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BlightedDolphin

BlightedDolphin

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BlightedDolphin
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  • Thank you for this!!!

    I really hope Naughty Bear isn’t Halloween locked or Auric Cell exclusive. I would be it in a heartbeat if it’s available with shards.

  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562579#Comment_3562579

    F.

    I dont get the price of cosmetics/characters when getting all characters (without money) its soo grindy.

    At least older characters with more than lets say 3 years could be cheaper.

    Usually the original characters are discounted during Halloween. Last year I think they were 50% off. It’s just the cosmetics that aren’t.

    So if you want a character I would still save your shards because they usually do go on sale during Halloween.

  • Notification spamming is already really annoying and I can’t imagine how much worse it would feel for someone with a sensitivity like that. Sorry that people can be such ######### sometimes.

    And no it doesn’t seem petty to bring up something that causes you actual physical pain.

    I don’t know how they would even go about fixing spamming. Maybe if someone triggers 2 loud noise notification on the same location it disables you from hearing any more from that location for a few seconds?

  • @JackOfTrades said:

    It doesn't have an L in the name. False statement.

    But you know who does have a capital L in their name? Matthew Lillard, who is set to appear in the Five Night at Freddy’s movie!

    There’s no way you can deny it. We are getting Matthew Lillard. The L has spoken.

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3562489#Comment_3562489

    He doesn't really need to murder kittens for that, maybe they could go into the robotic side of Hux and make a cyborg cat instead

    Or just give him one of the Cats and Dogs sweaters :D

  • Remember the time they put Hillbilly's default pants in the rift and just renamed it?

  • After watching the King/Paulie Esther interview with Cote, I'm leaning towards Predator. FNAF is the only other 'capital L' license I can think of that Cote didn't basically say isn't coming so I think it's one of those 2.

  • Giving Freddy Oblivious was a mistake. All it does is prevent him from using certain perks.

  • Too many dead zones and the few that are there are in really close proximity to each other. Spread them out and then add a few more. So many I've chased someone and thought someone was going to reach a pallet only to find there is nothing there.

    Somehow it looks even uglier. Everything is a similar colour and now there's more clutter so everything just blends together.

    At least I can actually stalk people as Ghostface now so that's good.

  • Most likely it will be available for shards at some point.

    I don't know if it's considered a Halloween skin or not though. If it isn't then it should be 3-4ish weeks when it becomes available. If it is a Halloween skin though you'll probably have to wait until next year.

    As the Cursed Cats collection isn't listed on the Halloween roadmap I don't think it is a Halloween skin, so my guess is 3 weeks :)

  • I agree that a lot of perks are underrated and are surprisingly useful.

    The issue is though that even though they are good they still aren't as good as the meta perks. Alert is good, but it's nowhere near as strong as MFT or Adrenaline. There's a lot of good perks, but the meta perks are SO good that you are at a huge disadvantage for not using them. And rather than just nerf those perks, BHVR instead prefers to make perks compete with them, which often end up having to be really good that they borderline on broken (MFT and Buckle Up for example).

    And this isn't exclusive to survivors either. Killers have a lot of good but underused perks as well like Enduring and Discordance... but again why bother using them when meta perks like Pain Res or Ultimate Weapon still outclass them heavily? Eruption is still a good perk but no one runs it anymore because Pop and Pain Res do its job better.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3559622#Comment_3559622

    See I think a Buckle Up level buff is good, as the only problem is the For the People combo potential. Similar to Enduring/Spirit Fury, can you really say you hate Spirit Fury (or Buckle Up) used alone? I'd say FTP needs a full 'transfusion' mechanic that counts as a heal for tomes and dailies, but not for perks. If they make that change, I don't think the combo would exist, nor would Buckle Up ever be considered in the realm of problematic.

    Edit:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3560124#Comment_3560124

    To be fair, 'how' it can be used is different from 'how often'.

    Yeah I agree with all of that. Buckle Up is fine on it's own and perk combos are good, but buffing a perk to be busted when used with another perk is not a good idea.

    That FTP change would be a good way to solve this problem.

  • @I_CAME said:

    It's the same every match because 95% of survivor perks are terrible. Perks like resilience, windows, adrenaline, dead hard, etc aren't even overpowered and I can't believe people truly think they are. People use those perks every game because there are very few perks worth using. The only problematic survivor perks are MFT and the Buckle Up/FTP combo. Nearly everything else has already been nerfed into uselessness. Anything else is just people whining for the sake of it. Are we just supposed to run meme perks every game?

    MFT is also the reason half the perks you listed are even meta.

    Without MFT I’m sure Resilience and Dead Hard would fall in popularity.

    Nerf MFT and then buff the really bad perks. But fair buffs, not Buckle Up level buffs.

  • I often call people out on it. Sometimes another teammate will agree with me but usually the toxic survivor just says something along the lines of "I can do whatever I want", "I don't listen to other peoples opinions", "who cares"

    Or they'll just tell me to die or claim they only do it to toxic killers (even though the killer wasn't toxic).

  • @Pulsar said:

    I feel that a 90 second gen is completely fair. Like you've pointed out, situations where gens can take minutes or < 60 seconds should be ironed out.

    Although, as an aside, I wonder how much of the fun of this game has been lost in our endless pursuit of balance.

    Personally I think the game has gotten more fun the more balanced it has become.

    This game is never going to be balanced, but it being wildly unbalanced isn’t exactly fun either.

    I don’t think DBD should aim to be competitive or anything, but I think the game is still more fun when there is some aim for balance.

  • @Shroompy said:

    Pretty sure its a very popular perk in Asia. Im still of the belief that its not that bad of a perk, especially in a SWF

    Do you happen to know why this is? It’s so strange how a perk is regarded as terrible in one place but somehow meta in another. Is there some way to use it that some of us don’t know about?

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557952#Comment_3557952

    Exactly, I hate when playing Smash Bros. people disable maps and/or items and disable a minimum of 66% of the game, and Plague does that similar disabling 25% of the Survivor gameplay. Like, I get few enough options how to play as Survivor, don't hard delete a friggin' mechanic. Most Killers are additive on mechanics, such as Wesker sprays/Pig traps, or looping a different style against their power, but Plague is subtractive. I also have had the most 3 gen hostage adjacent Killers be Plagues more than any other Killer that isn't Hostage Merchant. I'm thankful that so few people play Plague in that pseudo-hostage style.

    The main reason I hate Plague is how unhooking an infected survivor infects you as well. It feels awful playing well and managing to avoid getting infected for so long, only to become infected because you were the only one who could save your teammate. It just seems wrong to be punished for making the correct play.

    That and every Plague just pukes on gens at the start of the game so you are forced to either wait an absurd amount of time for it to clear or just take it and become infected. And then your teammate decides to cleanse and you’re the one who is hit with the red vomit.

  • Plague is probably the most unfun killer after Skull Merchant for me.

  • @buckk0097 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557189#Comment_3557189

    i apologize for reposting frequently. but from what you said about being comfortable being injured and doing gens. you are experienced and sadly most of the soloq teammates tend to hide in bushes and heal against legion every time they finish mending.

    we are agreeing on the same thing but taking different roads to come to the same conclusion. being forced into meta is not what we should be striving for

    You don’t need to apologise for responding to replies in your own thread haha

    Yes you are right that a lot of solo queue teammates are absolutely terrible and just heal up instantly which is unfortunate. And a lot of my teammates do that as well, which is why I’m ok with staying injured for the most part. Just because my team is wasting time doesn’t mean I have to as well.

    And my build isn’t meta either. I usually run Blast Mine, Deja Vu, Sprint Burst, Kindred and I typically bring a med kit or toolbox. I honestly recommend anyone having difficulty with solo queue to run Kindred. It makes it SO much better. Not just to help with camping or knowing if you should go for a save, but because it gives you a ton of information as to where your teammates are and where you can expect to find them after and where you can expect the killer to end up. It making playing injured or games with bad teammates a lot more manageable.

    I will admit it is difficult to get used to not being healed up instantly, but after a few games you’ll realise that playing injured and spending as much time as you can on gens makes games much easier. And often I’m not even injured that long because one of my teammates finds me and heals me anyway :)

  • Medkits aren’t useless against Sloppy. Don’t heal in an area where you can be easily interrupted. You can use add ons to give you more charges or increase the healing speed as well.

    Or you could run Bond and locate a teammate that way. Using CoH to lure your teammates over is just wasting time. Look for a gen to do and if you spot a teammate on the way with Bond go and ask them to heal you.

    Or just stay injured and genrush with Adrenaline.

    In my experience I rarely have issues with Sloppy and all I usually bring is a med kit. One self heal is often all I need, sometimes two, but if you learn to play injured and healing up when it’s beneficial rather than dropping everything to heal up then you’ll realise that Sloppy isn’t really that big of a deal.

  • Your teammates can’t grab the flag. Only the person being hunted by the guard can grab it.

    If the knight spawns a guard on the other side of a hallway, just keep running straight. There’s a delay from when the guard sees you to when it can hit you. You don’t have to run back into the Knight, just keep running forward and outrun them both.

  • Really disappointing to hear as Jason is probably the biggest character missing.

    But I do appreciate them telling us that he’s not happening rather than never acknowledge it so that people don’t keep getting their hopes up.

  • At the very least Sacrificial Wards should be refunded if no one used a map offering.

  • I think he's fine for the most part. He just needs some QoL fixes so that he doesn't feel so clunky and frustrating to play at times.

  • We also haven’t gotten any new Scourge Hooks since Floods of Rage either. Yeah Monstrous Shrine and Hangman’s Trick become Scourge Hooks, but still nothing new since Sadako’s release. Hopefully we get some new Boons and Scourges eventually because they are both interesting mechanics.

    And then there’s Teamwork perks which are both just awful.

  • I agree. When I first played Singularity I hated him, but after doing the archive challenges I’ve been only playing him for the past few days. He is a lot more fun now than he used to be.

    However he can still be pretty frustrating at times and I hope they address they eventually.

    @UndeddJester said:

    Glad to see Hux being appreciated, but what exactly was it that changed your perspective on him? I've been working through the rest of the killer roster so I'm always keen to read about Killers I haven't played yet.

    The common criticisms are power is too much effort and is too situational to get consistent value when combined with survivors being able to EMP all his pods.

    A general concensus I've seen is Soma Family Photo is a required add-on for him, the haste boost making it much easier to successfully capitalise when you teleport to a Survivor.

    Do you agree having this add-on in some form as base kit would improve HUX? Does he need improving?

    I honestly think EMPs are fine as it isn’t that hard to re-shoot them after. The problem though is that a LOT of the time it’s very frustrating to do so because of how the targeting system works. I think he just needs some QoL fixes rather than major buffs.

    If I could change anything about Singularity I would either:

    • Reduce the amount of visibility needed on a survivor to shoot them. Right now you can see a survivor clearly but something is blocking their torso slightly so it gets canceled
    • Retain how much progress you have locked onto a survivor for about 1-2 seconds after losing sight so if a branch or something does interrupt you then you can still shoot them not long after and not have to reset the whole thing or risk them running out of range
    • When selecting a pod, prioritise whichever pod was just placed for a couple seconds so that you don’t shoot a pod mid chase but then accidentally select the camera across the map
    • Give him the 2 extra biopods add on base kit so that using pods in chase doesn’t destroy your web of cameras as easily.
  • @GentlemanFridge said:

    The only way to remove teabagging outright is to remove the crouch altogether.

    and even then the spirit of the teabag will manifest into something else.

    shall we stop all killers from nodding too?

    Just remove the knees of survivors and the necks of killers.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554463#Comment_3554463

    Healing was in fact buffed after the nerfs.

    There was no live change to make heals base 24 seconds, it was a test on the PTB that they decided not to go forward with after receiving feedback that it would absolutely kill the game.

    From live version to live version, healing was only nerfed during that patch. Saying anything else is completely disingenuous.

    This is like saying they removed infinite unbreakable for survivors, since that also never went live and has never been a live feature of the game, but was tested once in the PTB. I guess we should also be clamoring to remove that 'nerf' by the same logic.

    Yes you are absolutely correct. Healing wasn't buffed from live versions. But neither was Pain Res. The 'buff' that increased it from 20% to 25% was also a PTB test.

    I agree that healing wasn't buffed, but I listed it because neither was Pain Res and claiming one was and the other wasn't is what is disingenuous. Unless they meant that current Pain Res is better than old Pain Res, in which case I still disagree. But yes, healing was never technically buffed, but neither was Pain Res.

    I should've mentioned this in my original comment though so sorry for confusion :)

  • @GensByDaylight said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554007#Comment_3554007

    Original Pop was definitely overpowered, the new one is weaker, but with perks like tinkerer its not very hard to see which gen is the most progressed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554008#Comment_3554008

    How is "rewarding hooks" any different from "rewarding downs"? If downs and hooks should be rewarded with massive payouts along with the base progression, then what was wrong with old Eruption? Aside from slaughtering solo q more than SWF.

    Eruption had the problem of preventing you from doing literally anything, affected multiple gens, gave tracking, didn’t have a time limit so you could set it up anytime you wanted and didn’t have to worry about rushing to find a gen.

    @mecca said:

    It's not balanced at all. For context, please remember when healing was drastically nerfed (removing killer progress) and killer slowdown perks was nerfed at the same time to give a slight resemblance of fair balance?

    Well guess what happened thereafter? Killer slowdown perks are BUFFED!? POP was reverted. Pain Resonance BUFFED to remove a full gen worth of progress when used. Killers are using slowdown perks all the time yet nothing is being done.

    CoH and healing, medkits are STILL NERFED. Enough said.

    This is just wrong.

    Pain Res and Pop are still not as good as they used to be. Pop was in no way reverted.

    Eruption, Call of Brine, Overcharge, Thanatophobia, and Tinkerer are still bad.

    Healing was in fact buffed after the nerfs. Remember when they originally had healing your teammates also take 24 seconds?

  • I just wish it wasn’t so annoying to apply a Slipstream.

    Can see 90% of the survivors body? Too bad there’s a leaf blocking their thumb so no shooting them.

  • A huge portion of survivor perks are near useless, but the problem with just buffing them is that the best survivor perks are so good that in order for something to compete with them they have to be borderline overpowered (like MfT and Buckle Up).

    There’s a lot of pretty good survivor perks such as Off the Record, Hyperfocus, Fogwise, Bond, or Dramaturgy that you would expect to see some use but because of how good the meta perks are, no one really runs them anymore.

    And then every other survivor perk is just so bad or situational.

    Buff the weaker perks but you also need to tone down the strongest perks otherwise they still won’t see play unless they become near broken.

  • I would recommend swapping Floods of Rage for something else if you are struggling to get hooks and replacing it with something to either help you get hooks faster or a tracking perk that you can use in the time between the hook and unhook.

    I also wouldn't recommend using STBFL on every killer. On M1 killers and some killers like Demo its a good perk, but on others like Xenomorph you are better off running a different perk. It also requires you to be doing quite well in order to maximise its value, so maybe change it to something to help you earlier.

    Same with Jolt. M1 killers like Ghostface can use it well, but on someone like Xenomorph or Blight it is near useless and you are better off running something else to slow the game down.

    Some suggestions:

    • Corrupt Intervention - would help slow down the early game and not have to worry about 3 gens popping after the first chase. Lethal Pursuer is a good alternative as well.
    • Pain Res - rewards your hooks way more than Floods of Rage does. And you don't have to worry about kicking the gen like Pop.
    • No Where To Hide, BBQ, or Ultimate Weapon - much better tracking perks than Floods. You'll have much less down time with these perks than you do with Floods of Rage.
    • Sloppy Butcher - only for certain killers but is really good passive slowdown
    • Coup De Grace - one of the best chase perks for M1 killers. Doesn't require you to hit survivors multiple times like STBFL does yet still provides really good value.

    Also it might be useful to pick one killer and just focus on learning them rather than trying to learn every killer. Once you get good with a killer then you can start cycling through them and you'll find a lot of your knowledge from one killer can be used in a similar way on another killer and that might make things a bit easier.

  • Not really a fan of the Ghostface suggestion. It really just rewards misplays and removes a part of his counterplay.

    As a Ghostface main I would rather just have “Philly” be basekit so I can run some of his more fun add ons more often along with fixing his leaning so that it feels smoother and more useable in a chase. That’s all I really think he needs.

    Or if you really wanted to encourage more players to stalk, add a small Haste after marking someone. Not as much as the Knife Sheath add on, maybe like a 5-7% Haste for 3 seconds.

    The rest are good suggestions and I honestly think Myers would still be alright even if you just lowered T1 to 1 stalk point and kept T3 at 5 stalk points as it is.

  • @Shroompy said:

    A Nurse's Calling (Reduced range from 32m to 28m, patch 1.1.2)

    Awakened Awareness (Reduced 2 second linger to 0, from PTB to Live)

    Discordance (Reduced Range from infinite to 96m and no longer updates every 8/10/12 seconds, patch 4.3.0)

    Hangman's Trick (Reduced range from 16m to 6m, from PTB to Live)

    Hex: Thrill of the Hunt (First reduced the totem slowdown from 10% to 6% per token, also made Tokens tied to the amount of Totems remaining instead of unhooks while further than 24m away, patch 1.5.2. Removed loud noise notification, patch 5.3.0)

    Hex: Undying (Reduced Range from 4m to 2m, removed linger effect, removed Hex Totems transferring to Dull Totems, patch 4.5.0)

    Shadowborn (Reduced FOV, patch 1.0.5. Removed clearer vision but removed being more sensitive to light, patch 1.8.3)

    Spies From The Shadows (Reduced Range from 48m to 36m and added 5 second cooldown, patch 2.6.0)

    Stridor (Changed audio to be multiplicative, meaning it no longer countered Iron Will, patch 5.1.0)

    Tinkerer (Can only trigger once per gen, patch 6.1.0)

    Think that's it when it comes to perks, there are some add ons as well that have been nerfed

    Don't forget that Undying also used to show auras for survivors near Hex totems as well but now only does it for Dull totems.

    The original Gearhead was also nerfed from PTB to live (originally showed auras for all skill checks then got nerfed to only be good skill checks, then got multiple reworks)

  • @Sensitive said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552161#Comment_3552161

    What would you change about DDS?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552607#Comment_3552607

    I don't think the map favors killers but I would definitely say that most survivors are not good enough to use the map properly, it is one of the most balanced maps but it gets a bad rep because its way easier to use on killer than Survivor.

    The static 3-gen being in a relatively unsafe area pallet-wise definitely contributes to this.

    Yeah I agree it is easier for killers and that the 3 gen may be an issue, but I don’t think that needs an entire rework.

    Bhvr has mentioned before they are planning on dealing with 3 gens so I think once their plan for that is released the map will be fine. Otherwise just spread the gens out a bit, but it doesn’t need a rework.

  • Saloon doesn’t heavily favour killers the way Garden and Borgo heavily favour survivors.

  • Saloon is pretty balanced even if it leans slightly killer sided. I don’t think it needs any changes at all. Maybe spread out the gens a bit, but I think it’s perfectly fine as is honestly.

    RPD is very killer dependant to be considered killer sided, but I wouldn’t complain about a rework to it because it’s not really a fun map for either side and still very confusing for new players.

    Midwich I agree is killer sided. I think a rework is justified just so Nurse isn’t so destructive on it.

  • Nice to see them acknowledge that he needs changes, but I don’t see this happening in the next year or two.

    Especially if we get another Skull Merchant situation where he gets de-prioritised like Freddy.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551246#Comment_3551246

    How to play around Coup? By droping the pallet super early, right?

    Then we could say the same about Mft. Play around it by running one more loop.

    That is not the same thing at all. The killer is not in control of whether or not the survivor gets another loop in. I don’t decide “yeah I’ll run another loop to counter it!” The survivor just gets another loop. That’s not playing around it. You don’t even get the hit either, the survivor just gets an extra loop.

    With Coup, the survivor decides to drop the pallet early. If I don’t want to get hit with Coup, I’ll play safer, drop pallets early etc. Same with Spirit Fury. Or do you think Spirit Fury is also unhealthy for this game?

    Coup has counter play, MfT does not.

  • I remember Overwatch tried this a long, long time ago and all it did was make the best players never find a game because everyone blocked them.

    Same would happen here. Or imagine being a Knight or Legion main, you would never get into a game again.

    An “avoid as teammate” option could work, but an “avoid as enemy” option would just be too abusable.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550730#Comment_3550730

    The nurse is definitly to powerful. There are experienced nurse players with 500 or even 1000 wins in a row that highlight that fact.

    Breaking the rules of the game - well, the same way Mft is breaking the rule in a chase. You get for nothing (in that case even failing) a massiv boost over the other side. The question is rather, when you think Mft is not okay, why should Coup be?

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550808#Comment_3550808

    As you say, you know the person has it, once its to late. To get this straight, i dont think it is overpowered, i just think it should not be in the game because stuff like that is unhealthy for the gaming experience. Like is said, Mft has the exact same issue as Coup.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550919#Comment_3550919

    I did not say that. I think camping in general is often not the best strategy. Yet, a Killer who is designed for camping, no matter if we talk about hook or generators is by default bad for DbD.

    Getting hit once is not too late. After the first time it activates you know it is in effect and can play around it. That’s how most perks work.

    For example, you don’t know a survivor has Lithe or Sprint Burst until it activates but you can play around them every other time after that. You don’t know a killer has Bamboozle or Spirit Fury/Enduring until it gets you.

    But unlike MfT, those perks and Coup can be played around after you identify it’s in game. You can’t with MfT, which is what the problem with that perk is.

  • As others have said it’s not that good.

    Oblivious isn’t that strong of an effect. You can still hear most killers coming and you can just use your awareness and the HUD to gauge if the killer is likely to come for you and play accordingly. You might get earlier, but once you are in a chase Oblivious is useless. On indoor maps it’s harder, but you can still pretty easily determine if it’s safe to work on gens or not by again using the HUD or just general game sense.

    If you run across Plaything, sure may as well cleanse it and then memorise the totem spawn to stop Penti, but there’s no need to go running around looking for it.

    And don’t cleanse any Dull totems otherwise you’ll just give the killer the 5 stack invincible totems.

  • @xEa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550561#Comment_3550561

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550562#Comment_3550562

    While Mft activates a gamechanging mechanic during looping because of failing as survivor (getting injured), Coup gets the same unfair effect also at failing (loosing gens).

    Also both perks are secret to some grade. Actually, an experienced killer can see if the surv is running mft, but there is no indicator of seeing Coup.

    If they leave Mft that way, survivors running it should be highlighted. Same with Coup.

    My personal rework for Coup would be like this:

    • For every hooked survivor, you gain 5% increased lunge range.
    • Missing a lunge reduces the range by 5%.

    About the Knight. True, but camping is still to powerful on him. In fact the Knights mechanic encourage this playstyle.

    You can tell Coup is in effect after it triggers the first time. Yes the first time it activates you are caught off guard and will most likely get hit, but anytime after that you’ll be able to play around it by dropping pallets early and playing safer.

    With MfT, even if you know it’s in effect there’s nothing you can do. While it would be nice to when MfT is in effect, it’s problem is that there’s nothing you can do about it once you do figure out it’s in play.

  • I like playing both but I would say killer slightly more just because I don’t have to worry about a teammate DCing.

  • I agree MfT needs to be changed.

    Hope is only a problem because of MfT.

    I think Coup is fine right now.

    Skull Merchant is already getting a rework (thank god).

    Knight already has an anti-camp mechanic where the guard despawns when someone touches the hooked survivor.

  • Most people already agree RPD East Wing is killer sided.

    The Game is very killer dependant, some will really struggle but some will also do really well. It’s one of my favourite maps as Ghostface but as Oni or Freddy it’s painful. And killers such as Doctor or Nurse will send you there quite frequently and just destroy. So I would say for some killers it’s killer sided but for others it isn’t.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549956#Comment_3549956

    Because community feedback tends to be an echo chamber that doesn’t consider nuance (like how Ghostface, Huntress, and Singularity can’t all be strong on Toba) and is really biased. If they followed community feedback to an extreme extent this game would die just like Death Garden.

    I agree with you but they really should take some criticism into consideration.

    Everyone knows Borgo was bad for killers because of the amount of strong, interconnected loops yet they didn't even address this in the new rework and even added stronger ones to it.

    Yes listening exclusively to players is a bad idea, but they still need to listen to some feedback around map design because right now it's probably the biggest issue with the game.

  • Mostly Jake. Sometimes Quentin, Nic Cage or Leon.

  • @KateMain86 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/392458/where-did-the-focus-on-giving-skins-to-everyone-go

    I haven't seen the singularity since a couple weeks after it released. There likely isn't a large enough market for that killer to justify focusing resources on cosmetics. You answered your own question when you said no one plays him. Its all about what resonates and what is marketable.

    I've been seeing a lot more Haddie's and Jeff's since they started getting cosmetics. I've even noticed less Feng's since she stopped receiving cosmetics every update (she's still very common, but not 1-2 Fengs every game like it used to be). So I feel like if the more neglected characters actually got something they would see more use. Of course this may be less true for killers because they aren't just alternate skins like survivors are but survivors like David and Jake might see more use if they actually received something that looked good.

    And no one plays Skull Merchant or Trickster yet they receive skins non-stop. The real reason HUX doesn't receive skins is probably because he isn't sexy enough.

  • Yeah I know. I just wanted to bring it up so people knew why it was useless on Freddy.

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