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ArkInk

ArkInk

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ArkInk
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  • I was kinda expecting a more low-key release after all the bombshells as of late. Licences are generally considered the big deals we don't see often, and we've seen them very frequently in the past few years. That plus the fact Unknown was the other big significant original release as of note. Doomed Curse was destined for the sleeper hit status imo

    I'm happy with it, if nothing else.

  • In my eyes, a Freddy rework should combine aspects of his old kits to give him a more cohesive and faithful identity without being a borefest like a lot players found 2.0 and 3.0 Freddy.

    I'd hope he becomes invisible and unable to harm survivors when they are awake, and that dream pallets become a more naturally occuring effect of the dream world than a secondary power he has to deal with. Give him an M2 attack that lets him initially put survivors to sleep when awake and damages them when asleep to make him a Nemesis style Killer. Buff Gen Teleport so that he can us it on completed gens.

    Finish it with an addon pass and maybe a boiler room ability, and I'd be more than satisfied.

  • I think my issue with GF is how fragile his gameplay can end up being. Sneak around and stalk only saves you time if you don't get caught often, and sometimes there simply isn't a direction to approach from that leaves you in a stealthy position.

    That said, he's one of my true favorites to play and I'll stick by him no matter what. The QoL buffs he's getting should be nice for now, so I'm content.

    If there was any change I'd make, it'd be that survivors get a prompt and have to hold line of sight on GF while pressing it to reveal him, so that oblivious players don't end up busting him out of stealth.

  • Seems like an interesting chapter. I like the power and characters, the perks seem interesting but a little scary, and although we aren't getting that new Mine map yet, it's quickly shaping up to be a new favorite of mine from what little I got to play (pun intended).

    I just hope some of the Dog's serious bugs get patched so we aren't left with a Twins situation. I liked the gameplay when it worked, but boy could it be rough.

  • I would like the option for them to be turned off, especially on characters like the OG 4 and everyone who was here before Real Beyond (what I consider to be the end of Classic DBD in my mental timeline of the game). An character by character option would be really nice for someone like me.

    I can't really imagine some of the modern cast without their voice lines, but I understand why people would find them repetitive and want a toggle. My only real concern over that inclusion would be bugs, but you could say that about every DBD release at this point.

  • Probably a bit of trickster hate that demotivated the other players and prompted them to quit too. Always sad to see after waiting in queue for forever.

  • If it were to happen, January would be the time to unveil it. I'm not getting my hopes up at this point, but it'd be a treat to hear Englund take up the mantle one last time, especially in in the fog.

  • True that Survivor Queue should be locked at 250% minimum BP Bonus for the event but not letting players queue into regular matches will likely just result in those players putting the game down until the event is over.

    As sucky as wait times are, it isn't like BHVR can put the controller in anyones hand and force them into a lobby. The issue might be alleviated a little by introducing new killers to the mode, creating a wider spread of appeal and less cases of killers being incompatible in queue because they're playing the same character, but whether that actually creates a noticeable effect remains to be seen.

  • I went to Crotus Penn six times in a row tonight and had a streak of three matches in Disturbed Ward. I'm pretty sure no repeats is still on, so if it's just a bit buggy.

  • Nurse is hard to change because of how different she is from the rest of the cast. In the early days, it didn't really make a lot of sense to give her a from the ground up rework when it was only really stuff like 8 blinks that was obscenely OP, especially since this was the era of completely insane items, perks, and offerings.

    Afterwards, Nurse got steadily adjusted to being the top, but a somewhat manageable version of it. Her add-ons got gotten, weird quirks smoothed out, mechanics like Lightburn got tossed. Generally speaking, unless they give her a full rework, the only real change I see appropriate to her current design is putting blindness on auras when readying a blink, so as to keep her from confirming hit after hit.

    She's in a weird place where giving her a sizeable nerf will make her feel awful and ruin what already frankly boring gameplay she has, but keeping her as is simply too much to ask of most survivors.

    Some in the thread have mentioned that survivors need to simply learn her instead of complaining, but I'd argue she's so different to face and there's so much less agency in facing her that it's honestly unreasonable to expect most players just casually develop the skills to face this one extremely difficult killer that most of the time is being played by Potatoes but in the hands of someone trained can turn most matches on their head.

    Nurse having such an abysmal killrate isn't normal, and it isn't indicative of her strength, it's simply proof that she's a bad design for the game in its current state imo

  • I quite like the more casual vibe it gives. Compared to regular matches though, I am a little disappointed to say how much some killers sour the experience.

    Bleeding out on the floor, getting the option to stand back up, only to be downed again as a Wraith lords some 8k he and a huntress achieved like anyone cares. Bleeding out on the floor for minutes on end just isn't fun and it's a big reason why survivor is hard to get really into for me.

  • I think my issue was with the killers they brought in more than anything. I don't hate facing Blight and Spirit, but two of the strongest killers in the game added in when Nurse and Billy are already there. For such a limited killer roster, the top 4 are all there. Gen speeds being all over the place is fun but wonky, and the two issues only really serve to inflate each other in my opinion.

    Overall, the mode feels choked by the objectives of regular gameplay. If I were to suggest something, maybe just ditch gens altogether and give the survivors a 5-7 minute timer before the gates power. Toss in a few optional objectives that give buffs so survivors don't just stealth all game, and it can naturally transition into a hatch game if a certain amount die before the timer reaches a certain point. Classes could then be a bit more varied as people don't just default to the one that buffs the objective interaction, and then add more of the weirder killers.

    in 2v8 Comment by ArkInk
  • Interesting, it would be cool if it were some sort of secret message.

  • I'd be down. Would be a solid chance to reflect on how much of a ship of theseus this game is. To think when it first released I was sad there would only ever be three killers. Having Wraith and Hillbilly just suddenly be there when I was under the impression it would just be Trapper from the Alpha footage was crazy on launch day. What a crazy time that was, getting a 4man escape through keys and instamoidering people with Moris. Not on launch day since nobody had grinded enough BP yet, mind you.

    But it'd be fun, at least for a little while. My only question be what specific version with which killers available. Old DBD was very finicky with its design.

  • Well said. There's been a sudden influx of people coming in, whining about nothing in particular, then saying "not on me it's on BHVR" when asked to elaborate.

    Like, we're all on a public discussion forum about DBD. It'd be nice to actually chat about DBD lmao

    in PSA Comment by ArkInk
  • This is the first I'm hearing of this. Extremely upsetting news honestly, Rip Tony Todd :(

  • My perfect Chucky is one who gets a minor cooldown nerf to encourage smarter power usage, the return of the stealthy window Scamper he had prerework, and an addon pass to rework some of the ones that are basically useless post rework.

    I don't currently have an issue with how slice and dice feels tbh, I have much easier time controlling it than say Blight or Oni (though I am starting to pick up on the ladder)

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3834389#Comment_3834389

     Finisher mori doesn't really provide anything new to the killer experience, and I haven't at all felt like more killers are playing nasty because they want to see the animation.

    Im sure everyone would agree with you. Its a correct statement, but has nothing to do with the topic. Its the Survivor experience that's new with the mori, as it just upticks what was already a pita about this game: slugging for ther 4k. And the complaint is its now more frequent and killed a lot of variety that could happen in a game.

    But as long as the killer experience is solid, who cares. I really dont see why it matters but its the new talking point on the forums so yay!

    Of all the things to spend time arguing over, I'm honestly really sick of hearing about Finisher Mori. For an aesthetic idea meant mainly for match atmosphere, this whole mechanic has been a real headache.

    Amen to that. Whether it works or not, at this point I'd rather talk about something worthwhile lol. The mori did increase slug for the 4k, but its always been and always will be, so I see this conversation kind of moot and more 'venting' when they have frustrating matches. Humans being human.

    My post was about the survivor experience just as much as it was the killer experience, with my whole argument being that I didn't feel like Finisher Mori is the great evil here everyone thinks it is. I haven't seen any uptick in slugging for 4ks since Finisher Mori was introduced, and my main argument was that killers are hardly incentivised to slug more with the system in place, and if anything, the real problem here that has people upset is slugging for the 4k as a strategy in of itself.

    I recognize that may have been hard to understand from the way the post is written, but it was mainly about the people calling out a detriment on the survivor experience, and pointing at an aesthetic change hardly even affecting the match in the slightest, when there's an unfun gameplay strategy about as old as the game itself that is actually causing the problem.

    Like, I feel as if in the event the devs went "Fine!" And removed finisher mori from the game, literally everyone complaining right now...will still be complaining about it because the whole gameplay reason this scenario exists is still completely unsolved.

    When I got bled out on the floor for the second match in a row last night, I didn't think to myself "if only the killer wasn't looking forward to a snazzy 12 second animation." I just thought "Really wish there was a way around something like this without D/Cing." Y'know?

    Maybe the devs could put a time limit for how long survivors are allowed to be on the floor, with a certain threshold disqualifying a finisher mori? That wouldn't solve my issues with slugging, but it would nip this whole argument in the bud in terms of how the mechanic could potentially incentivise it.

  • Hard agree honestly. Finisher mori doesn't really provide anything new to the killer experience, and I haven't at all felt like more killers are playing nasty because they want to see the animation. It just feels like people see that it will trigger in the event someone does slug for the 4k, and then for some reason blame it instead of slugging even though the killer could do literally the exact same thing before Finisher Mori was introduced.

    Like, there is no killer out there with over 50 hours who is going well out of their to see that animation after its probably played before their eyes countless times by that point, and in the event they couldn't kill you Basekit, you'd still probably be slugged just so they could favorably toss you into their K/D ratio instead of accepting a hatch escape every now and then.

    Of all the things to spend time arguing over, I'm honestly really sick of hearing about Finisher Mori. For an aesthetic idea meant mainly for match atmosphere, this whole mechanic has been a real headache.

  • @ReverseVelocity said:

    Can't give you a dev update but I can give you a sign:

    https://us.v-cdn.net/6030815/uploads/C4HEMPN9O3BN/image.png

    Maybe the real dev update was the friends we made along the way

  • Maybe not a full reversion, but at least CoB should be buffed imo. I think I'd actually prefer it if they made each perk stack but kept the numbers smaller than previous iterations.

  • I actually quite like pairing it with Friends till the End because you often times get two auras at once without BBQ's distance requirement and the effects can throw survivors into chaos, especially since the activation condition means one of their teammates is already on hook. Pair with Lethal Pursuer and a Slowdown perk and I've been able to use it about as much as the average build.

    A niche use, and I do wish the Oblivious in the perk was buffed since 20 seconds is nothing, but I like it for what it is.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3829210#Comment_3829210

    And like a jinx, I've encountered another camping Bubba.

    Seriously, how does anyone have fun playing against this killer when they all play in the most unenjoyable ways possible?

    I honestly don't see a lot of Bubba's who hard commit to camping after the devs introduced Antiface camp. Not trying to discount your experience cause Camping Bubba's are maybe the most uninteractive thing in the game (especially when he could just sit in front of hook uncontested), but a lot of the Leatherface's I see are complete sweety pies who play into the goofiness of his animations and nod constantly and whatnot. He'd be really high up in my personal list.

  • Happens to me on controller too, I honestly thought it was an intentional visual effect when it happened for the first time.

  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828476#Comment_3828476

    If you are so naive thinking there is no misogyny in the video game industry that’s your opinion.
    If you find that disrespectful you need to wake up. Fast.

    A strong female character is something a lot of people still have a problem with in 2024. You may not notice but you live in a culture where these representations matter. A lot of people have a problem with "losing" against a female character. Especially when that character is female and "ugly". Take Venture in Overwatch for exemple.

    But being female is enough, especially in a horror game like DBD. So yes, at some point I think the nurse hate is staying alive because of unconscious misogyny. And for reference, Blight is getting way, way less hate, while being way easier to play and being as or more efficient in killing survivors.

    She is hard to play for the majority of the playerbase.
    We all know even at the top MMR her win rate is similar to other killers, not having crazy numbers or anything.

    So if you want to keep asking for nerfs because of your mysterious hate for her try asking yourself why. Because she is the strongest in tierlist ? There will be always a strongest killer in DBD.

    Why is it a problem that the strongest killer of DBD :

    • takes skill
    • is a woman
    • is free to play

    Isn’t it that a good thing ?

    Genuinely, I'm not doing this with you. Ascribing gameplay grievances to unconscious gender bias is one thing, saying "It's just misogyny at this point" when you don't like something you hear in a debate as if it's a baby blanket from criticism is insanely reductive and insulting to actual victims of crimes motivated by misogyny.

    Negative attitudes toward women are insanely pervasive in the gaming industry, you being called out in an argument has nothing to do with that.

    You can imply I'm naive because I don't hand out seriously reductive labels like candy, but frankly, that means absolutely nothing to me coming from someone with as little maturity as you seem to have. Good day.

    in Auras Comment by ArkInk
  • @Murgleïs said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3828411#Comment_3828411

    They do. For who do you make a game ? The extreme minority "pro" scene or the majority of the player base, even at top 5% MMR ? Who generate revenue ? Who buys the skins ?
    Nerfing nurse more will just hurt the new players, while butchering a fun and unique killer.


    Please leave her alone. At this point it is just misogyny.

    This is blatantly disrespectful to people who actually live in and are under frequent the threats of actual misogynistic actions.

    You are discussing a video game with people, and the character you see no reason to nerf has been almost unanimously considered the best character in the game since she was added to it as the very first post launch character.

    Slinging around nasty words with no actual concept of the weight or meaning of them only promotes conflict, and we have than enough of that here as is.

    in Auras Comment by ArkInk
  • Disappearing into the fog....I feel a strange sense of deja vu, best of luck to you Peanits!

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3826190#Comment_3826190

    Just wished they had started with that statement, to be honest. At least it would have spared me the heartbreak.

    Agreed, although I didn't expect a full revert, it would've been nice to know the devs weren't taking this update in that direction awhile ago. With all the posts I've seen as of late, they took a bit too long to set expectations.

  • Praying Chucky gets Scamper Vaults back in exchange for the inevitable nerfs he's bound to be levied with.

    Wesker is fine, please no touch.

    Vecna's cooldown could be adjusted, especially the add-ons that affect it since they're so common.

    Hoping Ghostface gets some minor buffs and maybe some QoL adjustments to the reveal mechanic.

  • @Peanits said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3825092#Comment_3825092

    To set expectations, I can confirm that this is not old Freddy returning.

    While many understandably are lamenting this statement, I kinda didn't think we'd see any killer reverted to how they were back in 2017, regardless of how cool their abilities were.

    Now that this is confirmed, it's a pretty solid bet Freddy is going into a completely new direction, as his other versions have practically no support for reinclusion. I suppose this is what I've asked for, but it remains to be seen on whether the rework will stick the landing. Regardless, it's clear how much this matters to the devs and playerbase, so it's safe to say January will be a big moment for the community either way.

    Personally, I've got enough cautious optimism in BHVR to be excited. I just hope it isn't misplaced.

  • There's a small part of me that hasn't given up on the idea this rework comes with a skin featuring Robert England's classic rendition of the character, since I believe he mentioned recently an animated high quality voiceover was practically the only way he was willing and able to play Freddy. New Line would seriously be leaving money on the table not taking advantage of the opportunity while they have it.

    As for power, I'm hoping they draw a much bigger line between the Dream World and the Waking World, and that Freddy get some sort of new physical ability to supplant the underwhelming snares he's been stuck with for far too long.

    Who knows? With the way the roadmap looks, the whole chapter could be overhauled. Badham has been one of the maps glitched recently, could be a result of BHVR messing around with it. Wishful thinking, but the wait is in its endgame now.

  • Looks like we might be in for something big. Here's to hoping this is the update where Freddy finally gets to shine!

  • @DarKStaR350z said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3824713#Comment_3824713

    There’s no doubting FNAF is super popular, but saying it’s influential is surely a stretch

    Fnaf's gameplay ended up becoming an entire subgenre of horror game and now there are many upcoming horror franchises taking inspiration from the series (Bendy's, Poppy's, etc.)

    Even though the quality of some of these games are extremely shoddy, the Mascot horror genre is pretty massive and FNAF basically built the foundation of it. Even Alien jumped on the bandwagon for a mobile game spinoff of isolation with FNAF gameplay (still salty about that).

    If that isn't influence, I don't really know what is. That said, I do think killers like Candyman and Jason would be pretty huge, especially among the community.

  • Plaything Pentimento can honestly shove it the latter needs some serious changes. A proposed change I've heard is to let Penti cycle through each effect rather than stacking an additional effect for each totem active, that way the niche and rarely seen later effects are actually in play and the perk isn't just 30% gen slowdown for four totems.

  • A smaller TR would actually synergize well with crouch for utility and would pair well with certain add-ons and m&a. I know a lot of people have mentioned this isn't a necessary change, but it isn't a bad one by any means and encourages more unique playstyles and helps out a killer that has infamously struggled for a lot of the game's life.

  • Who says the Masked Knife killers aren't similar enough to count but Kayako and Sadako are? Like, you can't make up rules and expect everyone to play along on a public forum.

    Ultimately, all the IPs in the game are here because someone wanted them, and we all have different experiences and interests that lead us to view our various cast members in different ways. Two cast members you'd see as samey designs and derivative powers are what others would see as collabs with insane potential, much in the same way I heard people discussing Ghostface when he was announced in relation to Michael.

  • I thought that was removed, though it is certainly an exploit if not. Definitely bannable behavior.

  • I'm confused as well. Most removed content has had pretty clear labeling up to this point.

  • I'm honestly a little addicted to it as survivor. Hard to get it to procc, but it just feels so nice. Tbh, I don't see very often anymore, so it isn't quite as annoying as when you'd regularly get ran down by a bully squad with it in the old days, but I understand the frustration.

  • Honestly sounds great! Trickster being 110% just makes sense imo

  • @OnryosTapeRentals said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3818478#Comment_3818478

    I feel like his original incarnation never really got a fair chance though. He was gutted almost as soon as he arrived on the scene.

    I disagree. His skillset amounted to being an M1 Killer with wall hacks, and dream transitions having a 9-3 second delay between when you'd make survivors start falling asleep and when you could attack them felt awful. Cap all this off with OG Freddy's most viable strategy being forever Freddy, and that anything that gave skill checks hard countered him to the point Self Care made him D tier alone, yeah, it was rough.

    As someone who was there at the time, you are right that players weren't willing to give OG Freddy a shot, but that was because it could make the very act of chasing survivors a nightmare imo

    I think it'd be neat if they brought back certain aspects of the design (Freddy being invisible in the real world, the og dream world filter had great atmosphere), but overall? V1 Freddy to me is like V2 Skull Merchant, a bad design utterly overshadowed by the lunacy that followed. That's just my opinion though, I don't wanna make anyone feel bad for the Freddy playstyle they enjoy.

  • I don't think the right design for Freddy lies with any of his previous iterations honestly. Frankly speaking, they all had a varying number of complex issues that made them utterly hated when they encompassed his skillset, for good reason in my opinion.

    Although aspects of them could be brought back for the new rework, my biggest wish would be that the devs treat this more like designing a modern killer power from the ground up than reworking an old killer.

    If there's any member of the classic cast deserving of having 3-4 abilities like Drac and Vecna, it'd be Freddy. Here's to hoping he's early on the map for 2025

  • @ObsidianButterfly said:

    This may be a hot take, but this is why I have the opinion that all of these licensed killers are a bad idea. I love having them in the game, but it's starting to become very clear they are interfering with the ability to develop and balance the game. For all we know, Freddy and Myers have been in such a bad state for so long because their license holders aren't letting BHVR make the changes they feel they need to/want to.

    And let's not even talk about the doomsday scenario where all the holders get too greedy, BHVR can't or won't continue paying them, and we lose a bunch of killers suddenly.

    This is why I think BHVR needs to stop with the licenses and focus on their own original content so they don't run into these kinds of problems.

    BHVR have confirmed they hold all say over balancing decisions in the past, so on that front at least I think we're good. Michael not being changed is likely due to how popular he is as a killer, whereas Freddy has just kinda been stuck how he is after he got done like Skull Merchant a few years back.

    I do agree that BHVR's over reliance on Licensed content is getting reckless, as each new deal comes with its own limitations that they seemingly are having issues to work through.

    That said, I honestly think slowing the rate chapters are added and keeping it at maybe a 2:1 Licenced chapters vs Og ratio per year might be the way to go. Keeps original characters and pre-existing ips in the loop without flooding the game with them.

    Original content is great, but when they flop, they flop hard.

  • From what I can tell, the primary Licence holders to be weary of are those for Michael, Freddy, Demogorgon, Pinhead, and Sadako.

    Compass International Pictures have kept Michael limited to his depiction in the first film and it's been described that BHVR and them have "an understanding" that might make future negotiations difficult.

    New Line Cinema have been wholly absent since day one of inclusion, not much to discuss there.

    We all know why Netflix is worrying, it's best not to get prematurely worked up.

    Pinhead's license holders have changed between the initial deal and now, so I frankly have no clue how that could work.

    Kadokawa Corporation have been both extremely supportive and extremely specific in how Sadako is handled in DBD. She's the most likely option in the list by far to be worked out, but I figured I'd include her.

    Naturally, there are a lot of characters to be added in the meantime, but it would disappointing to not see certain members of the cast interact when all is said and done.

  • I feel the need to reply here too, as I can't recall seeing anything other than a 25% Bonus for Survivors since around 2v8, regardless of queue times on either side.

  • Very true, had a whole night of Solo Q recently where I died four matches in a row, finally escaped on my fifth and got zero pips and bronze and silver emblems despite pulling a 3man out against Nurse when one of our teammates gave up on 4gens left.

    Like, what's the point of a ranking and reward system if it doesn't, y'know, rank and reward things appropriately? On killer, I think the system is decent enough, but there should be some serious changes on the other end imo.

  • Hope everyone who saw those awful things are alright, such a shame that this is becoming a recurrence.

  • Pyramid Head has maybe 4 addons I'd call useful, and even then that's a stretch.

  • When I pictured Breakable walls back in the day, I was thinking they would use actual map assets and would fit naturally into the aesthetic and design of each realm, instead we basically got boarded up doorways that often times should immediately or should never be broken.

    I would greatly appreciate this mechanic being redesigned at some point.

  • Killer powers can't currently be changed by cosmetics, so Victor, Oni's kanabo, Billy and Bubba's saws, Huntress hatchets, etc. are all stuck with their original designs for the foreseeable future. From my understanding of things, this is hard coded into the game, but the devs have been steadily ramping up the technicality and complexity of skins over the years, so I guess anything's possible.

    From what was mentioned in the FNAF 10 Year anniversary interview, it seems like the Missing Kids and Charlie will be taking a backseat this collab, but who knows?

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