullaby while awake) - Dream Snares and Dream Pallets gets deleted.
2.) While survivors are in the Dream Transition, they suffer from the Incapacitated-Status-Effect (no repairing gens or healing others in your face etc. - remember old Eruption)
3.) Failing a skillcheck do NOT wake you up anymore. In exchange, the Alarm-Clocks stay, but the 30sec Immunity has to go, because that would be "God-Mode" for survivors. Microsleep has to go. (Other opinion: Failed Skillchecks to wake up stay, Alarm Clocks will leave the game).
3.) Dream Projection will stay, but the cooldown gets buffed
4.) Almost every single Addon gets adjusted. Old Nancys Masterpiece/Sketch for Distance returns, Black Box stays the same for Blood-Warden-Combo, old Z- and Unicorn-Block returns (Decreasing Dream-Transition), Old Pillbottle returns (no glimpses in Dream Transition).
5.) Unique Chase- and Menumusic
Ok so what exactly is his killer specific gameplay? Aside from pulling survivors into the dream? What do you need the 50% penalty in the dream world for you are incapacitated in the dreamworld anyway? I would like the pulling into sleep action back but also something that actually gives him something to learn and get better with, because I don't see that with this concept you are presenting here.
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@SHWN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602683#Comment_3602683
You don't understand my intend.
As The Nightmare can use both of Dream Snare and Dream Pallet, So The Nightmare needs more tokens for Dream Pallet to disturb survivors.
If patch will do The Nightmare can use both of them, The Nightmare needs more tokens.
If you complain the number of tokens, just reduce the token about 12. 5(Dream Snare) + 7(Dream Pallet)
And I just bhvr patch The Nightmare's add-on.
But he still would not become any more interesting? Besides that even if you give him more tokens for traps, what is he going to do with them? Just place snares everywhere? When using them in chase you usually only need like 2-3 max for your hit and if the other ones reset it does not really matter, so what exactly will this change?
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@SHWN said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602643#Comment_3602643
I increase the tokens about the Dream Pallet and Dream Snare because I think The Nightmare needs more tokens to manage entire game flow.
And you don't think 28 is a bit much? Why would you ever need that many....
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@SHWN said:
Although in North America-server, The Nightmare might be strong in a variety of aspect, I don't think that so. I think The NIghtmare is weak for chasing and entire balance. So I suggest this suggestion.
System update: The Nightmare has 28tokens for Dream Snare and Dream Pallet. And in the sacriface, The NIghtmare can use both of Dream Snare and Dream Pallet. + All of survivors can only escape Dream World by interacting alarm clock. Futhermore, Survivors no longer can escape the Dream World by hooked. + The Dream Timer is decreased 60sec to 45sec.
Add-on adjust
ㆍRed Paint Brush: All survivors start the Trial asleep. + Survivors who are in Dream World get "Exposed" status effect for 5sec whenever they work Dream Snare and Dream Pallet.
ㆍBlack Box: Survivors who are in the range of 6meter yell and be revealed their aura after The Nightmare complete performing Dream Projection.
ㆍSwing Chains: The "Hindered" status effect duration of Dream Snare increased 3sec.
ㆍPaint Thinner: The worked Dream Snare and Dream Pallet reveal survivors aura for 8sec.
ㆍJump Rope: The movement speed is increased by 4% when The Nightmare install Dream Snare and Dream Pallet.
ㆍPrototype Claws: If The Nightmare damaged survivors who The Nightmare chased after 15sec Dream Snare and Dream Pallet worked, Survivors get "Deep Wound" status effect.
ㆍGarden Rake: Cool-down duration of Dream projection is decreased 10sec.
ㆍOutdoor Rope: During Dream Projection, Survivors' aura who are in the range of Projection generater within 12meters are revealed.
These add-on adjust will make The Nightmare's utility and supplement The Nightmare's weakness. And these change will receive rave reviews about The Nightmare's funny factor.
This does nothing to the skill you need to play the killer and it makes him even easier, you have 28 tokens, you can just put them all around the map without much thinking... The killer would become stronger but even more boring, considering the exposed effects or the longer slow duration and what not... There is not a single change in this thing I could consider decent, maybe besides giving him dream pallets and snares together... It would help him out much on its own, since they are both rather bad and I would like a whole new power for him that allows skill expression and makes him fun to against and fun to play, while also making him stronger... These changes however are not it my man.
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@bloodyknife said:
If I reach a perk to tier 3 (purple), why can't I change it to tier 2 (green) or 1 (yellow)? Why won't BHVR allow us?
I think this only used to be relevant when Discordance t1 was actually better than t3, I currently cannot think of a perk where you would want this... So why are you even asking for it?
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@luvcraft said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601432#Comment_3601432
yes, but you're forgetting that trapper moves fast, while hag moves like your grandma. if she gets notified of a wipe on the other side of the map, there's 3 gens done by the time she ambles over there.
You do realise that the difference in traversing time is really low right? Trapper moves 46m in 10 seconds and Hag moves 44 m in 10 seconds... So how exactly does she move like a Grandma if she only moves 2 m less within those 10 seconds? You could traverse most maps and Hag would take take maybe 1 second more for that than Trapper...
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@RareFantom47 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597998#Comment_3597998
But is it an issue? Is there a problem involved that has halted the enjoyment of the player? In the long term, not necessarily, it's a limit to Billy that most players don't even reach when playing competitively. There's no way for it to be exploited by either side, so in a way, it is quite healthy.
Now, what if Billy didn't have the overheating mechanic? I'll try to think about that for a minute.
One way to counter Billy is jumping into a locker while he's revving the chainsaw, correct? If Billy did not have the overheat mechanic, then he could just sit in front of the locker until the Survivor comes out or is forced out by the Entity due to the end-game collapse. This is by either the closing of hatch, in which the Survivor is already dead upon being found, or the other Survivors complete the gens and open the gates.
And what about camping? There's an anti-camping mechanic, sure, but the basement is still a thing and it doesn't work during the endgame. So, there is no way to get the unhook without Billy's overheat mechanic so long as he keeps the chainsaw at 90%.
The overheat mechanic encourages an aggressive playstyle rather than a slow and patient one, which is kinda what you use a chainsaw for. Was the mechanic needed at the time, likely not, but I wasn't there to experience it. But when I was a new player, I didn't mind the mechanic and it never got in my way of having fun.
When you want to use your chainsaw for mobility and immediatly afterwards then yes, because you overheat when traversing the map.
The locker gameplay does not change because you can just rev it as long as you need to overheat and get a guaranteed grab out of the locker because you don't suffer any cooldown from the overheating.
There are other killers that are far better at camping than Billy is...
The overheat mechanic is an unnecessary addition to his kit and basically serves no purpose.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601959#Comment_3601959
The change never existed in the main game. Not the changes I’m referring to.
In theory you could argue about some chase muscis that were awful but still made it to live and then got completely reworked, but I don't know, I agree with the main point however, they really don't wanna admit when they made an awfull change to the game.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601503#Comment_3601503
Freddy's snares are Clowns purple bottles in weaker. They have the same hindered effect but unlike Clown, Freddy cannot use his snares at a distance to help him catch up, his snares have a lower spread, which makes it easy to avoid them in loops and his snares only work when that survivor is asleep. Which is as easy to counter as missing a skill check, doing the wake up action or finding an alarm clock, which even grants immunity to sleep for 30 seconds. So he either has no power for the most part or he gets rushed.
Clown also has a second ability in chase. The yellow bottles in combination with the purple bottles can get you hits even in the safest of loops. Freddy doesn't have that. Instead, he has a teleport, that has an insane 45 seconds base cooldown and is telegraphed very obvious, so that a survivor sitting on whichever gen he teleports to already makes quite a bit of distance, that he has to catch up even if you do not need any time at all to reorient yourself after the teleport. Getting somewhere quickly is nice. But getting somewhere and then having pretty much nothing to help you with whatever you need to do there is a lot less nice. And that pretty much describes Freddy.
Clown also has some very good and nasty addons and the ability to punish survivors for small mistakes. All of which Freddy lacks. On top of Freddy losing his power in end game thanks to Adrenaline and him being unable to teleport to finished gens and also starting the match without a power because it takes 60 seconds until the survivors fall asleep passively. So his early game is even weaker than usual, which is a big problem because the early is when the killer is the most vulnerable. They haven't applied any pressure yet and all 4 survivors sit on gens until you chase someone. Then the efficiency is reduced to 75% (still too much) until that person is hooked. While Clown may lose a gen or 2 to get his first hook, Freddy will be happy to have his first down 20 seconds later, which can easily cost him a 3rd gen.
Quite my perspective, which is why I asked why he thought differently ^^
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@WaveyTrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601504#Comment_3601504
Now combine all of those point I posted on top of the zero generator pressure that this killer has… Other than annoying the survivor players he is unbearable to play as, and against.
(Side Note): At least with Freddy you can teleport, and fake teleport. Combined with some aura reading and gen regression like Pop he can do something. Even at loops against a sleeping player he can shut the loops down with his blood. With constant Oblivious he can mind game just a little bit more.
If anything Blood Pallets should replace his teleportation, not his Blood Snare. Then when are all survivors are asleep any Blood Pallets he produced manifests into the waking world. When survivors slam the manifested pallet it pulls them back into the dream. Where he created Blood Snares all around.
The devs could spice up killers if they really wanted.
I mean sure he can teleport, but the slow is the same as clowns bottles so I don't see how he would be better at shutting down loops than clown.
I would want to give Freddy something completely different that does consist of place stuff on floor... He is Sooooo boring to play.
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@WaveyTrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601504#Comment_3601504
1.) The amount of bottles are reduced. His powers are gutted without add ons to increase the amount of power he needs. Imagine Blight with 2 rushes instead of the amount he gets. That’s what they did to Clown.
2.) He has to share the amount of Tonic with his Antidotes. Essentially cutting the amount of powers he has by another half whenever he uses Antidotes to speed himself up. (On paper).
3.) It takes too long for the Antidote to take effect, and doesn’t last long enough on him to make a difference. By the time it works the player ran away to some place safe, takes advantage of it at loops. He wastes bottles doing this. So by the time you get them somewhere guess what, you’re low on bottles!
4.) His powers of distorting survivors perception when they’re somewhere safe doesn’t matter. Which is why people find his powers annoying. They can still loop effectively. As you can still see his red stain while intoxicated. The fix to this is reducing the screen distortion (Unless you place add ons), and removing his red stain if the survivor is intoxicated. So he can at least mind game at loops against intoxicated survivors.
Essentially once anyone gets somewhere remotely safe his powers are made totally obsolete. By the time Clown reaches any player with a brain you’ll have to reload from using bottles to close whatever gap there was between them both, and reloading slows him down!
Bad. Bad. Bad. Rework from ground up.
1) At least he has addons that do something to begin with? He can have more bottles... Freddy's addons are completely worthless, Clown has some decent ones.
2) I mean sure, but how many do you need to get a hit around a loop? Usually what you can do around a loop is take pallet control and reload, if the survivor runs you can usually stop reloading and hit them before they go to the next time if not you finish reloading and play the loop.
3) If you throw it at yourself first, then the pink one at the other side of the loop, force them around it a bit and then when it activates start running around the loop, replacing the anti dote with the pink bottle and usually getting the hit before they reach the pallet... If they try to run they are still slowed by 15%.
4) I agree on that with you, the blurry vision is annoying and something else should be part of his power instead.
However I still think Freddy is worse... Freddy does not even have speedup in his kit, he cannot slow survivors from a distance, his power does not work half the time due to survivors not being asleep. His snares take time to setup similar to the antidote. The only decent part of his kit is his teleport, which is why I think he is way worse than Clown.
On the topic of clowns looping ability you might want to check out some videos of Otzdarva, apparently there is some maniac who wrote a above 100 pages clown guide on how to play him, I find that at least a bit much but it will show you that his anti loop is actually not too bad.
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@ProfessorDunwich said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601452#Comment_3601452
They both need significant buffs. Why argue over which awful Killer is worse?
I'm not arguing about anything yet, I am asking to explain his reasoning as to why Freddy is supposed to be better than clown...
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@WaveyTrey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601452#Comment_3601452
Because the devs limited how many bottles he has. He’s gutted without additional bottle add ons and Haste negates his slowdown effect altogether.
OK, so? How is he worse than Freddy? Maybe explain your reasoning a it more...
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@WaveyTrey said:
I posted this somewhere else, but I’ll make a separate OP. With a few added things.
Clown is the WORST killer in the game. Clown is literally a worse Freddy.
All of Clown’s add ons should be reworked. So that when he hits you with a bottle something should happen, or increases the effectiveness of what his gas does.
The fact that only his Red add and silly Brown add makes his powers interactive is dumb.
Give Clown some utility and mind gaming options while rewarding him for hitting players. Even with certain bottles. Additional screen distortion. Apply effects like Exhaustion, or Deep Wound if you hit wounded survivors.
THE BIG BUFF: If the Clown combines both gases instead of canceling them out it causes a chain reaction! In which a unique “White” gas begins to expand from the spot over a large area. If the survivors breath in this “White” gas their screen becomes foggy. They hear a TR, but they cannot see the Clown’s red stain for as long as they stand in this gas. The removal of the red stain also lasts for 5 seconds after they leave the gas (Add ons buff this effect).
Chloroform and Hartshorn should increase the amount of time the Clown’s gas lingers. Instead of increasing the spread (Pointless). It needs to linger for him to attempt a mind game, or force survivors away from strong areas.
Lastly… The Clown shouldn’t SHARE his **** bottles if they reduced the total amount! Maybe 4 purple, and 2 yellow (That’s stretching it). Each button lets him throw a different bottle, but he can only chuck one at a time. This would buff his feather add ons to make them remotely useful. As it speeds up the succession of tossing bottles which is made redundant. Since Clown has to take a moment to switch between a color, and then throw them.
The more bottles Clown has less of the longer it takes to refill them all simultaneously. So Clown still has to gauge when to refill, and not chuck his bottles haphazardly.
The Purple add on bottle grants 2 more purple tonics, and yellow add on grants 2 additional yellow tonics. For a total of 10 bottles. 6 purple, 4 yellow with both add ons.
Clown has no options. No pressure. Little to no chase options if the map layout is favorable for survivors in any sort of way. He needs a complete rework!
How is he worse than Freddy? If you take pallet control and use both bottles you can basically outplay most of the really safe loops... How on earth is he supposed to be worse than Freddy? Besides that at least his addons do something, compared to Freddys.
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@CompleatBeet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601300#Comment_3601300
They did actually get Tobin Bell to voice Jigsaw in the Saw Tome Trailer a while back, and Shawnee Smith has expressed interest in being involved with her character in Dead by Daylight, so it's certainly possible IMO! As a Saw fan myself I'd love to see them in the game.
I think it would be more fun if you could only do the boxes when they're active, the pressure of a ticking clock with your life on the line would make you feel the adrenaline for sure! With certain measures to prevent the Pig from targeting survivors with active traps like I mentioned I think it would be great.
I guess for experienced players there will never be much pressure in this situations, however if the problem I'm worried about does not appear regardless then it is fine the way it is...
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@CompleatBeet said:
In DbD's 2024 update roadmap, they shared that the Pig will be getting tweaked in some way in March-April. It seems to be a small change they have planned, but I'm sure that all of us can agree that the Pig needs a rework to address the many issues in her kit, mainly that she is not very fun to play as due to her awful stealth and ambush abilities, and with certain builds her Reverse Bear Traps become a significant problem for Survivors to deal with. The aim of this rework concept is to:
- Make the Pig feel closer to the Saw franchise: voice overs from Jigsaw as well as the bear traps being present throughout the entire trial make you feel like you're in one of Jigsaw's games
- Make the Pig more fun to play as by giving her a better chase ability and better stealth capabilities
- Make her Reverse Bear Traps more reliable forms of slowdown but more difficult to abuse with add-ons and cringe strategies (e.g. following a Survivor with an active trap in stealth so a chase doesn't start and their timer will still tick down but are unable to search boxes because you're behind them)
THE REWORK:
Crouch/Ambush changes:
- Crouched movement speed increased from 3.6m/s to 4m/s
- Crouch transition speed increased by 25%
- If a Pig is chasing a Survivor while crouched, a chase will start
- Ambush movement speed increased from 6.9m/s to 7.5m/s
- Ambush duration increased from 2 to 3 seconds
- Ambush miss cooldown increased from 2 to 3 seconds
- While Ambushing, the Pig can perform a rushed vault similar to Wesker/Chucky/Legion
- Camera turn speed decreased while performing an ambush, making it harder to hit
- Ambush has a cooldown of 5 seconds
Reverse Bear Trap changes:
- All Survivors start the trial with Reverse Bear Traps installed and the ability to place Reverse Bear Traps on Survivors is removed completely
- Reverse Bear Traps are no longer activated by the completion of a generator, but instead completing Conspicuous Actions (healing, generator repairs etc.) builds up the trap's progress which is indicated on the Survivor's player icon - this cannot be seen by the Pig
- When the trap's progress bar is completed, the trap activates a 90 second timer during which 2 jigsaw box searches must be completed or the Survivor will die
- Jigsaw box count reduced from 5 to 4 and they are evenly spread out across the map
- If a Survivor is in the middle of a Conspicuous Action and the progress bar completes (for example they are doing a gen and they fill the progress bar of their trap while repairing), the trap will not activate until they stop the action or it is finished.
- If a Survivor loses a health state or a chase that lasts longer than 10 seconds begins, while their trap is active, their trap deactivates to prevent the Pig from focusing survivors with active traps
- Successfully finding the key to the trap will no longer remove it, instead deactivating it, beginning a 90 second grace period during which Conspicuous Actions will not add to the trap timer. However, the Survivor's location is revealed to the Pig via Killer Instinct
- Reverse Bear Traps are removed from all Survivors by the Entity upon the completion of the last generator, except for active ones
Add-on Pass to take this rework into account. The Crate/Bag of Gears as well as the Tampered Timer add-ons need to have a new effect as well as Video Tape which is now base kit.
Quality of Life:
- Jigsaw will play an active role in the Trials with voice lines from Tobin Bell himself, which play at the start of a trial (e.g. I want to play a game), when a trap activates (e.g. You have 90 seconds to find the key...) and when a trap is deactivated at a Jigsaw box (e.g. Congratulations, you are grateful to be alive...)
- If the Pig is using the Amanda's Rebirth skin, these voice lines will instead be played by Amanda herself, with voice acting from Shawnee Smith
- The Amanda's Rebirth skin will also feature voice lines from Amanda, similar to Chucky
- The Pig should be voiced by Shawnee Smith in general
Let me know your thoughts!
Hard to say if they are so invested in the rework that they will hire the voice actors, but it would surely be nice for fans of the movies.
The changes look nice, however I would like it if you could do the boxes preemptively just so you can benefit of the grace period, the killer is getting his slowdown by this as well so it should be alright. Other than that we would have to play test if a 3 second dash would not be a little bit overturned but it could alright and would make pig definitely a lot stronger in chase.
In summon I think the changes are alright, I think there needs to be something done for endgame though, because you are still basically unable to leave if your trap is active and you cannot even fully deactivate it beforehand... But maybe it is not as big of a problem as I think it is?
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We kind of have a some of those things with the carneval on chapel and basically blood lodge as well as mothers dwelling, but sure it could be a little bit more on spot with those ideas. As long as the circus thing is not a claustrophic indoor map why not.
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@Jamppandeerus said:
or a better question would be, what do you want changed with hillbilly, what are you hoping for?
Basically just his old addons back without the engravings stacking and overheat removed entirely. We could keep lopro, if really wanted although I think it is not really a healthy addon, as it creates loss lose situations.
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@Archael said:
"cheating: act dishonestly or unfairly in order to gain an advantage."
If filter makes survs easier to spot in various places like tall grass, where otherwise killer player have to develop better game understanding and become better observant AND its nothing built in the game so anyone can use, its cheating by the definition.
So to parapharse: Just because you say something is not cheating, does not make it fairplay. Lol.
And again: Use it if you must untill devs fix the game, but at least dont lie that its not cheating.
But how is it unfair those tools are available to basically everyone?