Bookern
Bookern
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/425967/frank-stone-hints-new-content-and-changes
Please dont tell me I have to fix gens in that game as well…
you do with a part finding mechanic as well even has skill checks
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yeah needs less pallets
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@ChaosWam said:
I think he's alright. Not too strong, not too weak, plenty to manage and keep in mind. A bit clunky though.
Also, some places hellfire should go over don't, like the candy counter in Greenville Square.
adding to this Hellfire is so inconsistent so many tall walls and mini walls it can or can't go through
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@solarjin1 said:
ideally you would use the 2v8 cages to reduce camping&tunneling significantly but that would tank the kill rates. Obviously the killers need better gen regression and protection at base to make up for this. Neither side will budge unfortunately...They just keeping name reasons why the other side overpowering. People want the game to be about hooks but they to scare to let the other side get anything
C&T is so ingrained in the game if it was completely removed Killers especially weaker ones would have to get massive buffs to keep up, Time to down would have to be drastically reduced, Pallets and Vaults would have to be unsafer.
Also this is just me but i wanted a sprint burst like effect for m1 killers after they hook someone to get back to objectives faster
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@Crowman said:
This build has no early pressure. For the build to be a threat the killer needs to be getting quick downs in which case you likely could have won without these perks.
the 4th slot is open so use a perk for early pressure?
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@Devil_hit11 said:
won't wolf form be very bad without hug tech? you can't go backwards due to reduce m/s with wolf form so sliding with pounce is only way to double back with wolf to win mindgames.
in the first two loops on RPD, if the player used Dracula fire-pillar on library loop and center loop, he would got the hit much easier.
Yes i dont see hug techs as a problem with wolf form cause its so bad but for blight and wesker i do
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He has no pressure or stalling and takes 3 hits to down with power hes an ok looper at best with terrible Ai Zombies
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788919#Comment_3788919
This post is clearly meant for when you play killer...
its 5 am anyway yes its impossible to track or stealth
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no? Bat form is so loud its a major skill issue not to see them coming
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788281#Comment_3788281
I'm wondering if it can go through the Killer Shack walls 🤔
Yes actually people are finding numerous techs that can get hellfire through walls
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@supersonic853 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3788458#Comment_3788458
To be fair if they wanted brightness to be a component of the game I feel like they'd have added it by now. So some of the dark and the fog is obviously there for something to make it harder to see stuff at a range or the like. It's why they made the FOV locked for so long as well.
Devs added Fog to stop seeing survs and killers across the map its very much a balance thing
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These comments are delusional ReFans are just disappointed at how nemesis is he should have been more lore accurate give him a sprint a rocket launcher its just a common take not cause its the same person on multiple accounts
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Dark Lord and it aint even close
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785283#Comment_3785283
no it shouldnt, it's enough it applies slowdown.
they said the same with nemesis infect slowdown and look who got slowdown buffs it'll happen with unknown too
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@UndeddJester said:
I suppose a good way of looking at it is the shot has the AoE, so if you give the effect off the direct hits as well, it basically allows you to fire at survivors as you please, and if you miss, you've got an AoE to give you a second chance of landing the hit, making using the Unknown braindead and boring to play/face.
Imagine if Huntress hatchets exploded and still hit you, even when she misses... that would seem pretty BS and unfair, and would be exactly what the Unknown would feel like.
With it being only the ground explosion that matters, the Unknown gets to enjoy being a unique ranged killer, having to target terrain near survivors instead of the survivors themselves, giving it unique mindgames and engaging gameplay of its own.
Lots of survs would say her hatchet explode with those hitboxes
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yeah tail gameplay is extremely boring for both sides
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One of the largest maps, main building sucks. Multiple safe pallets
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3784227#Comment_3784227
U got them high mmr bots i guess. my bots do 5% of gen progress than start running laps around the map for fun
problem with bots is if they detect even .5 sec of a terror radius they start running even when killer is chasing somebody else
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@Peanits said:
Others have beat me to it, but it's intended for direct hits to be insignificant for The Unknown and this is not something that we're looking to change at this time. This was done to a) encourage use of the blast zone & ricochet effects, and b) to differentiate this power from other ranged Killers.
If you're after meaty direct hits, a Killer like The Huntress or The Deathslinger may be more up your alley. It's not the intention for The Unknown, however.
Then why would we ever want to play a ranged killer that requires two hits to injure while arguably his TP a side power is stronger then his main power we'll stick with even trickster enjoy having made the newest least picked range killer see ya in 2 years when ya bend the knee like ya did with other killers
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783849#Comment_3783849
A Survivor-Bot is not better and probably even worse than no player.
I've had several games in which a survivor bot has played better than the sore loser they replaced, even going so far as to escape with said bot. You're underestimating how bad players can be.
As for this killer bot, yes I'd expect a worse performance in 1v4. This Nurse got a 7K but mostly because the streamer was 'supporting' them by pressuring and kicking gens. Had the survivors been, or been able to be, efficient on gens, it would have been little more than a 1K or 2K tops. So translated to 1v4 they'd be lucky to get one kill.
But the Nurse bot is surprisingly effective with Blinks and chases, which is impressive.
The Trapper bot on the other hand is abysmal in chase and his power hurts him more than aids him. The Trapper bots I've seen will; drop chase immediately to go out of their way to break a pallet, drop chase to reset a trap in an awful position, stand around aimlessly 'deciding' whether to go for traps, pallets, gens or survivors.
You can actually game the Trapper bot by playing distraction, if someone else is being chased, just drop a random pallet or disarm a random trap, the bot won't know what to do.
I think the AI as it is currently will struggle with all killers who don't have simple chase powers. Any killer with a secondary power like traps, too much going on.
Yeah seems bot Killers with simple chase powers are the strongest variant setup killers and other complicated the bots have a hard time
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@Toystory3Monkey said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783760#Comment_3783760
no it shouldnt be & it isnt because the unknown's power isnt designed to encourage direct hits any more than it does now by slowing survivor down briefly. getting direct hits is pretty easy especially at close enough range and it has very little counterplay which is why it's not something unknown is encouraged to do.
being forced into bouncing the projectile makes you use environment which creates unique gameplay.
Disagree
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either way getting a direct hit should be skillful and rewarding especially if its an arcing grenade
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Devs confirmed they aint gonna disable killers power in any form
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@ChurchofPig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3783282#Comment_3783282
They tested basekit unbreakable at one point, never again should that return. NEVER. It is overly abusable.
it really was survivors just could get away for free if killer ever went for the second down that was trying to distract or just being foolish the first one would get up and run away before killer could return without the help of another surv. It could become basekit to stop 4 man slugs but pickup recovery speed would need a 50% nerf to give killer some kinda pressure
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@Toystory3Monkey said:
because you shouldnt be rewarded for direct shots with the power using bouncing projectile which is what gives it depth.
why would you be creative with your shots and use environment when you can just point and click?
Man has never gotten a direct hit kill with a grenade or noobtube in cod and it shows
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Give debuffs to the Weakened state repair penalty hindred exhaustion anything and make direct hits hindred last longer
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Playing as Xeno is pretty unfun and uninteresting playing against xeno using flame turrets is more fun
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782372#Comment_3782372
I think that making it so Legion doesn't Deep Wound survivors would be enjoyable for everyone. The mechanic of downing a survivor on the final hit would stay, even the part where you can't hit the person you hit before. Just removing Deep Wound.
Legion im fine with removing his deep wounds however due to map sizes in 2v8 his Frenzy would need a duration buff and his final hit would have to be moved to the 6 hit cause at 4 he would be downing alot since theres 8 survs
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speaking as a killer once you see someone hacking crazily theres really nothing you can do they can instant heal and fly at mach 20 speeds. Could he have just let yall go? Yeah but i think he just tried to make it a normalish game
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@Rulebreaker said:
- Pig - Everyone starts with a headset. The first box will always get the trap off. There is 1 box per survivor. Each box can only be used once. Evil rules: traps starts active.
- Wesker - Double the sprays. Survivors caught by wesker's power (damaged or not) are revealed to their partner for X seconds.
- Nemesis - 1 vaccine per survivor. Extra zombi or 2 (leaning towards 1 or 1 wild zombie and 1 follows your partner around like a good trooper)
- Plague - More fountains. Aura of corrupt fountains are shown to your partner as well. Kinda it as she can get absurd in that mode if given a way and we want some form of balance despite these crazy ramblins of ours.
- Xeno - 6-8 turrets max. More tunnels. Your partner gets killer instincts as well when xeno exits tunnels. Xeno changes into crawler mode much more slower outside tunnels or more than x meters from your partner, which then rapidly changes them.
- Hux - More printers. Overclock lasts longer when near your partner. Survivors auras are revealed to your partner when you look at someone in a bipod. Alternative: Survivors are revealed when tagged or slipstreamed to.
- Pinhead - 1. The box is hidden until a chain hunt activates or 2. Chain Hunts start much quicker. Either way survivors caught by a possessed chain are revealed to your partner.
- Legion (because someone wanted us to mention them) - Your partner also sees everyone revealed by killer instincts. Mending is faster.
These are just some random ideas we made on the spot. Did we miss anyone?
Freddy?
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Yes no point getting it now
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Tbf the medic class is the weakest for survs rn giving that class new effects like well make it and a few more minor buffs should help fix this problem
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779791#Comment_3779791
2v8 sees survivors injured a hell of a lot more than 1v4, then you factor in killers like Legion who can rapidly injure, and Oni would have virtually 100% power uptime, and constant one-hit downs.
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@SoGo said:
I will agree with the opinion that we should first add those who's powers aren't overlaping eachother and those who don't need as many adjustments.
Doctor, Bubba, Hag, Clown, Ghostface, Dredge, Deathsliger, Pyramid Head, and Demo are all relatively easy to put in.
How would Ghostface work? He already has a hard time in 1v4 getting revealed very easily having 8 he would never be in stealth he would need major reveal resistance buffs and quicker stalk times just to function in my opinion
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i assume your sensitive and thin skinned if saying gg in someones chat who gave up on 5 gens gets you this mad
@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780519#Comment_3780519
I assume you haven't even read the OP.
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@Nathan13 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780524#Comment_3780524
Because you and several other people have accused me of rubbing my win in their faces when that was not my intention. And I’m gonna keep doing what I want to do because streaming platforms are public so as long as i’m not breaking any rules I don’t need anyone’s approval of how I’m gonna go into someone’s stream and interact with them postgame.
I’m just trying to lead by example and be the better person than someone that chooses to ragequit at the beginning of game simply because they don’t like going up against a certain killer/ game mechanic.ignore them if saying gg in someones chat is toxic then say gg ez next time or worse they gave up on hook and ruined their teams game they dont deserve politeness neither does these commenters
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@alpha5 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780484#Comment_3780484
Provoke a reaction. Be disturbed about said reaction. Alright then, you do you.
saying gg is provoking a reaction next you'll say getting a down is provoking a reaction this community softer then overwatch
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780407#Comment_3780407
Isn't this the exact situation the Fog Whisperers and other programs are for? To have a touch on the pulse of the community, and what they would like or not like? That just sounds like they failed to use the resources available to them.
idk tbh but i do believe Devs should give earlier indepth changes notes going to be tested on the PTB so it can be discussed among the community beforehand to see if some changes are to radical before committing to these changes
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@Ayodam said:
I wonder if the controversy with its skins also has something to do with it.
i would not be surprised that controversy got talked about in mainstream and mainstream media got alot of people talking bad about the game especially since the VA made a statement she was tricked. Would not be surprised if devs no longer give female presenting skins to the unknown or hire a Trans VA
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780005#Comment_3780005
I understand what you're suggesting, and to some extent we agree, but if I could add to this: Trying out bold new things isn't free. Any change that we spend time programming, adding animation, art, SFX or any other work to that goes to the PTB and gets scrapped is time that is effectively wasted. That time could have gone into other improvement that would have actually gone live.
The reality is there's only so much time to work on changes between each update. We pack as much as we can into each one and there's always more we want to do.
Lately we've taken to doing smaller incremental changes to a larger number of Perks and Killers most of the time rather than large ones to only one or two. There's a couple reasons why we do this:
- People who use those Killers/Perks get more frequent changes without having to wait for a large scale rework which may be pushed back repeatedly until there's enough room for it.
- It allows us to see how a set of balance changes affects things before committing to further changes and risking over buffing or over nerfing something. (For context, the PTB does not use ranked matchmaking and people take time to adjust, so we can only learn so much.)
- Smaller bundles of changes tend to be safer and have less risk of being reverted, meaning more changes actually make it to the live game.
To the last point in the original post, having fewer things that need to change between PTB and live is a good thing. It means that they're in a safe enough spot that we can monitor how they play out in the live game. I want to stress the fact that nothing that goes live is final, everything is subject to change if needed. On the flipside, pushing a ton of changes to the PTB and having to backtrack most of them before they go live is a bad thing for development because it takes time and resources to a) make those changes in the first place, and b) rework or revert those changes before the live release. Both take development time away from other positive changes we could be making. It's also worth noting that the window between PTB to live is fairly small due to certification, so we don't have the luxury of making massive changes between the two.
I absolutely get the sentiment, and there are times where we test larger changes without intending to push them live. But our goal is to get as close to the target as possible with the first try, then fine tune from there.
The massive failure of the Twins rework has traumatized Devs cause of the massive amount of time wasted just for it to be hated. The Knight "Rework" which nobody wanted but forced live regardless of feedback so they are hard focused on number tweaks so i dont expect the Skull Merchant to get another rework just number nerfs
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779790#Comment_3779790
I understand you see it as the chaos of the mode but survivors fun need to be heavily consider for the sake of Q times. No I do not want to face a pin head with the chain hunt never ending cause some noob pick it up. There no mmr in this mode and the devs really need to keep that in mind.
"do you want hard nerfs on all killers" I mean it's pretty obvious that some of them will need nerfs if added. I say stick to adding safe picks instead of killers who will be complicated to balance. All mid range attackers & range killers should be alright. xeno, prymid head, even slinger would be fine.
if a noob holds box hostage for pinhead thats on them not the killer hence doesnt justify being nerfed for sake of no mmr.
im all for making it more fun for survs but nerfing killers and ruining their fun aint the way
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@Eleghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/423802/1v4-killer-stress-vs-2v8-killer-stress
How are you stressing in 2v8? i've found it rather refreshing to not have to worry about certain perks from both sides and not to mention the fun factor of playing killer with a friend. 1v4 is only really stressful if you let it be. No matter what anyone says, you don't have to win all your games, and honestly you will lose some no matter what. So just don't worry if you win or lose play the game for fun and enjoyment not to stress yourself out.
watching 3 gens pop in the first 30 seconds i can feel that stress playing as or against
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mods close this post
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@SkeletonDance said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779414#Comment_3779414
Faster stalking speed around your mate, undetectable in tier 1 for both, reduced terror radius in tier 2 for both, increased lunge for both in tier 3, faster movement speed while stalking, faster vault speed for both, unlimited amount of drain stalking
place bets they make burger king myers in 2v8 (both iri)
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@DragonMasterDarren said:
I think adding a extra 5 would be a good idea, and running under the assumption that this would mean going in release order and with Licensed killers the next 5 would be Myers, Hag, Doc, Bubba, and Freddy
The main question is what buffs would 2v8 give to them, Hag is pretty obvious (Faster trap placement, Haste after placing a trap, basically just copy-pasting Trapper's buffs) but how would BHVR bump up Myers to be functional in 2v8?
Devs want Doc to be static blast focused so probably 30 sec blasts with 2x range for bigger maps. Bubba like billy speed limiter but with more charges and duration
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779305#Comment_3779305
Balance can be loose without being thrown put entirely.
They nerfed Billy to make him work in this mode, there are other killers that will potentially need the same treatment, such as Legion or Oni.
im just gonna assume legion will just injure but cant down so old legion chaining will be back and what so op about oni?
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779305#Comment_3779305
What absurd combo in the game mode currently? i don't see any and i haven't heard anyone complain about a specific combo. "balance doesnt matter in this mode" idk about that. The balance been pretty decent so far and i wouldn't won't that to change. They need to be careful of problematic combinations.
imagine a killer that can always keep u injure like legion/ plague with killers like wraith or oni.
what about two rush down/fast movement speed killers patrolling one side of the map? that could be extremely unbalance as well.
Characters with complicated kits like sadako and singularity would be nightmare to balance in this mode.
People have adamantly said they hate combos such as Trapper Huntress, Billy Huntress, Billy wraith , Nurse billy, nurse huntress,
Thats the chaotic nature of this mode you dont know what combination youll get who cares if there is problem combos do you want hard nerfs on all killers
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@deckyr said:
i would rather ban perks than maps.
if each survivor could ban one killer perk and the killer gets to ban four survivor perks, my games of dbd would suddenly be much more fun. no more pain res or distortion ever again, yippee.
problem for that is each survivor gets one you could ban say pain res but the rest just pick random or a niche perk killer gets full control while your team could troll or screw you over
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778197#Comment_3778197
You’re grossly underselling unknown. He’s not great by any means but instant map wide teleport is insane. Not to mention you can place it anywhere you want as long as you have been there first. Don’t forget double hits which very few killers can do.
I’d like to point out the highest ever win streak on Huntress is 101 meanwhile Unknowns highest is just under 100 and still going. He’s not awful by any means.
cool when a side power is stronger then his main power really telling on the design flaws
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@Rulebreaker said:
Honestly we'd think there should be a random rotation. Would be lovely chaos.
Not a bad idea i like it
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@solarjin1 said:
stick to adding 5. The last thing we need is some absurd combo that slip through the cracks because behavior didn't have time to test everything.
people already think theirs already absurd combos with the original 4 and what happened to the "balance doesnt matter in this mode" every surv been saying