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Arcturus

Arcturus

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Arcturus
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  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107313#Comment_4107313

    I'd guess because it would get confusing to other people talking to you. If I changed my name everytime I messaged you, you wouldn't think it was the same person each message and would likely assume several different people are talking.

    Yeah I just feel like giving one name change per like 180 days like some games do would be fine and a nice QoL

  • Yeah idk, I don't think they should just straight up remove him because the more killers the better, but they definitely need to nerf him. Most my games have been against Oni as well, and he essentially is always in power, which is crazy strong when you consider he's able to one shot even though Billy is not. I think they reduced the amount of blood orbs that spawn, but considering how many survivors are injured at any one time in 2v1, the amount of blood orbs really needs to be reduced more

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107290#Comment_4107290

    I believe you can inquire with the mods to change your handle.

    Though I believe there’s a limit of 1 change per user.

    I see, that's kind of a pain

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107290#Comment_4107290

    Is it one of those things that you look back on and think "I was really cringy at 13..."?

    It's not that bad honestly, I just don't know why I'm not able to change it

  • @DmitriyChucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107280#Comment_4107280

    i dont play on Low mmr against noobs. Scamper is useless, because it can be targetted by just one turn. About your mention ghost face, yes he is better because his ability doesnt useless and he is 4,6. Tierlists are people's mention. So, if your main is spingtrap, would you like to delete his teleport doors? Guy, just campere Chucky and Blight. Couldown of ability is roughly the same, but at the same time, the blight was at 4.6 for the most part.

    You have no way of knowing what MMR you are in, BHVR has provided zero way to tell. So you might think you're in high MMR when you're really not, and I think this is definitely the case if you think Ghost Face is better than Chucky or even good. How many hours do you have? Ghost Face has zero chase power, zero mobility, zero map presence, and zero info. His best chance is taking survivors by surprise, but in higher MMR it's way harder to be able to not only stalk a survivor without them knowing but even more so actually get close enough to down them.

    Killers can also be at a decent power level without being 4.6. Huntress, Deathslinger, to some extent Jason and Springtrap are all 4.4m/s. Heck, Blight is 4.4 and Nurse is 3.85, and they're the two strongest killers in the game. Funnily enough, you're using the fact that Blight used to be 4.6 as an argument for Chucky being 4.6, but Blight got nerfed to 4.4 because he was too strong. And using Blight as a benchmark is flawed from the start, as not only does the community agree he is an S tier killer, the devs have also stated that at some point there will be a phase 2 to his nerfs.

    In addition, yes, tierlists are people's opinions. However, when you look at people's tierlists it's not like some people think he's A tier and some people say he's F tier. He's very consistently ranked middle of the pack by the majority of the community, and although that's people's "opinion," when veterans of the game all somewhat agree on how strong a killer is it has some weight to it. You might think that Ghost Face is better than Chucky, but it seems pretty much the entire community disagrees, with Ghost Face always being leagues lower on the tier list.

    If you're comparing how they made Chucky's scamper only work in Slice N Dice to entirely removing Springtrap's doors,

    1. They did not remove scamper, just put an actual condition on it rather than having it be available at all times with zero effort
    2. These powers are not even remotely the same, the only way you can compare them is if Springtrap's doors instantly guaranteed him a hit, which it doesn't because it is just a map mobility ability
    3. If you played any survivor around when Chucky released, you would not be protesting the change to his scamper. It instantly made him one of the strongest killers in the game, but required zero thought or skill and provided zero counterplay

    I have in one of your previous posts, as have many, many other people.

    1. He is small and hard to see around loops, which gives him an inherent advantage in chases that other killers don't have
    2. His collision box is skinnier than other killers, allowing him to loop tighter. So although crossing the map he is 4.4 through and through, in loops he feels closer to 4.6 than you'd think.

    These reasons and probably others have been suggested to you many times before, but you ignore them and then you will ask the same question to the same people (like you are now) or to every new person even though you've gotten the answer.

  • I think there definitely are a lot of perks that are incredibly worthless, and there are some perks that are too strong. I think there are perks in the in-between, the issue is that they feel weak compared to the strongest perks that need nerfs. Personally, I'm excited about the new Moment of Glory change. I don't think it will be meta, but it might be a staple in my new builds!

  • Ah yeah thats fair. I don't like AI, I just figure DBD has a lot of people from different countries, and maybe people use AI to translate instead of Google Translate so I give the benefit of the doubt

  • When I became active on the forums, I managed to figure out how to change my pfp, but I still don't know how I can change my name. This username is my OG username I had been using since I was like 13 and I haven't been using it for years.

  • I think we already kind of have a decent amount of this. We get charms for hitting certain prestiges, if you want specific character challenges there are plenty in the archives (although I've completed all the survivor ones), and we do have stats for different characters on DBD's stats page, although I really wish they would just integrate that into the game instead of being on a website

  • @TorQueMoD said:

    lol. No, the new code does not require new models. That's now how game design works.
    It's most likely that they have a team of artists that like when things look pretty. I like a good looking game too, but it just doesn't make sense to overhaul the visuals when this game isn't about visuals to begin with. It's like if Stardew valley decided to remake the game in 3D or something. At that point, just make a sequel. But I guess they don't want to risk a sequel.

    It's no Call of Duty, but this game looks just as good as CS2. And Behavior still isn't a proper AAA studio. They're AA at best. I just don't think that making the characters all look like Metahumans is gonna be worth the effort. On top of which it means they're going to have to remake all of the clothing assets too. With all the time they spend doing that, we could have a second game's worth of new content in the current graphical style.

    I just think if you're playing DBD, you're not the type of gamer to be caring about high end graphics. Sure, there's outliers everywhere, but I don't think the average DBD player cares.

    Maybe I worded that poorly, I'm suggesting that with new, more complicated models (whether for survivors, killers, objects, etc) BHVR's possibilities with their new code go up. Either way, this graphical update will be needed at some point either way if they want the game to keep going, and having a DBD 2 would just split the playerbase between the two games (which is why both Overwatch 2, although it's now just Overwatch again, and CS:2 replaced their previous iterations. And both of these games had also been around a long time and got overhauls).

  • Not really sure why people are just downvoting this. I think maybe because you can achieve something similar with a custom game? I think being able to go into "the range" or a custom game with a skin you haven't bought to try it out would be really nice, as there are certain pay-to-lose skins that people have no way to know about until they have already bought the skin

  • On the current version of the game, the devs have stated in the past that it's impossible to do a replay system as their code didn't allow for it. When asked in the most recent AMA though, they said if they were to add a replay system it would have to be after the coding / graphics overhaul. So maybe some time next year or the year after that we might get a replay system

  • Look man, I think this might be the 6th post I've seen of you echoing the same thing, and a lot of the time there are plenty of people trying to be helpful or giving you very valid points, sometimes even that the developers said. If you look up almost any 10000 hour content creator's killer tier list, he is never even close to as low as Trapper. Chucky already does really well in low MMR lobbies because new survivors find it hard not being able to see him over loops, so seeing that even the extremely skilled players in the community think he's still pretty decent means something. Like @Rokku_Rorru suggested, there are extremely skilled Chucky players that can get a lot done, and if you're passionate about Chucky, you should be glad that so much is possible on him compared to someone who is a modern Skull Merchant main.

    If nothing convinces you that at least Chucky isn't that bad (not even if he needs buffs or not), then I think you probably just made up your mind with no flexibility to change it and you've built up a brick wall. I'm a Springtrap main, who usually ends up in a similar spot to Chucky on tier lists. Do I think he could use buffs? He could be buffed a bit, I wouldn't complain. Am I happy with where he is, and at the very least that he isn't as weak as Skull Merchant, Trapper or Ghost Face? Yes I am. If you find yourself struggling with these low tier killers and find yourself feeling extremely weak on Chucky, I'm not sure but maybe you are on the newer side. In which case I think your opinions will shift a lot as you play, and look up guides and watch content.

  • @McC00ky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106737#Comment_4106737

    Those are all more than fair points. All I really know is something has to be done to get the new players more in tune with the game and with there being no proper ranked system like you said, it means there's little option outside of the bot lobbies unless BHVR were to create a beginner lobby that would allow smurfs to have a wail of a time. I don't think it would be continuously Smurfs though and for that it's also something else to be considered.

    Honestly what I think should happen is more help for new players. Whenever you get the notification of a perk in the upper right of your screen, like Face the Darkness when you're hit or Nemesis when you become Obsession, when you press tab and look at the UI that shows all your teammates' perks, it should add that perk to the killer's loadout so that you have the ability to hover over it and read it. You should be able to do the same with addons that act similarly. There are probably also more perks and addons that should interact this way with the pop up, specifically if there would be a dead giveaway to a player that knows of its existence.

    I've also said before that the tab menu should really be an overlay that pulls up over the screen like a scoreboard in FPS PvP games rather than an entire page that blocks you from seeing anything and doing anything (if you still have hold to interact).

    I think there's also the option of trying to implement some kind of new tip system that gives you hints on what to do while you are actively in your first maybe 10 games or so. Not 1000% sure what would be in there, but having tips come up to help guide you as you're playing rather than relying on the player to be knowledgeable enough or always taking the time to pause and read a bunch of text would be a big improvement.

  • @sadakomura65 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106727#Comment_4106727

    I think if there is no way for stealth drones or double scanlines to return (or my suggestion of beams scanning through objects), then the lock on system ( 3 scans - injury) needs to be completely removed. Its just way too much work for little to no reward.

    I mean that's highly likely, it's a rework they've had a lot more time for than her original rework that they probably rushed to release. I think if they just reversed some of her changes to when her stealth and scanlines worked differently that wouldn't really be considered a rework and the community would be outraged

  • @AliceNull said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106817#Comment_4106817

    Its not the only reason, mind, its just one of the stronger ones. As much as I understand the frustration sometimes with dealing with a 4.6 ranged killer, Jason's projectiles have a LOT of downsides compared to huntress besides the single shot issue, both being easier to miss and much easier to dodge intentionally, especially at midrange where you can often do it on reaction based on sound. A few seconds of 4.6 wouldn't really be enough to compensate for his play patterns being weakened that much, especially because OE gives survivors a lot of agency even outside of chase, and is an active significant detriment to Jason when he's forced to use it in chase to keep up his haste or refresh his piles/hooks.

    I just do not agree with this at all. I think maybe Jason's spikes might be slightly easier to dodge at mid-long range, probably because the hitbox is slightly smaller or something. However, Huntress also gives an audio cue, as does Springtrap. That is not unique at all to Jason. In addition, whether it's because of the angle he throws the spike from or his height I don't know, but I frequently find that with short obstacles that are just tall enough to crouch under to dodge projectiles, if they aren't thick enough Jason can just shoot you over them, and I've never had that experience with Huntress. Because of that, even if his projectiles might possibly be slightly easier to dodge at range, I'd say they are more dangerous close range than Huntress's hatchets.

    OE, while limited in that you can't see survivors that want to be seen, allows you to freely travel across the map (unlike Huntress who has no mobility, and it's better than Sptringtrap's doors), and gives you free info on survivors not crouching and, crucially, doing objectives. No other ranged killer in the game has built in info (and only Springtrap has map mobility), in fact information like this is rare amongst the entire cast. And that's not even considering the screaming and heartbeat from Jump Scare if you didn't see a survivor when you came out of OE.

    Jason occasionally needs to go into OE to reload or keep up his haste, but:

    1. Usually, if the survivor is experienced and rotates to different resources, Jason will get access to at least a couple reloads throughout the chase without even needing to enter OE (there are a lot of hooks and piles).
    2. Him having to go into OE to regain his haste is a design flaw, again, I don't know why he should be able to be 4.6 using projectiles, and the implementation just ends up being clunky sometimes.
    3. I'd argue that basically every ranged killer has a worse / more guaranteed cooldown. Some killers, like Springtrap, have an enforced cooldown where after using their power it is guaranteed to be unusable for some amount of time (in this case, 6-8s depending on what the axe hits). Other killers, like Huntress, use lockers to reload, where when they run out of their limited ammunition, they must drop everything to go hunt down a locker (which can take anywhere between a couple seconds and 10 seconds) and do a 3s reload animation. In comparison, Jason can chuck a spike, take a 2s detour to a hook or pile that are often positioned next to or even in loops, and he's off to the races again. If you've gone through a few spikes and don't have another nearby, no worries, if you enter OE, you can grab one, and usually easily find the survivor again (whereas a killer like Huntress would lose so much distance that they cannot make up).

    I'm not saying Jason needs to be on Huntress's level, she's a tad on the weak side in modern DBD and needs some love. But there is no reason why Jason should get 4.6 speed, single-hit injure projectiles, fast reloads, map mobility, info, and even to some extent "stealth" in that he will appear next to you without you being able to see him coming. He does not need all of it. He has a bloated kit and power creeps half the cast of this game, but most of all ranged killers. He would be plenty strong without the haste, or changing the haste to be for a few seconds after a reload, and if people still wanted to be 4.6 with him they can run Batteries like the rest of the 4.4 killers have to.

  • I'm same, sometimes when I'm lucky I get on one of the servers (Virginia maybe?) and get around 65ms, but I'm usually hovering 75-90ms. Honestly this game is so incredibly ping dependent (because the net code sucks) that even 60ms, which would honestly be okay in any other PvP game like Valorant or Overwatch, still feels pretty crappy.

    As a survivor main, it's honestly even more noticeable switching over to killer, since most actions prioritize the killer's POV and it really makes you realize how much you're getting robbed on survivor. It's uncountable the amount of times I've gotten frustrated playing killer and swinging at a window or pallet only to not get the hit and I'm thinking "that hit's me 10/10 times if I'm playing survivor."

    Adding a central US server would be really nice, but the problem at its core is honestly the terrible net code. Hopefully that's one of the things they're rewriting for the overhaul.

  • @AliceNull said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106755#Comment_4106755

    Its because he frequently has to break pathing in order to grab spikes in order to have any anti-loop, and he only gets one shot each. If he was 4.4 permanently and still constantly had to ping pong to spikes/hooks in chase just to get a chance to use his only loop ability he'd really be hurting because of it, and it wouldn't feel great to play I imagine.

    Wouldn't it make much more sense in that case for the haste to activate for like 5+ seconds after grabbing a spike to help Jason make up the couple of meters he lost? Because as it is right now, most of the haste duration is used to loop a tile at 4.6m/s with a projectile, not to just catch up after a reload.

    In addition, if you want to stick a chase that lasts a bit longer but don't want to go into OE, you aren't getting the haste for when you need to reload anymore. The haste also applies only after coming out of OE, and if you are in OE you almost 100% of the time will have a spike by the time you get out, so it just benefits a killer that already has his weapon and doesn't need to reload. If that was the intended purpose of the haste, it doesn't even do it's job properly and instead just makes him much more oppressive in chase as essentially a 4.6 Huntress.

  • @GentlemanFridge said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106758#Comment_4106758

    There's also Capcom, with their RE Engine. The modern RE titles have been sucesses across the board, I reckon.

    Although there's absolutely no way BHVR has the resources that Capcom does.

    Yeah, I mean between the two, I would definitely say BHVR is closer to being like 343 Studios (or Halo Studios as they're called now). Not even in terms of resources, but even just in terms of reliability. Capcom has a very good reputation for putting out consistently great games, while Halo Studios is known to put out mediocre or below average games. BHVR has only really had success with DBD, and although DBD is a huge success, their updates and new content within the game are often hit or miss. I don't think I'd trust a company like BHVR to be able to manage creating a new engine efficiently.

  • @pidgeon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106731#Comment_4106731

    I don't understand why other people in NA servers don't use self care + botany it feels so good to not have to rely on your teammates for heals.

    Honestly I think it's because in NA those two perks are often replaced with really strong medkits so that players can run other perks instead, and I think that's due to NA being much more altruistic. Using a good medkit instead of Self-Care + Botany allows you to run a full suite of impactful perks such as Resurgence, Deli, DS, or Shoulder the burden. A perk like Shoulder might never see use with a more selfish play style, but with altruistic play styles it's seen a lot more.

    I'm honestly under the impression that East servers have a higher escape rate because playing selfishly is often technically better in a solo queue environment, and it's an overall escape rating across all MMR. However, I feel like similarly to tournaments, escape rates in NA of 4 man SWFs are probably insanely high, whereas East may be less dominated by those teams.

  • Just in general a favoriting system would be so nice, it would make it so much easier for me to remember which skins I wanted to buy next

  • When I think of games that developed their own engine I think of Halo Infinite, which was a huge failure. The engine wasn't any better than Unreal Engine, and in fact looked worse in a lot of aspects. I'm pretty sure that's part of the reason the game was delayed over and over, and I'm pretty sure some articles were saying that it was estimated to have cost them $300 million just to make the engine.

  • Some killers certainly are faster than others, and every killer has their own counterplay. Generally speaking, for most m1 killers, when you drop a pallet (especially if you get a stun) you can try and gain distance by running away from the pallet, as an m1 killer doesn't really have a good way to catch up. However, against some m2 killers, and I think more specifically you are referring to the movement ability based ones like Blight or Ghoul, generally you can't and usually shouldn't "make distance." These killers are fast enough that they might catch you in the open while you are rotating to another pallet.

    Again, using Ghoul and Blight as examples, do not leave the loop unless 1. it's a God pallet 2. they break the pallet 3. you get injured and you know there is another resource within distance. These killers are generally stronger, but it just requires playing differently against them, as do every killer in the game really.

    Also, I'm not really sure what the amount of hooks has to do with making distance or making chases more balanced, as hooks do absolutely nothing in chase (besides occasionally spawning in a loop and slightly lengthening it, which could be a good or bad thing for either side). The more dense hook spread is necessary to ensure killers are actually able to hook survivors consistently. If they weren't you'd find yourself slugged a whole lot more (which is not fun for anyone) and it would make sabo squads that much more annoying.

    Also, as @pidgeon said, I think if you want to fight back against the killer with a baseball bat, Friday the 13th would have been a better game lol. You could also do that in Texas Chainsaw Massacre, and you might be able to do that in the upcoming Halloween game. If you want to do that in DBD, that's technically Decisive Strike and Head On.

  • As many other people have mentioned, he's actually 4.4 and 4.6 with the haste. Still ridiculous however, when you consider that not a single other ranged killer in the game is able to move at 4.6m/s while using projectiles without perks, despite Jason also having more in the rest of his kit than all of them.

  • They're not prioritizing a graphics overhaul, they're doing practically a rewrite of the entire game's code, which has been sorely needed for a decade. I think BHVR is just taking advantage of the coding rewrite to overhaul the graphics, as the new code may require new models, and definitely allows for more complex visuals.

    I also think this game majorly needs a graphical update. The game is a decade old, and started out as a small project by a small dev team, it didn't start out with AAA graphics, and the last "graphical update" they released 6 years ago, made the game look slightly more modern, but still way behind other PvP games while eliminating a lot of the atmosphere. Honestly, there are a lot of times where, even on Ultra graphics, I still think the game looks like it was from before 2016. Other big PvP games that have been around for similar or even longer amount of times (such as Overwatch or CS:GO) either have more visually abstract designs to cover their age, have already overhauled their graphics, or both. If DBD wants longevity it needs this upgrade, not to mention that a lot new players may decide against playing the game if after 12 years it still looks like it's from 2016.

    As for performance, I really hope that with all the coding rewrites we can finally have modern DLSS and FSR support. As of now, the FSR and XESS implementations must be ancient because from what I (and a lot of the community) can tell it does next to nothing. Hopefully we can finally have some decent graphics settings as well instead of just Low, Medium, High, and Ultra for everything. Having the ability to adjust different settings like shadows, textures, and reflections would allow everyone to be able to optimize their game for the fps and visuals that they want. I hope they are also able to optimize the game, as currently, even with 2016 graphics, there have been many times where the game has just become more and more difficult to run over time, and this is a great opportunity to remove that bloat. Maps are small like many other PvP games, but we don't even need the possible 360+ fps you can get in those other games because DBD isn't an FPS, so it should be plenty doable.

  • This is an interesting idea. Obviously it would only be useful with Bloodwarden, but at least it would be somewhat useful somewhere. Personally though, I prefer an idea I saw somewhere else that was something like "upon reaching 90% progress, the exit gate wiring will explode and regress the progress back down to 50%." I think this could be a bit of decent slowdown, creating moments where a survivor might stick a gate thinking they can make it before you get there, only for it to explode in their face. In addition, it's still one time use so it can't be abused by Singularity players like it was in the PTB

  • Although this would definitely be a nice QoL change for the nurse, as her camera animation after blinking can feel a bit jank and it can be annoying being unable to look up, it is still a buff. The small, simple change so that Nurse can see her target in that time period is actually a decent buff, especially in scenarios where she only has to recharge 1 blink, as it makes it much easier to track what obstacles a survivor runs behind. Although I think this would be a nice change for the playing experience for the killer player, Nurse is already the strongest killer in the game and in need of nerfs, so I think this would have to come whenever BHVR nerfs Nurse.

  • I'd love more cosmetics for Springtrap! Out of these, I'd especially like to see his original yellow springlock suit.

    This is not as easy to create, but considering it's probably the only FNAF killer we'll ever get, I'd really love to see a FNAF 1 Freddy cosmetic. It would be absolutely hilarious to make Springtrap's axe into Freddy's mic, and you just chuck it at survivors lmao. It would also technically make the doors more accurate, as Freddy used the doors in FNAF 1, but Springtrap only ever crawled through vents (still kind of wish they had vents spawn around the map instead of doors, I feel like it would be so much creepier).

  • @Aven_Fallen said:

    Chuckys scamper was just used in a way that you run around the Pallet normally and wait until the Survivor drops the Pallet. And once they did, you scampered under it for a guaranteed hit. So the Survivor just has the possibility of not dropping the Pallet and get a Hit or dropping it and get hit. Classical Lose/Lose-Situation.

    Wesker on the other hand cannot do that. Wesker has to play around Pallets, he cannot just follow until the Pallet Drop and then vault over it, at least not on every Loop.

    Exactly this. If they wanted to bring back Scampering without actively being in Slice N Dice like before, they could do something similar to what @ShanoaLegendaryPlz suggested (put him in a cooldown after scampering and slow the animation down) to make it more similar to Wesker, but as it was before it was just completely unhealthy and uncounterable.

  • @GentlemanFridge said:

    Come to think of it, now that we have different coloured scratch marks, the reason why Shattered Square's lighting changed is no longer a thing.

    From what I remember people also took issue with it because it hurt to look at, whether they just didn't like how it looked or it physically strained their eyes. Also, although we can now change the color of our scratch marks, a lot of players (especially new players) will still have them set as red because that is the default

  • Other games do something similar to what you're suggesting, but specifically with Unranked and Ranked gamemodes. In those games, you may need to play 50 or win 20 (or some other number) games in Unranked in order to be able to play Ranked. This makes it more difficult or expensive for cheaters to get new accounts to grind ranked, and will make it so that players actually have a bit of experience going into ranked so as not to ruin other people's games. The problem is DBD doesn't have a ranked gamemode, and some people might argue it's not a game that should. In addition, those games are still against people, which much more closely emulates a ranked game, just not for stakes.

    Unless you were to force players to play at least 20 matches with bots, I don't think a few matches against bots would prepare players much more for playing the game. And even then I don't know how much it would do. Even a couple hundred hours into this game, most of the community will agree you are pretty new, and you probably will still struggle with a lot of the mechanics. Plus, I don't think many people would want to sit through that many matches against bots, so I think it would just drive a lot of new players away more.

  • @ChanenSampson said:

    Lucky Star & Self-Care

    Lucky Star:

    I think Lucky Star would be more interesting if exiting a locker temporarily hid your scratch marks. It already has a stealth/reset identity, so giving it a short Elusive-like effect— for 30 seconds—would make it more useful without making it overly powerful.

    Self-Care:

    If bringing Self-Care back to its old 50% healing speed isn't something the developers want, I think 45% would be a good middle ground. It would make Self-Care feel more worthwhile while still keeping it significantly slower than being healed by another survivor. Please consider it 🙏 .

    I do agree with the proposed Lucky Star change, the perk isn't very good, and I don't know what the purpose of removing pools of blood would be if there are giant red marks all over the floor.

    Self-Care should really remain where it is though. Even though it's painful when you get a teammate spending half a minute Self-Caring in the corner, from my understanding Self-Care is actually one of the reasons escape rates are so high in Asia. Apparently over there, they have a much more "you're on your own" selfish survivor play style as opposed to altruistic play styles, and perks like Self-Care are used extremely frequently and they are able to achieve higher escape rates than the Americas or Europe. Sounds like they don't do as well in tournaments though. Even though buffing Self-Care might be nice for the Western side of the world, I think it would be unhealthy for the East. Plus, Self-Care + Botany is extremely strong, so even if the perk on it's own doesn't feel all that great, it can be incredibly powerful with one synergy.

  • With the current system in place, the devs have already said there will be no replays coming as many, many players have requested a replay system. This was due to the limitations of their code I believe. However, in the most recent AMA, the answer slightly changed to something like "a replay system wouldn't be possible until after the coding rehaul." So who knows, next year after the coding / graphics overhaul update comes through, maybe BHVR will be able to start working on a replay system then.

  • @sadakomura65 said:

    So now that Skull Merchants rework has finally been adressed and confirmed in the AMA on reddit after such a long time, I really hope it will adress a huge problem I have with her. I think the drones should be able to scan through walls and you should not be able to crouch them. The single scanline makes it extremely hard to get value out of the power and now that there is no stealth mode, she just feels extremely useless. The trap aspect is gone, the only value you get is an injury (if a survivor lets you scan them 3 times, with line of sight, running and not standing still/crouching). Either the second scanline should return or the single beam should be made stronger.

    Although I'm interested to see what the Skull Merchant rework will bring so that she will be a viable killer, the drones scanning through walls and being unable to crouch them is already dangerously approaching OG Skull Merchant territory, which would be incredibly unhealthy and unfun for the game, and would terrorize lobbies.

    BHVR is gonna have to be very careful to not create another situation like that. I really hope they're able to create a power that is both more fun to play with and against.

  • @HoodedWildKard said:

    Hmm. It could be an interesting angle.

    Perhaps a trap based killer who lays mines/uses explosives or obsatcles (barbed wire) against survivors. Uses a bayonet as a close combat weapon.

    Theme wise i think something ww1 era would be quite cool, a trenchcoat and gas mask would be a very spooky intimidating vibe that would fit dbd. That way they could do different uniforms themed on different countries involved in the war.

    Lore could be a soldier who went insane on the battlefield and just killed anyone and everyone he came near including his own side before being pulled into the Entity's realm.

    Deliberately leaving the soldiers nationality in question would be good just to avoid any awkwardness.

    yeahhh i mean you'd have to be careful with skins of different uniforms, there would 100% be people who either felt awkward with certain skins or, if they released the wrong ones, people who use it to potentially be racist

  • He's usually considered one of the weakest killers in the game, consistently in the bottom 5 or so. At low MMR / against low experience survivors, he's pretty good because they are a lot less aware so you are much more likely to catch them off guard and get free downs.

    However, better survivors are more aware, so Ghostface's greatest strength (surprise attacks) are not nearly as effective, making it so that he has to take a lot more proper chases, which he is weak in because he has no tools to help him outplay pallets and windows, and essentially has to play as if he has no power, even if the survivor is technically exposed. In addition, experienced survivors (especially in SWFs) will often break you out of power more (often when you are stalking someone else entirely or even when you are in chase) and take hits for exposed survivors, prolonging chases even more. On top of that, he has no map traversal or map pressure abilities (such as side objectives like Pig traps).

  • next year, I think we still have maybe 10 months or so, but I'm not even sure they gave an exact time period

  • While Chucky definitely isn't as strong as he used to be, from everywhere I've seen he's still considered a solid B tier character, if not on the high end of B tier. Chucky might not be S tier or anything, but he is far from useless. Your proposed changes, especially the combo of making him 4.6 and almost doubling his dash duration, could potentially make him even stronger than he was at launch (when he was top 5 or even top 3 killers depending on who you asked and everyone agreed he needed nerfs). Chucky is 4.4 because his extremely small stature combined with the fact that he can make his red stain disappear on demand already makes it extremely difficult to play against him in a lot of tiles. And if you almost doubled the duration of Chucky's dash, it would almost be comparable to giving Blight the ability to hit on his first rush. I'm not completely opposed to a small Chucky buff, but these proposed changes would push it way too far.

    Also, please do not spam the forums with the same post multiple times. It could potentially bury topics that other people wanted to discuss.

  • Unfortunately there's no such feature, other people have had similar issues due to phobias and such but I don't think they plan to change that because it would make it difficult for them to create horror game killers while keeping in mind phobias, but I might be wrong

  • @angrychuck said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106132#Comment_4106132

    Well, the same can be said for the judgement, whose exile as far as I'm aware disables all unhook perks whilst also being guaranteed almost every chase. The main difference being that survivors saved from exile get a little bit of endurance. If pyramid head received torment on m2's a good idea might be implementing elusive and endurance on uncage.

    The Judgement isn't in the game yet, and I'm concerned about the Judgement's Exile in the exact same way that I am with this proposed change to Pyramid Head, because they both are fundamentally the same and have the same issues that I highlighted in my comment from a few minutes ago. A few seconds of endurance and elusive won't help much when the killer knows that all anti-tunnel perks are not in play, and it won't help the sheer amount of survivor perks and builds being countered.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4106132#Comment_4106132

    In all fairness, alot of perks get countered by random things and this isn't likely to counter the WHOLE build but maybe 1 or 2 perks. Blastmine for example constantly gets countered by me since I generally let ruin or surge handle regressing gens rather than kicking.

    Sometimes perks get countered and that just happens, but the sheer amount of perks that are effected by the Judgement's Exile and this proposed Pyramid Head change is insane. I made a reply on the same topic in a different thread. Just think about it, this doesn't just affect perks that activate off of unhooks, it also affects perks that are activate on hooks, or perks only useful for saving a person about to be hooked:

    Deli, We'll Make It, Resurgence, literally any anti-tunnel perk (DS, Blood Rush, OTR, BT, Babysitter, does Dead Hard even activate?), the new terrible Fast Track, Reassurance, Background Player, Power Struggle, Breakdown, Second Wind literally anything in a sabo build (Alex's toolbox, Saboteur, Boil Over, Break Out), flashlights are useless for saves which is by far their most impactful use, and probably more I'm forgetting. Not only does this affect a huge amount of perks, but it affects more than just one category of perks, can effect entire builds and even certain items. The most concerning part of that is that it gets around anti-tunnel perks, which, although they might have their flaws in that they can be used aggressively, are necessary as a potential deterrent to, well, tunneling. Countering a few perks is not an issue, but when it counters this many perks, and so many of them are popular, it makes a huge difference in how strong that killer is just from how much it weakens survivors.

  • That would be an astronomical buff. It essentially would guarantee that every down would completely counter every unhook perk in the game along with flashlight and pallet saves. I don't think we should be aiming for survivors to have a random chance to have their entire builds deemed unusable

  • @pidgeon said:

    I mean Pyramid Head doesn't seem to be ruining games as its a fair trade off removing the strongest perks from both sides (Gen regression and anti-tunnel)

    I think it's not as bad for Pyramid Head since it's not as consistent. Pyramid Head has to get the survivor to walk through his trail, which isn't too hard but it often wastes time. The Judgement is like if Pyramid Head applied his trail to survivors by hitting them with his m2. Actually, it's exactly like that. They even both get a mini mori, but the Judgement's is infinitely easier to get.

    The other issue is obviously like @cogsturning said, the killer player may be restricted in what perks they can effectively use, but that downside is known to them going into the match whereas survivors have no way of knowing. Judgement players will know they shouldn't bring Pain Res or Pop, so they'll just bring Eruption instead, achieving the same effect of gen regression anyways. Survivors will hop into a game with Kindred, Deli, We'll Make It, Resurgence, literally any anti-tunnel perk (DS, Blood Rush, OTR, BT, Babysitter), and even perks like the already terrible Fast Track and potentially have their entire build deemed useless. That's not even including that the Exile and the mini mori already make flashlights almost useless, alongside perks like Background Player, Power Struggle, etc. This just creates an effect where the killer would be at full power while survivors could essentially be perkless if they're unlucky enough to have been running certain builds.

  • @Xendritch said:

    It's not really a 4 second button press you had to get hit twice and the judgement doesn't really know where you'll come back and on top of that you get massive unhook protections you earn in exile so I think it balances out pretty well.

    For any hook stage on any killer you need to down the survivor, that's not what they're talking about. They're talking about how instead of having to pick up, carry, and hook the survivor (which, in all, let's say on average takes 10 seconds), you can trigger one animation that lasts a couple seconds. Plus, although the killer doesn't know exactly where you are "hooked," survivors can only be saved at the two shrines nearest to the killer, and the killer does not give any anti-camp. I can definitely see this getting abused, especially since in the PTB many people have experienced being spawned in right in front of the killer, so there clearly is no code in place to spawn you a certain distance from the killer. The extended endurance wouldn't matter much if you get instantly m1'd and then shot by a laser beam

  • I can see why these killers would be frustrating to go against, especially Knight (there are very few players I've met that actually enjoy going against a Knight), but none of these killers warrant nerfs.

    I'm assuming Chucky is on here because it's frustrating how small he is, which certainly is an advantage in some loops, but in a lot of cases can be worked around with good check spotting.

    Personally I never was that bothered by Trickster, but I'm assuming that's a problem of camping and/or not understanding how to play against him. Trickster is extremely good at camping, as he can spam blades and down both the unhooker and the unhooked survivor, and that's unfortunately just kind of how it is and something should be done about that (along with a lot of other killers in the game, ehem Bubba). But as for playing against him normally, all it really comes down to is hugging loops/walls really tight and breaking line of sight as much as possible. Do some weird pathing and see if you can confuse him.

    Knight is definitely the most valid complaint on here, I don't think anybody really likes fighting an AI or having moments where it feels like they're in 2v8 with two killers trying to double tap them. The best advice I have there is that the goal of a Knight chase isn't to win or last 3 minutes. In some scenarios you are pretty much guaranteed to take a hit, so it's about wasting as much of his time as possible. If you're going to be hit by the Knight or his guard one way or the other, always take the Knight otherwise you'll get double tapped. If you're injured in this scenario, run as far to the corner of the map as you can to waste as much time as possible for him to get back to the action. When he's guarding, do some weird pathing or stand still to make him miss the guard. Remember there's always the tech that a guard will go to a window you touched even if you don't vault it. Just don't feel too bad if you go down relatively quickly, just try your best to take him far away from gens and waste his time.

  • If people are saying that, it's probably players that almost exclusively play killer. Ignore anyone that says "survivors are OP" or "killers are OP," it's an incredibly broad statement that groups way too many players, play styles, etc in together. The game, on average, is somewhat balanced. The problem comes that if one side wants to sweat and use whatever means necessary, they'll probably win.

  • Killer mistakes having a higher impact is naturally going to happen because they are the only player on their team, their mistakes have 4 times the impact. However, the reverse is true as well, a killer's good decisions and plays are often rewarded more, sometimes it's just hard to keep that in mind when the effects are happening where you can't see them. One quick down makes it so that you effectively get 3 survivors off gens as soon as possible (one on hook, one to unhook, and one you are now chasing), but it's hard to feel these effects when you can't see them.\

    The killer also has the opportunity to take advantage of survivor mistakes and completely snowball the game. There have been many times where I have found survivors lurking around someone I just downed and end up with 2 downs, 3 downs, or occasionally when they mess up enough, 4 downs. Even if you just catch and down one person going for a flashlight save, now you have 2 hooks at a time, half the team needs to reset after they get off hooks, and they need to get off the hooks in the first place.

    As for the specific suggestions:

    • Hexes are inherently risky, sometimes you get really unlucky and sometimes you get a totem hidden in the grass in the corner of Backwater Swamp, which is why Undying exists. I understand wanting more consistent value from totems, but the perk design is inherently supposed to be a tradeoff of if you're lucky you get a very powerful perk and if you're not it gets cleansed. The devs also probably would never implement this spawn logic because it is difficult when maps are not 100% static.
    • Personally, I think RPD is not a good example of pallet density. Going into a killer match, I know exactly where pretty much every pallet is and how to (if I can) outplay it because it's one of the few pretty much static maps in the game. I think pallet density is much more obvious on certain maps where you have eaten through 8 different filler pallets in one chase and you don't know how there are still more in the area.
    • If you just got rid of survivors' ability to bring items into the match, it would be akin to not letting killers bring addons either. Not only does this make certain builds borderline useless unless you get the right item out of a chest, but it's a huge nerf in general that isn't mirrored in any way. Certain items with certain addons are still too impactful and need a nerf/rework, but the same can be said with killer addons. I've heard the idea of survivors having to get their items from chests at the start of the trial, which isn't entirely out of the question, although you'd need to add more chests. The majority of the game is also solo queue, so restricting builds based off the rest of the lobby would never work, solo queue players just wouldn't be able to run their own builds.
    • I'm not entirely sure what you want to be done about survivor "second chance" mechanics. Dead Hard is a good perk, but can easily be countered by waiting 2 seconds. Flashlight saves can be countered by staring at walls, and even people who took the time to build up a Flashbang you can still do a quick look around the downed survivor and usually catch them. DS I will give you is flawed, as it can be used aggressively or a killer can eat it even when they've already hooked another survivor in the meantime, but it's unfortunately a necessary deterrent. Most of these perks / play styles (even DS to some extent you can wait if you think the survivor has it) are already counterable so I don't know what you would want changed.
    • I don't know exactly how you're playing, but even with gen regression perks I rarely run into the 8 event limit. The regression limit is required to ensure the game isn't infinitely stalled. Even after Skull Merchant got reworked, Singularity players were able to stall the game indefinitely by kicking gens dozens of times until the survivors eventually go down in 30 minute long games.
    • I'm not sure if you're referring to repair speed perks or gen rush perks as a whole, but repair speed perks got majorly nerfed with Diminished Returns, as with every item or perk that affects repair speed, the bonus gets smaller and smaller. For genrush perks as a whole, I'd say Hyperfocus is the biggest issue and has needed changes for some time now, and it's only used to genrush. Some other genrush perks like Tammy Time and Bardic are used outside of genrush builds as well though, and they're extremely weak outside of them so it's harder to balance them.
    • Exit gates shouldn't be always able to easily be defended both at once. Large maps are indeed an issue for especially DBD's older killer designs, but if exit gates were always close enough to defend both of them it would defeat the purpose of having two. It would also make it impossible for a last survivor to get out through an exit gate because the killer would be guaranteed to have line of sight on them, which already happens on a lot of maps anyway.

    I understand that you want this game to be better, and we need that kind of mentality in this community. However, a lot of these frustrations come from survivors having powerful things, which is the same for survivors having frustrations about killers having powerful things (eg. quad slow down builds, or just perks like Pain Res in general when you're about to be done with your gen. Or even certain killers like Nurse). If those frustrations needed to go away, neither side could have anything worthwhile. I also understand certain frustrations with mechanics, but those mechanics sometimes need to be there for that portion of the player base that will abuse it if given the chance.

    This all being said, DBD is just a very hard game to balance to be consistently fun on both sides, and I think part of the "consistency" problem is that some of the fun of DBD comes from when it isn't consistent.

  • @Wyndsor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4105931#Comment_4105931

    Unironically all excellent suggestions but will never happen. Especially the chainsaw ones.


    I think an easier fix is to just make the unhooked survivor ignore M2's or have BT not trigger endurance and be similar to a 'Mettle of Man' hit, this would allow for anti-tunnel perks to not be invalidated by proxy camping.

    Yeah, honestly might be a more simple, elegant solution. @cogsturning's solution for killer powers that travel in a line is also a good idea. I think if it had to be the most simple solution I think your solution works best, and although it misses some powers or you would need to figure out how certain powers interacted with it, I think for such a simple solution it solves a lot. If it were to be a bit more complex of a solution, I think you could categorize killer powers that are similar and have them use similar anti-camp functions, kind of like what cogsturning's solution or my chainsaw solutions do.

    Point is though, even by exchanging, what, a total of 7 comments in this thread, the community has come up with solutions. BHVR definitely should be able to come up with some as well, or use the ideas the community has, but change is just too slow.

  • We certainly don't get enough changes across the board, but I wouldn't say that there are more issues every update. DBD is undeniably in a better state than it was, say, 5 years ago. The issue is that the changes come so slow and we have to deal with the bad things for so long, people are really getting tired of dealing with it

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